Deep Athelas, Chantmaster Extraordinaire

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Anarch's picture
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Deep Athelas, Chantmaster Extraordinaire

Another character to be flesh out later; again, I'm trying to get a feel for the crunch.

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Deep Athelas, Sigil Tout, Chantmaster Extraordinaire

(planar / male human / rogue 3 / Indep / NG)

Male humanoid (human) Rogue 3: CR 3; med humanoid (extraplanar); HD 3d6; hp 10; Init +2; Spd 30ft; AC 15 (+2 Dex, +3 mwk studded leather); BAB: +2; Grp +2; Atk +3 (1d4 /19-20 mwk dagger) melee or +5 (1d4 mwk sling) ranged; SA none; SQ: evasion, trap sense +1; AL NG; SV Fort +1 Ref +5 Will +3; Str 11, Dex 15 (+2), Con 10, Int 16 (+3), Wis 15 (+2), Cha 17 (+3).

Skills and Feats: Appraise +7, Bluff +11, Decipher Script +9, Diplomacy +13, Forgery +7, Gather Information +12 (+14 in Sigil), Hide +4, Intimidate +11, Knowledge (local/Sigil) +9, Listen +8, Profession (tout) +12, Sense Motive +8, Sleight of Hand +9, Spot +8; Bardic Knowledge, Evasion, Persuasive [included above] Rumormonger (Sigil) (see below), Skill Focus: Gather Information [included above], Skill Focus: Profession (tout) [included above], Trap Sense +1. Speaks: Planar Trade, Undercommon, Celestial, Fiendish, Rhebus.

Rumormonger (Ex): You may add half of your ranks in Gather Information [here 6, so half is 3] for your bard level when making a bardic knowledge check; that is, your bonus is your bard level + half the number of ranks in Gather Information + your Intelligence modifier [here, a total of +6]. The DC of any check should be made relative to the rarity of information in the given location [here Sigil]. Furthermore, an additional bonus is granted to common information: A check at DC 10 gets a bonus of +3, a check at DC 15 gets a bonus of +2 while a check at DC 20 gets a bonus of +1.

When using rumormonger, the bardic knowledge check is made secretly. If it fails, the DM will provide false or inaccurate information; how false or inaccurate is entirely at the DM's discretion. There is absolutely no way for you to distinguish between true and false information gleaned by using this feat.

[Note: Deep Athelas has foresworn any ability in sneak attack or in trapfinding to attain bardic knowledge and this feat.]

Possessions: Masterwork sling, 30 bullets, masterwork dagger, masterwork studded leather, elixir of truth, bag of tricks (gray), cure light wounds (x2), 400gp.

Nemui's picture
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Joined: 2004-08-30
*crunch, crunch*

Rumormonger isn't bad, although I'd like to see an ability to actually spread rumors included.

Also, the false info provided by the GM on a failed check should be prepared beforehand. since the PCs would realize the GM is making stuff up ad hoc... and how do you prepare for a bardic knowledge check? It can be attempted regarding just about anything.

Ranks in Profession (tout) are essentially pointless, just like all Profession skills related to IC interaction. I mean OK, he's an NPC, but I'd say Knowledge (local) + Diplomacy covers it...

BTW, why the ability modifiers in parentheses?

Anarch's picture
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Re: *crunch, crunch*

"Nemui" wrote:
Rumormonger isn't bad, although I'd like to see an ability to actually spread rumors included.

Good idea. I'll crunch on that for a bit.

Quote:
Also, the false info provided by the GM on a failed check should be prepared beforehand. since the PCs would realize the GM is making stuff up ad hoc... and how do you prepare for a bardic knowledge check? It can be attempted regarding just about anything.

It could just be me but I've never had the slightest problem BSing on cue... Eye-wink

[My favorite single encounter of all time was done on the fly during a convention when I realized that my run was going to end too soon and I needed to stretch things out another hour. The funny part? My players thought that I must have planned this for hours, carefully charting out every twist and turn; in truth, I spent that entire hour improvising random crap and having the time of my life.]

