From: rogue@ucrengr.ucr.edu (ed zeamba)
Date: 18 Dec 92 05:09:25 GMT
Newsgroups: rec.games.frp.dnd
Subject: New Bard Kit "Troubadour"


	The Troubadour Bard Kit -- by Ed C. Zeamba (c) 1992

Specialty: Swashbuckler/Spell Singer 
Qualifications: This kit is a mixture of the swashbuckler theif kit with a 
couple of abilities similar to the Elven Minstrel and Dwarven Chanter bard kits.
This admixture with some of his own unique talents, makes the troubadour quite a
powerful "jack-of-all-trades." Because of this the troubadour has some of the 
most difficult requirements of any bard kit, but the DM must still decide 
whether to allow it into his game.  To be a troubadour, one must have minimum 
scores of Strength 13, Dexterity 12, Intelligence 14, and Charisma 15.

Description: A Troubadour is both musician and swashbuckler.  He is a romantic 
figure, part acrobat, part swordsman, part wizard, part wit, and entirely 
roguish.  This bard is always gallant and kind to the ladies (or gentleman), but
insult not his skill lest he be forced to prove himself!  In fact, due to his 
charm and grace, he gains a +2 reaction bonus in dealing with members of the 
opposite sex and similar race.  All troubadours possess some arrogance, but few
think they are actually better than another.  A troubadour's talent lies in his 
swordplay and the power of his music.

     Both the warrior and thief classes have swashbuckler kits, and while the 
troubadour bard is similar to both, it has certain differences.  The troubadour 
is not as trained as a warrior at swordplay, but he is more skilled than the 
typical rogue.  A troubadour's music does not attempt to subtly influence the 
reactions of others, like thenTrue Bard, but rather his song and music directly 
affects enemies causing them to lose concentration, falter in attacks, or lose 
morale. The troubadour concentrates his learning in swordplay and the rare art 
of magic through music.

Role: A Troubadour is a happy-go-lucky rogue, with ready wit and flashing 
rapier.  His home is the world, for the troubadour is rarely in once place too 
long.  His antics and yearning for adventure, if not the law at his heels, will 
eventually persuade him to the road, gaining infamy and fortune.  While 
generally less interested in poking people with his rapier, the troubadour is 
more concerned with his amazing displays of acrobatic skills, and wild theatrics
of sword and spell.  Why simply strike your opponent when you can intimidate 
him, disarm him, or carve your initials in his chest with dramatic flare!  More 
often then not the troubadour finds himself jealous enemies, and justly or not, 
on the wrong side of the law.  

     The troubadour is almost never a member of a bard college, as he prefers 
his independence.  He rarely makes loyalties, except perhaps to a small group 
such as an adventuring party, but never to a king or lord.  Troubadours are 
often seen as mercenaries, bandits, or pirates; a troubadour's most valuable 
reward is an increase in his reputation, and an exciting exploit to sing and 
brag about.

     Most troubadours come from a peasant or middle-class background.  Their 
rare talent allows them to live without fear of hopelessness or starvation, 
while the best of them can afford to live as nobles or better! Because of their 
close association with the common folk, troubadours often hear rumors, and are 
more than happy to spread gossip themselves.  Troubadours are "street smart," 
and they gather information as well as any guild thief can.  
     
     While a troubadours is a respected individual, many people are wary of them
for their independent and charismatic ways.  For the most part troubadours are 
driven by the challenge of adventure: to outwit the guildmaster of thieves, to 
steal from the "thief-proof" wizard's guild, etc.  Occasionally however, 
circumstances often find the troubadour in the middle of some heroic quest, 
where he can put his skills to good use while intimidating not a few enemies in 
the process! 

Secondary Skills:  Most likely a people skill such as actor, gambler, or public 
speaker, though some may have had peasant craftsman skill they abandoned for 
roguish pursuits.

Weapon Proficiencies: Including weapon slots at 1st level, at least half of all 
his slots must be spent on expertise in the following swashbuckler weapons: 
stiletto, main-gauche, rapier, or sabre. With these weapons the troubadour uses 
the warrior's THAC0 when performing flashy maneuvers such as disarming an 
opponent, or cutting in half an opponent's belt. Because troubadours spend much 
time practicing with two weapons, they get ambidexterity free (see CFHB), and 
can fight with two weapons of the same length, though they still get the -2 to 
hit with each hand due to the awkwardness of the style. A slot spent on two-
weapon style specialization or a dexterity of 17 or higher will negate all 
penalties.

