The Entertainer
by "Leomund"



 
 
 
 
 
 
 
 
 
 
 
Weapons and armor Magic items usable Combat abilities Races of entertainers and allowed multi-classes Hirelings && henchmen
Benefits of upper level entertainers Giving performances The Great Performance The Command Performance Obtaining an audience
Race and type of audience members Making the performance a success Entertainer's HPs Skills of Entertainers Other special abilities
Spell casting -- for exceptional entertainers only - Dragon 69 Classes Dragon

Entertainers are members of a complex character class with
three major sub-classifications.

The entertainer, to begin his or
her life of giving performances, needs very low minimum ability
scores. However, once he or she specializes in one of the
available sub-classifications, then requirements become stiffer.
Listed below is the minimum score needed in each ability for a
Stagehand, each of the three sub-classifications (Juggler,
Acrobat, Troubadour) that become available to the character
once the Stagehand becomes a Performer, and the two highlevel
special categories (Showman and Entertainer).
 
 
- Str  Int  Wis  Dex  Con  Cha
Stagehand 10  10  9
Juggler 13  16  12  9
Acrobat 13  15  15  9
Troubador 15  10  10  15
Showman * *
Entertainer 13 15 13 16 15 15

* as per the sub-groups selected, (see text)

Entertainers can be of any alignment; in cases of doubt, or
where random determination is desired, use this table:
 
01-40  pure neutral
41-52  neutral good
53-64  lawful neutral
65-76  chaotic neutral
77-88  neutral evil
89-92  lawful good
93-95  chaotic good
96-98  lawful evil
99-00 chaotic evil

Race, secondary profession, and the makeup of the party can
influence the determination of alignment in some cases.
 

                                                                                                                                                             Level titles for:
Experience points Level (see text) Dice for
accumulated
hit points
Jugglers Acrobats Troubadors1
0— 850 1 1d4 Stagehand ------ ------
851 — 2,250 2 +1d4 Performer ------ ------
2,251— 4,600 3 +1d6 or +1 Catcher Balancer Storyteller/Joker
4,601— 10,000 4 +1d6 or +1 Blade Athlete Rhymer/Player
10,001— 17,500 5 +1d6 or +1 Manipulator Gymnast Singer/Musician
17,501— 37,500 6 +1d8 or +1 Deluder Trapezist Poet/Clown
37,501— 75,000 7 +1d8 or +1 Deceiver Aerialist Actor/Mime
75,001—200,000 8 +1d8 or +1 Trickster Tumbler Star/Jester/Fool
200,001—400,000 9 +1d8 Juggler Acrobat Troubadour
400,001—600,000 10 +1d10 2 2 2
600,001 + 11 +1d10 3 3 3

1 - A troubadour sometimes prefers to be more serious in his profession and thus will elect to be more of an actor than
a comic. A choice of titles is thus provided for troubadours of a given level.

2 ----- “double title” of Showman/Showwoman (for any sub-group) -----

3 ----- Entertainer (for any sub-group) -----
 

Weapons and armor
Stagehands are allowed leather armor. No sub-class is ever
allowed scale, ring, plate, padded, studded leather, or splint. A
Troubadour may wear chain mail and may carry a shield when
adventuring. A Juggler may wear magical chain that leaves the
arms bare. An Acrobat cannot wear chain of any type. All
sub-classes may use bracers of defense, or any of the various
magical jewelry (brooches, talismans, necklaces, rings, etc.)
that offers protection. Troubadours may wear cloaks and robes
if they wish, but garments such as these would inhibit Jugglers
and Acrobats.

The first weapon of a member of the entertainer class is
usually either a dagger or a club, with some few knowing the
use of the quarter staff. One new weapon is gained at third level
and another at seventh level. Double-class entertainers (see
hereafter) may add a second new weapon at third and again at
seventh level, and those who seek to advance all the way to
becoming an Entertainer get a third new weapon at both third
and seventh levels.

The weapons made available to the entertainer as he or she
begins advancing in one of the major sub-divisions are as
follows:

Juggler:

Any hand-held throwing weapon (hand axe, dagger,
hammer, spear, javelin, dart, etc.) will be taken at third level. At
seventh level, he or she may choose another throwing weapon
or select a short sword, long sword, broad sword or quarter
staff.

Acrobat: A member of this sub-group may select any of the
following: short sword, hand axe (hand-to-hand or thrown),
dagger (hand-to-hand or thrown), dart, hammer, or horsemen’s
mace.

Troubadour: A member of this sub-group may use a scimitar,
morning star, flail, hammer, mace, quarter staff, long bow, short
bow, or any type of sword except a bastard sword or twohanded
sword.

Magic items usable
The entertainer may use any magical weapon that his or her
sub-class may know, as well as the magical armor and jewelry
described above, including all types of magic rings except
those usable only by magic-users. An entertainer can use any
potion allowed to all classes. He or she can use scrolls of
protection, but not scrolls of spells. An entertainer can freely
use magical clothing that is not specified for use by only one
class (i.e., boots, gauntlets, girdles and helms). Cloaks and
robes will prevent juggling and acrobatic functions and must be
removed first before the performance of the function will be
allowed.