Less facetiously, the key thing is that the GM's got plenty of time to muck around with stuff once the player's declared rumormonger. Sure you've got to make something up, but I can't imagine how hard it could be just to give something worthless or at least edited. You could mention that this item was probably owned by the great wizard Na'Hemstarol while conveniently "forgetting" to tell the PCs that he was a pit fiend. That tower? It's actually on the 3rd layer of Celestia, not the Abyss. Or pillage from a different adventure -- this is particularly fun if it's one you're going to run later -- and describe item X from adventure A as item Y from adventure B. As long as you take a roughly equivalent amount of time to describe the true and the false -- remember, Bluff is a class skill of GM Eye-wink -- they won't know the difference. And being Planescape, it's not like the players can just dismiss what they hear out of hand; sure, it's pretty ludicrous that this ring was the wedding gift of the arcanoloth Shoveriadh to his beloved firre bride Ulwendra, but stranger things, y'know?

Quote:
Ranks in Profession (tout) are essentially pointless, just like all Profession skills related to IC interaction. I mean OK, he's an NPC, but I'd say Knowledge (local) + Diplomacy covers it...

Yeah, I wasn't really sure about that. Part of the problem is that the PSCS doesn't include "tout" as a profession that I saw -- ditto, incidentally, for any crunch on razorvine -- so I'm not sure what, if anything, it would mean game-mechanically to be a professional tout. [Or any other profession, really.] I like it for character reasons but I might swap it around for something else if it's too useless.

Quote:
BTW, why the ability modifiers in parentheses?

Partly as a convenient reference. Mainly because I'm an idiot and can't remember what the damn modifiers are unless they're right in front of me.

Fell's picture
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Joined: 2004-12-07
Deep Athelas, Chantmaster Extraordinaire

Interesting.

Does Deep Athelas specialised in a particular type of chant, or just rumors in general?

Enzo Sarlas's picture
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Re: *crunch, crunch*

"Nemui" wrote:
Ranks in Profession (tout) are essentially pointless, just like all Profession skills related to IC interaction. I mean OK, he's an NPC, but I'd say Knowledge (local) + Diplomacy covers it...

They're only pointless if he doesn't actually want to earn a living as a tout. Eye-wink

Knowledge and Diplomacy are both excellent skills, but neither lets you make money. To make money as a tout, a kid's got to know what corner he can work without getting knifed, know what taverns will pay him to bring in customers, know how much to charge for X Y or Z, etc. Profession (tout) is no different than Profession (clerk), that way. That is, it takes more than knowledge of math and the ability to read and write to earn a living as a clerk.

I developed a Tout PrC a while back. I'm open to discussion on changes, but it does incorporate a Bardic Knowledge type ability.

Anarch's picture
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Deep Athelas, Chantmaster Extraordinaire

OK, here's the revised Rumormonger feat:

Rumormonger

Pick a locale. You are steeped in the rumors of that area.

Benefit:

You possess the bardic knowledge ability when in the chosen location. Before attempting to use bardic knowledge you may also declare that you are using the Rumormonger special ability. If you do, add half of your ranks in Gather Information [here 6, so half is 3] to your bard level when making a bardic knowledge check; that is, your bonus is your bard level + half the number of ranks in Gather Information + your Intelligence modifier [here, a total of +6]. Furthermore, an additional bonus is granted to common information: A check at DC 10 gets a bonus of +3, a check at DC 15 gets a bonus of +2 while a check at DC 20 gets a bonus of +1. The DC of any check should be made relative to the rarity of that information in the chosen location [here Sigil].

The drawback, however, is that the information gained by Rumormonger may not be correct. After declaring that you are using Rumormonger, the bardic knowledge check is made secretly. If it fails, the DM will provide false or inaccurate information; how false or inaccurate is entirely at the DM's discretion. There is absolutely no way for you to distinguish between true and false information gleaned by using this feat.

You may also attempt to spread rumors with a Gather Information check. This takes one full day during which you may not do anything else except eat and sleep, and requires full, unfettered access to the region (i.e. you can't be in jail). The DC associated with a given rumor is determined as follows:

