A court spy on the king’s new herald
Prime Requisite: WIS and CHA
Requirements: WIS 9
Hit Dice: 1d6
Maximum Level: 12
The brass jongleur was the first improvement on the original tinman design. The jongleurs’ true purpose was to guard nobility and royalty, the notion being that a tinman would have fewer weaknesses to prey upon than a human guard. However, to be most effective in this role, the brass jongleurs needed to fit in as seamlessly as possible into court society, something the original tinmen were ill-equipped to do. As entertainers, companions and even friends, the brass jongleurs were always in position to defend their wards.
At first level, brass jongleurs hit an unarmored foe (AC 0) with an attack throw of 10+. Like thieves, they advance in attack throws and saving throws by two points every four levels of experience. Jongleurs cannot wear armor heavier than leather. They may wield a weapon and shield or a weapon two-handed, but may not wield a weapon in each hand. The jongleur can wield a broad selection of weapons, including the battle axe, club, crossbow, dagger, mace, shortbow, sling, spear, staff or sword. However, many jongleurs prefer not to appear to be heavily armed, carrying only a dagger or a staff, or even being unarmed. All jongleurs receive classical weapons training giving them a bonus of +1 to attack throws with their choice of melee or missile attacks. The jongleur must choose which type of attack will receive the bonus at 1st level, and may not change the choice as he advances.
Brass jongleurs are extensively programmed in etiquette and protocol. They receive a +2 bonus on all reaction rolls when they attempt to parley with intelligent creatures (as per the Diplomacy proficiency). Jongleurs may inspire courage in their allies, in the same manner as bards. Inspiring courage requires a few moments of oration before a battle (one round), and grants the jongleur’s allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the jongleur), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). A jongleur can inspire courage in any given character once per day per class level. (Even the most inspiring epic gets old if you hear it twice in the same day.) A jongleur cannot inspire courage on characters who are already engaged in combat. Jongleurs may either sing, recite poetry, or play a group of instruments in a skilled manner. The jongleur chooses the type of performance that his character knows. He may take the Perform proficiency to learn other types of performances.
Brass jongleurs hear noise as a thief. Jongleurs may use any magic item usable by thieves.
Due to a brass jongleur’s inhumanity, the character suffers a -1 penalty to the reactions, loyalty, and morale of humans and demi-humans. The character gets a +1 bonus to the reactions, loyalty, and morale of intelligent constructs. As an intelligent construct, the character is unaffected by poison. Note that as an intelligent construct, the character is affected by hold, charm, or sleep spells. However, the character gains a +1 bonus on saving throws versus Spells. The character doesn't need to breathe, eat, or sleep, but he may choose to do so, typically to gain a specific benefit. A brass jongleur’s brass plating provides the character with a base unarmored AC of 2 instead of 0. However, the character has a base movement rate of only 90’. When brawling (see ACKS p. 109), the character may deal lethal damage, 1d3 with a punch or 1d4 with a kick. He can punch or kick characters in metal armor without himself taking damage.
When a brass jongleur attains 9th level, he can establish a conservatory (a hideout, rules-wise), and 2d6 brass jongleurs of 1st level will come to work with the character. If hired, they must be paid standard rates. A vigilant jongleur might use these followers to start a carousing information network. Additional rules for hideouts are detailed in the Campaign chapter of the ACKS Rulebook.
Brass Jongleur Proficiency List (30): Acrobatics, Alertness, Beast Friendship, Bribery, Combat Trickery (Disarm, Sunder), Command, Divine Spellcasting, Fighting Style, Healing, Knowledge (nobility), Language, Laying on Hands, Leadership, Loremastery, Magical Music, Military Strategy, Mystic Aura, Performance, Precise Shooting, Prestidigitation, Profession (seneschal), Quiet Magic, Riding, Running, Skirmishing, Swashbuckling, Unflappable Casting, Wakefulness, Weapon Finesse, Weapon Focus
Experience
|
Level
|
Title
|
Hit Dice
|
0
|
1
|
Brass Attendant
|
1d6
|
1,725
|
2
|
Brass Courtier
|
2d6
|
3,450
|
3
|
Brass Gallant
|
3d6
|
6,900
|
4
|
Brass Lyrist
|
4d6
|
13,800
|
5
|
Brass Minstrel
|
5d6
|
27,600
|
6
|
Brass Troubadour
|
6d6
|
55,000
|
7
|
Brass Herald
|
7d6
|
110,000
|
8
|
Brass Jongleur
|
8d6
|
220,000
|
9
|
Brass Jongleur, 9th lvl
|
9d6
|
440,000
|
10
|
Brass Jongleur, 10th lvl
|
9d6+2*
|
880,000
|
11
|
Brass Jongleur, 11th lvl
|
9d6+4*
|
1,760,000
|
12
|
Brass Jongleur, 12th lvl
|
9d6+6*
|
*Hit point modifiers from constitution are ignored
First Level Divine Spells
1 Cure Light Wounds*
2 Fellowship
3 Remove Fear*
Second Level Divine Spells
1 Divine Grace
2 Enthrall
3 Shimmer
Third Level Divine Spells
1 Cure Disease*
2 Remove Curse*
3 Striking
Fourth Level Divine Spells
1 Cure Serious Wounds*
2 Tongues
3 Vigor
Custom Class Build Information
Hit Dice
|
Fighting
|
Thievery
|
Divine
|
Arcane
|
Tinman
|
1
|
1b
|
2
|
0
|
0
|
1
|
Note: This custom class is a preview of the tinmen. Full details on the tinmen will appear in a future post.
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