Entertainers can use magical books, tomes, and manuals that
affect ability scores, but not those that affect levels of experience
or allow the construction of golems. They cannot use
scrying devices of any kind. In general, they can only use items
that can easily be transported by themselves alone (in a backpack,
hand-carried, in a pouch, etc.). Large items will be forsaken
and will usually not operate for them in any case.

Combat abilities
Entertainers fight as thieves and obtain the saving throws and
magic resistances of a magic-user in general melee. However,
each sub-class has some advantages in particular situations:
In regular hand-to-hand melee, an Acrobat gains a +2 bonus
to armor class for each point of dexterity above 14.
In weaponless combat, an Acrobat gains a bonus of +2% per
level above 2nd, on both the “Base Score to Hit” table and the
particular Result table being used.

When firing a bow, a Troubadour uses the fighter table instead
of the thief table for “to hit” determination.
If a Juggler is the target of a thrown weapon and sees it
coming, he or she has a 15% chance per level above 2nd to
catch the weapon. An Acrobat in the same situation gets a +2
bonus to AC for each point of dexterity above 14.
If a Juggler is the target of a fired arrow or crossbow bolt and
sees it coming, he or she has a 5% chance per level above 2nd to
deflect the arrow or bolt. An Acrobat in the same situation gets
a +2 bonus to AC for each point of dexterity above 14.
If a Juggler throws a hand-held weapon with which he or she
is trained, he or she receives a +1 bonus “to hit” for each level
above 2nd.
If a Juggler is subjected to any illusion, including invisibility,
at a range of 10 feet or closer, he or she has a 7% chance per
level above 2nd to disbelieve and discover the illusion, in addition
to the character’s usual saving throw.
If a Juggler is attacked by telekinesis or levitation, he or she
gains a magic resistance of 5% per level above 2nd. For an
Acrobat in the same situation, the magic resistance is 15% per
level above 2nd.
If a Juggler puts on or is forced to put on a pair of cursed
gauntlets, the character has a 15% chance per level above 2nd
of being able to remove the gauntlets — but only one such
attempt can be made per day. An Acrobat in the same situation
has a 5% chance per level above 2nd to remove the gauntlets.
If an Acrobat puts on or is forced to put on a pair of cursed
boots, the character has a 15% chance per level above 2nd of
being able to remove the boots — but again, only one such
attempt can be made per day.
A Troubadour who is the target of a charm, command, or
other control-type magic gains a bonus to his or her saving
throw of +1 per level above 2nd.
A Troubadour who is the intended target of any sort of scrying,
or a spell such as ESP, gains a magic resistance of 8% per
level above 2nd against such attempts.
A Troubadour gains +3 on all allowed saving throws whenever
the character is the target of an attack involving psionics.
If a Troubadour puts on or is forced to put on cursed jewelry,
he or she has a 4% chance per level above 2nd of being able to
remove the jewelry (as above, one attempt per day).
A Troubadour has a 3% chance per level above 2nd of being
able to detect lie whenever a falsehood is told to the character,
but only one such attempt can be made for each falsehood.
If a Troubadour is given any “fake” item (paste jewelry, fool’s
gold, an item with an illusion cast on it, a magic item drained of
all its charges, etc.), the character has a 7% chance per level
above 2nd to know that the item is not what it might appear to be
— but only one such attempt can be made for each item.

Races of entertainers and allowed multi-classes
Humans, elven, and half-elven entertainers may progress to
the rank of Entertainer (i.e., 9th level Juggler/9th level Acrobat/
9th level Troubadour). Dwarves may be Jugglers and/or
Acrobats but not Troubadours; they can advance to the rank of
Showman (9th level Juggler/9th level Acrobat). Gnomes can
advance to 7th level in any single entertainer profession
(Juggler, Acrobat, or Troubadour). Halflings make good
Jugglers (they may rise up to 9th level) and fair Troubadours
(5th level maximum). Half-orcs cannot be entertainers at all due
to their low charisma and dexterity.
An entertainer who plans to become a double-classed entertainer
or a triple-classed entertainer (perhaps with the goal of
becoming an Entertainer and thus an 11th level character — see
hereafter) cannot be multi-classed in any other profession. He
or she may give up entertaining and take up another class (as is
allowed to any human) as permitted by alignment. An entertainer
cannot become a bard or vice versa.
Demi-human entertainers may be multi-classed as follows:
Halflings may be Juggler/thieves or Juggler/fighters. In a band
of halflings, there may be a non-player character Troubadour/
fighter or Troubadour/druid. Elves and half-elves may be Juggler/
thieves, Juggler/assassins, Acrobat/thieves, Acrobat/assassins,
Juggler/magic-users, or Troubadour/druids. Gnomes
may become Juggler/illusionists or Acrobat/assassins. Some
few Troubadour/fighters might be found as non-player characters
in a gnome band. Dwarves can be Juggler/thieves or Acrobat/
assassins. No other multi-class combination is open to a
dwarven entertainer.