  • DC 10 -- involves a plausible charge about a well-known figure or institution; the kind of thing that even skeptic would say "well, it could be true". Or: a minor change is happening in the area; e.g. the mayor is planning to pass a law that will raise the ale tax by one copper.
  • DC 15 -- involves a well-known figure or institution but somewhat alters their usual narrative; e.g. trying to get a paladin known as a lousy tipper. Or: breathing life into a common legend; e.g. drow have been sighted out in the Great Woods! Or: a major change will be happening in the area; e.g. the town guard will be going on strike if curfew is not moved to sundown.
  • DC 20 -- drastically alters the narrative of a well-known figure or institution; e.g. a paladin with a sexual addiction. Or: a fundamental change is going to happen in the area; e.g. the plague is coming. Or: bringing something obscure (whether person, institution or legend) into the foreground; e.g. making sure everyone has heard of Cromyn the Three-Handed. [This is especially useful if you subsequently want to slander this thing.]
  • DC 25 -- A wildly implausible rumor concerning a well-known figure, or an implausible rumor concerning an obscure figure.
  • DC 30 -- An Olde Legende is back! The sky is falling! Run for your lives!

The more specific the rumor being spread, the higher the DC. In general, each additional increment of specificity should raise the DC by 5; thus, if it's important not just that the plague is coming, but specifically that the red-veined bloodscourge is coming on the Great Eastern Caravan Route, the DC check of this rumor should be 30, not 20.

If the check succeeds, the rumor will spread throughout the region within 1d6 + 1 days. You may spread up to 3 rumors per week. For each rumor beyond the first, however, you incur a cumulative -2 penalty on the Gather Information check; hence the second rumor spread in a week is at a -2 penalty, and the third rumor is at a -4 penalty.

Optional rules

At the DM's discretion, depending on how baroque you want to get:

  1. Additional modifiers may be given for particularly juicy, salacious or otherwise cool twists on a given rumor. A rumor about a paladin having it off with a whore is one thing; that Sir Jonah is in fact deeply submissive and was seen by Her Ladyship's maid wearing a saffron-colored dog collar while salving a burn on his breast is (sadly, ever-so-sadly) the kind of rumor that spreads like wild-fire.
  2. Plausibility varies wildly depending on the context. A rumor about armies marching on the chosen location would normally be DC 20 since it's a fundamental change to the region. If the entire region is at war, however, this rumor would be DC 15; and if armies were known to be in the area, it would probably be DC 10.
  3. Another factor to consider is the willingness of people to believe a given rumor. Rumors latching onto current events -- a drow was just seen in the market buying provisions; the Gardner boy just died of a mysterious ailment -- should receive bonuses commensurate with their enhanced plausibility.
  4. Means of communication can boost your Gather Information check when spreading rumors. Access to broadsheets, the Risvold Street Irregulars or what have you should grant appropriate bonuses.
  5. Rumors tend to morph unexpectedly. If a rumor has penalties for being specific, the check is said to partially succeed if it exceeds the base number but fails against the augmented number. To use the plague example above, Hinsten gets a 24 on his Gather Information check. He has failed to focus the rumor on either the type of disease or the way in which it spreads; all the city has heard is that the plague is coming. Had he got a 27 on his Gather Information check he could choose either to ensure that the city believed it was specifically the red-veined bloodscourge, or that the city believed it was specifically coming via the Great Eastern Caravan Route, but not both.
  6. The law of unintended consequences is never so great as when spreading rumors. The DM is encouraged to spend a few moments thinking about the consequences of, say, convincing a paladin's family that he was a murderer, or telling a city of a million that the plague is coming.
[/][/]
Anarch's picture
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Deep Athelas, Chantmaster Extraordinaire

As a side note -- and I'll get to Enzo's comments soon, I promise! -- I also modify the Expert class as follows:

  • The expert must first pick a sphere of expertise. This needs to be defined narrowly enough to be meaningful; thus one cannot be an expert in "tricks" but one can be an expert in "sleight-of-hand" or "animal tricks" or "dressage" or something similar.
  • In addition to specifying 10 skills as class skills, 3 of these skills are designated core class skills for the expert. These three skills must directly relate to the expert's sphere of expertise.
  • The expert adds his class level to any check involving a core class skill.
  • Additionally, the expert receives a bonus feat at 1st level and every three levels thereafter (4th level, 7th level, etc). These bonus feats must directly relate to the expert's sphere of expertise. Feel free to modify existing class powers (e.g. animal familiar, bardic knowledge) into feats accessible by experts.
Right now, being an "expert" means that you're inferior to almost any standard class, your expertise notwithstanding. With these changes, an expert in the field of, say, history really will be better than any non-expert historian, which is exactly what one should expect of an expert.[/]
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