Post by king of hyrule on Aug 29, 2005 21:44:17 GMT -5
Performer
There is always a place for wit and charm, and there is always a place for the singers of songs and tellers of tales. Performers are just those folk. They are the adventuring artists of the world, traveling back and forth and leaving as
much lore behind as tales and gossip. Performers sow the seeds of legends – they are the purveyors of mythology and the keepers of history through their songs, dances, music, and prose.
Adventures: What better way to find the next great legend or story than to live it yourself? That is exactly the driving force behind many performers who set out for adventure.
Performers seek adventure for the opportunity it lends them to discover new tales and myths as well as the opportunity to make those tales and myths themselves.
Characteristics: Performers are a varied lot. They tend to be extroverted, charismatic folk, drawn to intrigue, danger, and adventure as a moth is drawn to flame. Their personalities are as varied as their backgrounds, though most performers tend to have an extreme charm to them. Their performances make them excellent support members of any party, and their combat abilities more than lend them a hand in any party’s ranks of warriors.
Focus: Performers lean towards the shadow aspect as much as they do light and dark. Their backgrounds and personalities are often so diverse; there is no defining factor by which to classify the majority of performers. Though many display roguish traits and quirks, there are just as many who strongly hold towards strong moral and
ethical codes.
Background: Performers come from all lifestyles. The talent
and charisma it takes to be a performer can come from
anywhere or anyone, regardless of background. However, it must be said that a sizable majority of performers come from middle class upbringings where time and luxury afforded them the ability to learn their crafts.
Races: Almost all races have performers within their ranks.
More than any other race, zorans are inclined to become performers. Hylians are also known for their knack of art and performance as well. Gerudos and gorons are not
well known for their performers, favoring more martial or stealthy classes.
Other Classes: Performers are the ultimate support members of any party. As such, they get along great with just about every class. Having said that, they share the most in common with drifters and artisans who have large repertoires of skills and abilities to utilize. Performers are
able to back-up and even equal spellcasters in certain circumstances, though at times an animosity can occur between those who use latent magic and those who use active magic.
Game Rule Information
Abilities: To be a performer, you need to know how to work the crowds. Therefore, performers need a high Charisma to sell their performance, a high Wisdom to read their audience, and a high Constitution to keep performing longer than their competition!
Hit Die: d6
Starting Rupees: 4d4 x 10
Class Skills
The performer’s class skills (and the key abilities for each)
are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Perform (Cha), Profession (Wis), Sense Motive (Wis).
Skill Points at First Level: (6 + Int mod) x 4 Skill Points at Each Additional Level: 6 + Int mod
Class Features
Weapon and Armor Proficiencies: A performer is proficient in all simple weapons, light armor, and shields.
Performance: A performer’s life is built around and dedicated to performing. Their talents at performing are varied, and they are able to encompass everything from aiding their friends in combat to influencing others. At 1st level, and every other level thereafter, the performer gains
a performance. See Chapter 5: Tricks of the Trade for a complete list of all performances available.
Conscious Demeanor: The performer is a master of using his charm and wit to make an appearance to others. Starting at 2nd level, the performer may add half his performer level to any Bluff, Diplomacy, Disguise, Gather
Information, and Intimidate checks. This ability may be used an additional time per day for every four levels of the performer.
Performer’s Grace: The performer makes it by with wit, charm, and keen senses. Once per day, the performer may choose any single saving throw he is forced to make
that would ordinarily not allow a save for half damage or effect. If he succeeds at the save, he takes only half damage or effect.
Magical Appeal: The performer is not only a charismatic entertainer; he is also sensitive to the magical energies of the Tri-Force that surround the world. The performer may spend any number of magic points and add it to any Performance skill checks. He may do this at will as a free action.
There is always a place for wit and charm, and there is always a place for the singers of songs and tellers of tales. Performers are just those folk. They are the adventuring artists of the world, traveling back and forth and leaving as
much lore behind as tales and gossip. Performers sow the seeds of legends – they are the purveyors of mythology and the keepers of history through their songs, dances, music, and prose.
Adventures: What better way to find the next great legend or story than to live it yourself? That is exactly the driving force behind many performers who set out for adventure.
Performers seek adventure for the opportunity it lends them to discover new tales and myths as well as the opportunity to make those tales and myths themselves.
Characteristics: Performers are a varied lot. They tend to be extroverted, charismatic folk, drawn to intrigue, danger, and adventure as a moth is drawn to flame. Their personalities are as varied as their backgrounds, though most performers tend to have an extreme charm to them. Their performances make them excellent support members of any party, and their combat abilities more than lend them a hand in any party’s ranks of warriors.
Focus: Performers lean towards the shadow aspect as much as they do light and dark. Their backgrounds and personalities are often so diverse; there is no defining factor by which to classify the majority of performers. Though many display roguish traits and quirks, there are just as many who strongly hold towards strong moral and
ethical codes.
Background: Performers come from all lifestyles. The talent
and charisma it takes to be a performer can come from
anywhere or anyone, regardless of background. However, it must be said that a sizable majority of performers come from middle class upbringings where time and luxury afforded them the ability to learn their crafts.
Races: Almost all races have performers within their ranks.
More than any other race, zorans are inclined to become performers. Hylians are also known for their knack of art and performance as well. Gerudos and gorons are not
well known for their performers, favoring more martial or stealthy classes.
Other Classes: Performers are the ultimate support members of any party. As such, they get along great with just about every class. Having said that, they share the most in common with drifters and artisans who have large repertoires of skills and abilities to utilize. Performers are
able to back-up and even equal spellcasters in certain circumstances, though at times an animosity can occur between those who use latent magic and those who use active magic.
Game Rule Information
Abilities: To be a performer, you need to know how to work the crowds. Therefore, performers need a high Charisma to sell their performance, a high Wisdom to read their audience, and a high Constitution to keep performing longer than their competition!
Hit Die: d6
Starting Rupees: 4d4 x 10
Class Skills
The performer’s class skills (and the key abilities for each)
are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Perform (Cha), Profession (Wis), Sense Motive (Wis).
Skill Points at First Level: (6 + Int mod) x 4 Skill Points at Each Additional Level: 6 + Int mod
Class Features
Weapon and Armor Proficiencies: A performer is proficient in all simple weapons, light armor, and shields.
Performance: A performer’s life is built around and dedicated to performing. Their talents at performing are varied, and they are able to encompass everything from aiding their friends in combat to influencing others. At 1st level, and every other level thereafter, the performer gains
a performance. See Chapter 5: Tricks of the Trade for a complete list of all performances available.
Conscious Demeanor: The performer is a master of using his charm and wit to make an appearance to others. Starting at 2nd level, the performer may add half his performer level to any Bluff, Diplomacy, Disguise, Gather
Information, and Intimidate checks. This ability may be used an additional time per day for every four levels of the performer.
Performer’s Grace: The performer makes it by with wit, charm, and keen senses. Once per day, the performer may choose any single saving throw he is forced to make
that would ordinarily not allow a save for half damage or effect. If he succeeds at the save, he takes only half damage or effect.
Magical Appeal: The performer is not only a charismatic entertainer; he is also sensitive to the magical energies of the Tri-Force that surround the world. The performer may spend any number of magic points and add it to any Performance skill checks. He may do this at will as a free action.