Hirelings and henchmen
Entertainers can be hired by, or become the henchmen of,
members of any class except bards, clerics and monks. Troubadours,
especially, are common henchmen of fighters, rangers
and paladins. Acrobats and Jugglers are common henchmen of
magic-users, illusionists, thieves and assassins. As a henchman
the entertainer might become an advisor as well.

Entertainers cannot employ henchmen until they are 7th
level themselves. The characters who might come to them are
entertainers of the same sub-class, illusionists, thieves, assassins,
fighters, and perhaps druids. Any of the above classes
might be hirelings of an entertainer as well. A paladin, ranger,
cleric, monk, or bard will not become a henchman or hireling of
an entertainer. A lawful magic-user will not join an entertainer,
but a chaotic one might.

Benefits of upper level entertainers
Upon reaching seventh level, an entertainer may buy or build
a small theater or large tent. He or she may hire other entertainers <large tent should be termed as 'pavillion', or somesuch, here>
to perform therein. Entertainers of seventh level or higher
may charge an admission of 1 s.p. per level for a performance,
and levels are cumulative so that a Juggler/Troubadour (9th
level in two professions — also called a Showman) could
charge 18 s.p. per head for his or her performance. Additional
acts on the bill can add to the price of the ticket, of course.
Once a theater is established, the entertainer will find his
advertising costs (see hereafter) cut by one-third, and his accumulated
props and sets will allow his “success money” (see
hereafter) to be reduced by one-fourth.

Giving performances

All entertainers desire to perform before an audience. Those
having bare minimum ability scores can never achieve third
level or higher in any sub-division. They might, however, still be
associated with the theater, acting or doing some type of
performing, but they will never achieve any great success.
Stagehands and Performers are just beginning to learn their art
and haven’t decided on a specialty yet. They gain none of the
bonuses that apply to third level or higher in the sub-divisions.
A Stagehand or a Performer might know how to carry a tune
as a singer, play an instrument (just barely), dance a little (only
one or two types of steps), or perform the basics of juggling
three balls (dropping one every now and then). He or she will
know one weapon and will have no basic bonus skills, except
for the minor abilities of hide in shadows and move silently as a
first-level thief.

If a Performer has the minimum requirements for a profession
in one or more of the sub-divisions (Juggler, Acrobat,
Troubadour), then he or she may begin to learn that trade from
another who already knows it and is at least fourth level. This
training for specialization will require 2-5 months, and the
character in training can do no adventuring during that period.
Members of the entertainer class can never gain a new level
of experience without giving a performance for an audience of
two dozen or more spectators. Failure to give this performance
will negate the opportunity to go on to a new level, regardless of
experience points gained in adventuring and regardless of the
number of small tricks, jokes, acts, or dances the character
might perform in lieu of the “level performance.”
When an entertainer gives a “level performance,” he or she
must obtain the support (via applause, laughs, thrown coins,
etc.) of the majority of the audience. An entertainer who does
not receive praise, accolades, money, etc., from at least half the
members of his or her audience has failed and will lose enough
experience points to place him or her at the midpoint of the next
lower level.

When giving or preparing to give a “level performance,” the
entertainer must abide by certain restrictions and procedures:

1. The entertainer must have at least 70% of the XP needed to advance to the next level; for instance, an
Actor (7th level) who wishes to become a Star (8th level) must
have 70% of 75,001 experience points, or at least 52,501, before
he gives this “level performance.” He or she can wait until the
entire 75,001 points is accumulated if he or she desires, but
until the performance is done successfully he or she will remain
7th level even if more experience is gained. If the performance
is completed successfully before the entertainer has enough
experience points to qualify for the next higher level, then the
entertainer will be able to advance to the next level as soon as
the required number of XP are accumulated.
Note: An entertainer could give regular performances using old
material, sets, etc. at any time, but no experience is gained for
such efforts (although they might bring in some revenue); only
“new” performances count toward the awarding of experience.

2. The performer’s audience of intelligent beings must
number 24 or more.

3. The performer sums the levels (HD) of the audience
and divides this number by his or her current level in the profession
for which he is giving the level performance. The result is
always rounded up in favor of the audience. (Zero-level figures
and 1-1 hit die intelligent monsters count as one hit die/first
level.) For example: Eleven zero-level humans, ten first-level
humans, six second-level humans, three third-level humans,
and a fifth-level gnome fighter/thief show up for the performance.
They add up to (11x1)+(10x1)+(6x2)+(3x3)+(1x(5+5)) =
52 levels. His current level is 7 (Actor); 52 divided by 7 = 7.42,
which is rounded up to 8. This means the performer must roll 8
or higher on a d20 for this audience to like the performance. If 7
or less is rolled, the Actor goes back to being a Poet (one level
lower) at half of the required experience points to hold the level
— in this case, 27,501. The performer can try to qualify as an
Actor again since he or she has more than 70% of 37,501 points,
or 26,251. Of course, he or she must also rise to 37,501 points,
as well as succeed in a new level performance, to again be the
level of an Actor.