Nonweapon Proficiencies:  Bonus: Musical Instrument, Singing, Tumbling, 
Information Gathering.  Recommended: Alertness, Blind-fighting, Intimidation, 
Disguise, Fastalking, Jumping, Trailing, Observation, Riding.

Armor/Equipment: The troubadour's dramatic swordplay and acrobatics require 
that he be free in movement.  Thus troubadours lose all their combat special 
benefits if wearing armor other than: Leather, padded, studded leather, or elfin
chain.  Helms that cover the mouth cannot be worn while singing, and metal 
gauntlets cannot be worn while playing musical instruments.

Spell Singing: Through their intense study of the magic of music, troubadours 
have gained a limited form of spell singing.  Like the masterful elven spell 
singers, troubadours cannot cast spells in the typical way.  When a spell calls 
for a somatic component, they must play an instrument.  Likewise, they must 
sing when a spell requires a verbal component.  Unlike the Elven Minstrel, the 
troubadour must still use material components in the normal way.  If this 
optional rule of material components is used, any spell with a material 
component will have its casting time increased by 1 due to the delay of 
retrieving the needed ingredient.

     Troubadours usually play string instruments as spell singing requires the 
mouth to be free for singing.  Spell singing, in all its beauty and apparent 
ease, is actually a strenuous activity for troubadours.  At no time can the 
spell singing troubadour move at greater than half his move rate, furthermore, 
if the troubadour is struck by a weapon, takes damage, or fails a saving throw 
at any point in the round, the spell singing is ruined.  The troubadour loses 
any dexterity bonus to armor class from the very beginning of the round until 
the spell's completion due to the intense concentration needed for spell 
singing. Spells that normally emanate from the caster's hands instead emanate 
from the troubadour's instrument.  Spell singing is advantageous as only those 
with wizard spellcraft proficiency can tell that a spell is being cast, and only
then if the observer specifically is watching the bard and makes a successful 
proficiency check.  Once a spell effect emanates from the instrument, however, 
the true nature of the spell singing is known to all. In all other ways spell 
singing is identical to spell casting.

Song power: This ability acts identically to the True Bard's Counter Song 
ability with the additional abilities of Song Disrupt and Song Disjoin.
Song Disrupt:  a troubadour may attempt to disrupt enemy spellcasters (or 
singers) as the magic of his music disrupts the magical energies of spell 
casting.  The area of effect is centered on the troubadour and extends in a 
radius equal to 10 feet per level of the bard.  Any enemy spellcasters are 
allowed a saving throw versus paralyzation at -1 for every four levels of the 
troubadour to continue casting.  Only spells with verbal components can be 
disrupted.  
Song Disjoin: a troubadour may also attempt to temporarily dispel in-place and 
permanent spells.  The troubadour must 'know' the spell to be affected, and he 
dispels by singing and strumming strange harmonies aimed at weakening the spell.
Success is determined as a base 30% + 2% per level of the troubadour.  The 
final chance cannot exceed the bard's "% learn" chance.  If successful the spell
drops, negating all effects for a number of rounds equal to the troubadour's 
level.  This specific power takes the entire round to go into effect, and it can
be used only once per day per level as the strain on the spell singer is so 
great. The troubadour cannot attempt to dispel the particular spell again until 
24 hours have passed, regardless of his level. (ie. A mage casts five "Wall of 
Stone" spells. The troubadour can try to dispel each one, failures dealt with as
noted in the previous sentence.)

Rally Allies: This ability is identical to the True Bard's ability of the same 
name.

Combat Ability:  The troubadour's combat prowess comes from his unexpected 
flash manuvers and light-footed fighting style.  While in studded leather or 
lighter armor, (including elfin chain) the troubadour gains a +2 bonus to his 
armor class.  Also while using swashbuckler weapons, he attacks and parries as 
if 2 levels higher. (+1 to hit and +1 damage)

Special Hinderences:  Because the troubadour spends so much time practicing 
swordplay and mastering of musical magic, he never gains the ability to use 
wizard items of written nature.  Note that the troubadour cannot "influnce 
reactions" on others as he is more a swashbuckler than a entertainer.  Because 
troubadours are spell singers, they cannot cast spells with somatic components 
without thier musical instruments.  Troubadours do not ever automatically gain
any followers as some other bard's do.  By nature, the troubadour gains many 
enemies (usually as a result of one of his stunts!) and often finds himself the
accused of wrongdoing.  If the Fame/Imfamy system (see CBHB), then the 
troubadour must always strive for infamy.  It is up to the DM to put the 
troubadour in interesting situations, and to arrange challenges from vengful 
NPC's.  (see the CTHB swashbuckler for good ideas)