4. A performer obtains 25 XP per level of the
audience if successful. In the example given, this comes to
(25x52) = 1,300. But being successful does not mean that he or
she becomes 8th level at that moment in time. The performer
would add the 1,300 to his or her current XP total,
and if that brings it to 75,001 or more, then the new level is
gained. In any event, the Level Performance is now out of the
way, so that when the required amount of experience is gained,
the figure can become 8th level.

The performance is always given at the level the character is
currently at in the appropriate profession. An entertainer who
has already earned the rank of Juggler (9th level) might wish to
learn acting (being a Troubadour) as well. He or she must train
for 1-4 months and then he or she will become a 3rd level
Troubadour (Storyteller)/9th level Juggler (Juggler). To become
4th level as a Troubador, he or she will have to give a level
performance using 3 as the denominator in the given equation.
He or she cannot use juggling ability during such a performance
or it will automatically fail.

A Storyteller who fails to become a Rhymer (4th level) is
allowed one more try. If he or she fails that try, then advancement
as a Troubadour is forever closed. This is also true of a
Rhymer who tries to become a Singer (5th level), fails, and
drops back to 3rd level. Now he or she tries for 4th level again
and fails. If he or she fails one more time, Actor is closed to him
or her. The only exception to these rules is for a 3rd level figure
who fails in his performance for fourth level; he does not fall to
2nd level, but instead goes back to 2,251 experience points in
that profession and must work back up to 3,221 (70% of 4,601)
before the performance for fourth level can be tried again.

The Great Performance

When an entertainer is ready to become 9th level for the first
time in any of the three sub-classes, he or she must give a Great
Performance. This Great Performance must have a minimum
audience of 36. His denominator in the calculation will, of
course, be 8.
When an entertainer who has already become 9th level in one
sub-class is ready to give a performance for ninth level in a
second sub-class, another Great Performance is required. If
this is successful, the character becomes 10th level for the
purposes of “to hit” determination in melee, for saving throws,
and for the special abilities allowed to each sub-class of
entertainer.

The Command Performance
When an entertainer who has gained 9th level in two subclasses
(a 10th level Showman) is ready for his or her last
performance for ninth level, it is called a Command Performance.
In this case, the audience must number 48 or more
people, and at least one of them must be 9th level. The calculation
is as before: The performer sums the levels of the 48 or
more people attending and divides by 8. If he or she makes this
roll on d20, he or she is an Entertainer (11th level) in all three
sub-classes and thereafter can draw on all of his or her abilities
at any time he or she desires. All “to hit” figures and saving throws, plus special abilities, are calculated as for an 11th level
character. If he or she fails in this Command Performance,
there is no second chance: the performer drops back to 7th
level in that last sub-class and can never again try to become an
Entertainer, though he or she is still a 9/9/7 level character, is
called a Showman (or Showwoman) and earns “to hit” abilities,
etc., as for a 10th level character.
The entertainer, assuming that he or she never fails in a
performance in the quest to become an 11th level Entertainer,
would have to make performances for advancement from level
3-4, 4-5, 5-6, 6-7, and 7-8 in three sub-classes, for a total of 15
level performances. These would usually be called and advertised
as, for instance, the “Fifth Level Performance for the Great
Juggler Harvey,” meaning he is trying to go from 4th to 5th level
as a Juggler. The entertainer must make two Great Performances
when he tries for 9th level for the first and second times.
Then he must give one Command Performance to become 9th
level in all three professions and be counted as an 11th level
Entertainer. (He would charge, usually, 9 + 9 + 9 = 27 s.p.
maximum for later performances, but many Entertainers charge
2 g.p. per head for a performance if they have their own

theater.) Naturally, if the entertainer botches a level performance
he will have to give two performances to make it up.
(Exception, as noted before: If he tries to go from 3rd to 4th and
fails then he does not have to perform again to regain 3rd level.)

Obtaining an audience
The entertainer cannot cheat in his attempt to stack the
audience in his or her favor.

He or she must advertise in pubs,
inns, via town criers, with handbills, etc., that he or she will give
a level performance, Great Performance, or Command Performance.
Advertising must begin at least three days before the
event. The event must be in a town, at a reasonable time, and in
a safe place. The advertising cost is 60 g.p. per day. This outlay
of (at least) 180 g.p. can be cut by one third (from 180 to 120
g.p., in this example) if the entertainer already has his own
theater. He or she must provide enough room for double the
number of people required to see the performance. Excess
people up to the capacity of the room/hall/arena cannot be
turned away. People who come with money in hand must be let
in, whether they are peasant or king. The theater management
(perhaps the entertainer himself) does have the right to forbid
drunks and to stop hecklers and rowdy behavior in the
audience.

The DM will roll 6d8 for a level performance, 9d8 for a Great
Performance and 8d12 for a Command Performance to determine
the number of people who show up. If the size of the
audience falls short of the required 24, 36, or 48, then a show
must still go on that night (no disappointing those who do show
up), and the performer must advertise for three more days and
again attempt to stage the required level, Great, or Command
Performance. However, in such a case, half of the number of
people who showed up the first time will come back for the
second show, in addition to the new audience. Example: A
character is to give a level performance. He provides room for
48 spectators, as required (even though only 24 have to attend
for the level performance to qualify), and the DM rolls 6d8 but
the result is only 20. So far the advertising has cost the performer
180 g.p. He gives the show, but cannot use it as his Level
Performance since 24 spectators are not present. He spends
180 g.p. more to advertise for another three days. The DM rolls
6d8 and this time gets a result of 38. According to the stipulation
given above, 10 people from the first audience will also
show up, yielding a packed house of 48. The entertainer must
go on, even though his chance of giving a successful Level
Performance under those conditions is greatly diminished from
what it would be if only the required minimum of 24 people were
present.

Race and type of audience members
If an audience is made up of a sizable percentage of some
race or type of creature, this will slightly skew the result. Given
in the following list is the minimum number of a certain race or
type necessary to cause an effect and the result for each
member of the race. For instance, if at least five elves are at a
performance, all of them will tend to laugh easily and applaud
often. Count the elves as one level lower than they really are
even if this means “zeroing out” first-level elves. Naturally,
since even “zero level” elves are present, they do count toward
the total required audience. Second-level elves would count as
first level; an elf who is third level in two professions would
count as one fifth-level character instead of sixth level as usual.
Fewer than five elves will not have the group effect of his or her
peers and will not be counted as one level lower.
Given below is each race or type of creature for which adjustments
would be made, followed by a number in parentheses
which is the minimum number of that type that must be present
to affect the adjustment, and details of the adjustment that
applies in such cases:
Elf (5) — Elves will be one level lower than they actually are;
i.e., an easy audience to please.
Dwarf (4) — Dwarves don’t laugh at much. Count each as one
level higher. A tough audience.
Gnome (any) — Same as humans.
Halfling (3) — Halflings laugh at almost anything and are
easily enraptured. “Zero out” any halfling regardless of level.
Humanoids of up to 3 HD (4) — Stupid and dour, they will
miss the point of a story or miss a punch line. Virtually everything
goes over their heads. Count as double their hit dice in
levels.
Dragon (1) — Dragons love entertainment. They are more
gullible than halflings. “Zero them out,” and subtract 1 from the
audience level total for each of the dragon’s age levels.
Ogre and giant (1) — Usually not too bright, they count as 2
levels higher each.
Minotaur (1) — Each counts as a 12th-level figure — they
have no sense of humor at all!
Treant (1) — Count each as two levels higher than actual.
They would like to laugh, but it all happens too quickly for them
— they get the joke three days later!
Undead (1) — You’ve got to be kidding! Triple the hit dice of
any undead in the audience.
Note: Evil humanoids, ogres, giants, minotaurs, undead,
dragons, etc., if they dominate or control the audience might
eat the entertainer if he or she fails to please them. Any entertainer
giving his level performance to a band of ogres has got a
lot of moxie — and no brains at all!

Making the performance a success
An entertainer can make a level performance more likely to
be well received. He or she can spend additional g.p. to
hire backup singers, more musicians, extra props, lavish sets,
new material, etc. For every 100 g.p. invested in making the
show grander, the entertainer may add +1 to the required d20
roll for success. But alas, for every 100 g.p. added, he is detracting
from his own potential gain in XP, so that the
100 g.p. must be converted directly to XP (one
for one) and subtracted from the XP he would
normally gain for the performance. For the performance to be a
success, he must gain some experience, thus limiting the
amount of gold he can pour in for extra trappings.

    Example: A
    Singer (5th level) is about to give his level performance to
    become a Poet. He posts the proper advertisements and sends
    out the proper street criers for an investment of 180 g.p. The
    night of the performance arrives and, much to his sorrow,
    instead of 24 low-level figures arriving (the “perfect” audience),
    42 people arrive. Many of them are second level, a few are third
    level — and the mayor himself, who is seventh level, is also in
    attendance. The entertainer sums the crowd to get a total level
    figure of 78. Divided by his level (5) and rounded up, he obtains
    16 as his required saving roll. He would gain 78 x 25 = 1,950
    XP if he went on stage right now. However, he
    could invest some money to lower his roll for success. Let’s say
    he will spend 1,200 g.p. to make the production truly lavish.
    Now he need only roll a 4 or better (counting the +12 bonus) to
    succeed. He would then obtain 1,950-1,200 = 750 experience
    points for the successful performance.

Important: The performer can never make the performance a
sure thing. If he or she rolls a natural 1 on the success roll for a
level performance, then he has dropped the items he was juggling,
forgotten the punch line of a big joke, sung off key or
fallen off the stage in a difficult jump; just as a roll of “1” on a
saving throw is always a failure, a natural 1 on the performance
success roll means he or she has blown it regardless of the
extra gold that was spent. A Great Performance will always fail
on a natural 1 or 2. A Command Performance will always fail on
a natural 1, 2 or 3.

Entertainers’ hit points
Entertainers begin with one four-sided die for HP.
They may add a bonus for constitution of 15 or above, just as
other classes. At second level they add another four-sided die.
Now they will specialize in one of the three sub-classes. Whichever
one they choose, they add one six-sided die for third,
fourth and fifth level. For sixth through ninth they add one
eight-sided die for each level.

Now, if they choose to become a second sub-class of entertainer,
they begin again at third level in the new profession after
a training period of 1-4 months with someone who is already at
least fourth level in that sub-class. Upon becoming this third
level in this second sub-class, they add one hit point (the constitution
bonus does not apply any more). Thus, for example,
an entertainer’s hit points might go like this: 1st level, roll d4 = 3;
2nd level, roll d4 = 1 (total 4); 3rd level, roll d6 = 5 (total 9); and so
on, until 9th level, roll d8 = 7 (total, let’s say, 30). The character

now enters a second sub-class and trains for 3 months (rolled
on d4) and adds one hit point for a total of 31. At fourth level in
the new profession he adds one more point for 32, etc., until at
9th level he adds 1d10 because now he has become a Showman
(10th level). At eighth level he would be up to a total of 36 and
then add 1d10 for, let’s say, 7, yielding a total of 43 hit points. He
now begins again in the third and last sub-class (assuming he
has the proper ability scores and is of the proper race). After 1-4
more months he adds 1 hit point. From 3rd to 8th level he adds
+1 and is then up to 49 hit points by the time he is a Showman as
well as 8th level in the new profession. If his Command Performance
is a success, and he has 600,001 experience points or
more, he adds 1 last d10. With a constitution of 16 to 18 and the
best die rolls possible, an Entertainer could have as many as
120 hit points, and he would have a minimum of 28 hit points
with a constitution of 15 or less (he must have a 15 constitution
for acrobat, as stated earlier). Entertainers who botch a level
performance lose hit points and must regain them.

Skills of entertainers
Stagehand: A stagehand learns how to move silently and hide
in shadows as a first-level thief, so that he will be out of the way
as things occur on stage. He understands lighting, and a very
little about a number of performing skills. He can sing a little
(off key), play a little (very little), juggle a simple cascade for 2-7
segments, do a shoulder roll, tell a little joke, etc. He has no
special ability otherwise. He fights as a first-level thief and
saves as a first-level magic-user. He will begin to learn the
crude beginnings of makeup, but someone can see through
one of his disguises at a 75% chance plus 5% per level of the
viewer. This chance goes down by 10% base for every level the
entertainer gains thereafter (the 5% chance to spot the disguise
per level of the viewer remains), so that a fifth-level entertainer
would do a disguise that a first-level character could see
through 40% of the time (75 minus 4x10 plus 5). An Entertainer
(11th level) would have a chance of 75 minus (10x10) plus 5% =
-20% to be spotted by a first level; i.e., he would not be spotted.
Note that being double-classed as an entertainer does not help
this percent chance until Showman is achieved and the entertainer
can count himself as 10th level.

Performer: The ability to move silently and hide in shadows
goes up just as if the entertainer were a thief for his or her entire
career. Otherwise, no new skills are added at second level.
When the Performer is studying to become third level in one
of the three sub-classes, he will begin to specialize. However,
every entertainer begins to learn the gift of gab. Upon becoming
third level in any of the sub-classes, he or she has a 5%
chance per level to enrapture zero-level type peasants. This
does not include a zero-level master craftsman or a zero-level
educated figure; it pertains only to the uneducated clodhopper
or the typical group of children. Such an ability can often get an
entertainer free room and board in a home, hut or barn.
The ability to act, sing, dance, juggle, tumble, etc., can be a
great asset even in front of small audiences or in one-on-one
situations. Even educated characters of second level or higher
might like a joke, story, or trick. Give such a figure a normal
saving throw. If the throw is failed, the “audience” likes the joke,
story, trick, or whatever, and he will offer to give the entertainer
a free drink, a few coins (silver), and perhaps food and a place
to sleep. This ability does not necessarily gain any direct benefit
for the party, but a performer can often “work the streets” for
a few hours and get enough silver pieces to put himself and his
friends up for the night. Alignment of the entertainer and the
figure being entertained must be identical or (at most) one step
apart for this form of entertainment to work.

Other special abilities
In addition to the special abilities described earlier that relate
directly to combat and saving throws, each sub-class of entertainer
has other particular talents:

A Juggler has a 25% chance at 3rd level and 9% better per
level thereafter to hide a small item (coin, silk handkerchief,
ring, gem, etc.) on his person successfully.

A side occupation for a Juggler is the performance of small acts of “magic” —
sleight-of-hand magic, not real magic. Jugglers are good at the
“old shell game” and other types of “con games.” Someone
watching the “game” is allowed a saving throw (vs. spells) to
see through it, but that saving throw is adjusted for their difference
in levels (if any). If the “patsy” is of lower level than the
Juggler, the die roll is adjusted down by the difference in levels.
If the observer is of higher level than the Juggler, the die roll is
adjusted in the observer’s favor.

A Juggler can throw any object of reasonable size (a bottle, a
candlestick, a beer mug, an indian club, etc.) with no nonproficiency
penalty. However, he or she only gains the aforementioned
+1 per level bonus “to hit” when using weapons with
which the Juggler is proficient.

If a Juggler, empty-handed and alert, has an object thrown to
him or her so that he or she knows and sees it coming, there is
only a 1% chance that the Juggler will fail to catch it. That 1%
chance is reduced by 1/10% for each level above 3rd.

A Juggler can throw items very rapidly. If he is not proficient
with the item (weapon), he is limited to one “burst” that allows
two items to be thrown in one round. However, both are -2 to
hit. He must state that he is going to throw two items (weapons)
rapidly before the first is thrown. The amount of time between
the two throws is 1-4 segments.

A Juggler who throws a small weapon with which he is proficient
(dagger, dart, or hand axe only) can be very rapid indeed.
The normal rate for throwing daggers is 2/round, for the dart
3/round, and for the hand axe 1/round (see Players Handbook,
page 38). A Juggler of 4th level or higher can exceed this rate in
most cases (see the chart below).

If a Juggler wishes to-fire a “burst” of identical thrown weapons,
he will suffer some loss of accuracy. As stated earlier, he is
+1 “to hit” per level above 2nd with hand-held weapons that he
is proficient with. This +1 per level is taken into account along
with the “to hit” penalty prescribed for each weapon in a given
“burst,” as given in the following chart. The Juggler must state
how many weapons he will attempt to throw in a “burst.” If he is
hit for damage during the “burst,” it comes to an end. All
“bursts” must be fired at the same target, even if that target is hit
or falls over (dies) as a result of one of the hits prior to the last
weapon in the “burst.” Leftover shots are wasted.

                          Max. size of burst at level given
Weapon 10  11 Penalty for 
each weapon 
in burst
Dagger  2*  2*  4 -3
Dart  3*  -4
Hand axe  1*  1*  1*  3 -2

* — normal number per round allowed, not considered
a “burst,” no penalty applied.

Example: A Showman of 10th level (i.e., he has become a 9th
level Juggler and 9th level in another entertainment profession
as well) decides to throw a burst of daggers on one round, then
darts on another. He selects 4 daggers and 6 darts for the two
bursts. Since he is +8 to hit normally with these trained weapons,
his accuracy is now +5 with each dagger and +4 with each
dart. Note: Adjustments of -2 and -5 for medium and long range
apply, just as with any other missile weapon attack.
An Acrobat can jump (as the spell) at will once for each level
of experience during any single turn if the Acrobat has taken
less than half damage. If current damage is more than half the
character’s total hit points, he can jump only once per turn
regardless of level.

Magical clothing operates well for Acrobats in some specific
cases. Boots of elvenkind make them only 1% likely to make
noise in the worst conditions. Boots of striding and springing
will never cause them to fall or trip from a misstep or poor jump.
An Acrobat can march for 15 hours in such boots. Boots of
speed allow an Acrobat to move at a base speed of 25” plus 1”
per level above 2nd.

Gauntlets of ogre power give an Acrobat a grasping strength
of 19. Gauntlets of swimming and climbing give an Acrobat a 3”
movement bonus in water.


 

An Acrobat can climb walls like a thief, but he is better at it.
Use the following table for an Acrobat’s chance to climb a wall
successfully (this is a base chance; see the DMG, page 19).

                                         Level of Acrobat
Race 10  11
Human,
Half-elf
or Elf
92%  93%  94%  95%  96%  97%  98%  99%  99.5%
Dwarf 84%  85%  86%  87%  88%  89%  90%  91% -
Gnome 81%  82%  83%  84%  85% - - - -

An Acrobat can walk a taut wire (or rope) in calm wind
conditions (less than 3 mph wind velocity) at the rate of
1”/round plus ½”/round per level above 3rd. His chance to fall is
a base 3%, minus 3/10% per level above 3rd.
An Acrobat can walk a slack wire in calm wind conditions at
the rate of ½”/round plus ¼”/round per level above 3rd. His
chance to fall is a base 7%, minus 7/10% per level above 3rd.
Note: A “taut wire” has to be pulled tight by a winch or a series
of pulleys. A taut wire is not achieved by tying a rope between
two trees — that is a “slack wire.”
An Acrobat can walk up a slanted wire in calm wind conditions
at the rate of ½”/round plus ¼”/round per level above 3rd.
His chance to fall is a base 6%, minus 4/10% per level above 3rd.
The wire’s angle can be up to 15” with no penalty. Thereafter
the chance to fall is increased by 2% per degree of angle, with
35° being the maximum slant in any case.
Each full 3 mph of wind velocity adds 1% to the chance to fall
from any sort of wire, and a wind velocity of more than 45 mph
makes the acrobat also have to save vs. spells each round or be
thrown off the wire. An Acrobat is allowed a save vs. wands to
catch himself in a fall from a wire (on the wire itself). If such a
catch succeeds, the Acrobat will take a full round to regain his
footing. Note: 1” on ropes and wires always equals 10 feet,
never 10 yards.

A Troubadour has a 5% chance per level above 2nd to know if
an item, person, or place is historical or legendary. The item,
person, or place must be within 10 feet of the Troubadour, and it
must have a history that is meaningful and relevant for the
Troubadour to have any chance to relate some fact about it.
Troubadours have a 10% chance per level above 2nd to relate
a list of possible uses for an item found to be magic. For
example, if a wand is found by a Troubadour or a member of the
Troubadour’s party, the person playing the Troubadour (who
will be the DM if the Troubadour is a non-player character), if
the appropriate dice roll is made, can relate the names and uses
of every wand in the DMG that the player
can actually remember! No looking in the book is permitted (if
this is done, the ability is cancelled), and this ability is negated if
the playing session ends before the ability is used.
A Troubadour who finds a scroll of commune or legend lore
has an 11% chance per level above 2nd to use the scroll successfully.
If a Troubadour is present during the casting of a
commune or legend lore spell, either one extra question can be
asked or the chance of success will go up by 3% per level of the
Troubadour above 2nd. This benefit does not apply to a spell
cast from a scroll.
A Troubadour, when trying to “sing for his supper” (act, tell a
story, tell a joke, etc.) affords the listener a saving throw at -1
per level of the Troubadour above 2nd. This does not work on
listeners of radically different alignments (more than one step
removed from the Troubadour).

Spell casting — for exceptional entertainers only
Elf, gnome, half-elf, and human entertainers who select entertainment
(anyone or more than one of the three sub-classes)
as their sole class and have INT of at least 15 and
dexterity of 16 may learn limited spell casting ability. The character
can use either M-U (for a human, elf or half-elf) or illusionist
(for a human or gnome) spells.
The entertainer must be trained by a magic-user or illusionist
for a period of 2-5 years, just as a “real” magic-user or illusionist
must be trained. This training must be accomplished before the
entertainer reaches third level in any of the entertainment
sub-classes.
When the training is complete, and upon becoming 3rd level
as an entertainer, the character can take up some low-level
cantrips and spells. Given below is the maximum spell/cantrip
capacity (in number and level of the speIIs/cantrips) for a character
of a certain level. Important note: The fact that the figure
becomes an “amateur” spell caster does not give access to
scrolls or magic items usable only by M-U’s or illusionists.
An entertainer of 3rd level (in his or her highest sub-class)
can have either two M-U cantrips or one illusionist cantrip.
A 4th level entertainer can have four magic-user cantrips or
two illusionist cantrips.
5th level: Four M-U cantrips plus one 1st level M-U spell, or
three illusionist cantrips.
6th level: Four M-U cantrips plus two 1st level M-U spells, or
four illusionist cantrips plus one 1st level illusionist spell.
7th level: Add one 1st level M-U spell or one 1st level illusionist
spell.
8th level: Add two M-U cantrips and one 1st level M-U spell, or
one illusionist cantrip and one 1st level illusionist spell.
9th level: Add one 2nd level M-U spell, or one illusionist
cantrip and one 1st level illusionist spell.
10th level: Add one 2nd level M-U spell, or one 2nd level
illusionist spell.
11th level: Add one 1st level M-U spell and one 2nd level M-U
spell, or one 2nd level illusionist spell.
The magic-using or illusion-using entertainer may not substitute
more cantrips for a 1st level spell the way a magic-user or
illusionist can. For the purpose of range, duration, and area of
effect the entertainer is considered two levels lower than his or
her actual level.
Magic-using and illusion-using entertainers may take any
spell they can learn. They need spell books and cantrip books
just as magic-users and illusionists do. Their chance to know
any single spell is 20% lower than a magic-user or illusionist
with the same intelligence rating. The maximum and minimum
number of spells they may know is as if they had two less points
of intelligence than they actually do.
Spell-casting entertainers need 80% of the experience points
necessary to rise to the next level (instead of the usual 70%)
before they can give a Level Performance — and they can never
use magic in such a performance. They must, in all cases, earn
5% more experience points than would ordinarily be necessary
to rise in level when that rise gives them a larger spell capacity.
Entertainer spell casters, while they may select attack spells,
may not memorize duplicate spells of the same kind.
 

zb

2.

1.

 
 


1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM =
3. ABILITY SCORE MINIMUMS
    STRENGTH =
    INTELLIGENCE =
    WISDOM =
    DEXTERITY =
    CONSTITUTION =
    CHARISMA =
    COMELINESS =
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE =
5. MULTI-CLASS POSSIBILITIES =
6. HIT DIE TYPE =
7. MAXIMUM NUMBER OF HIT DICE =
8. SPELL ABILITY =
9. ARMOR PERMITTED =
10. SHIELD PERMITTED =
11. WEAPONS PERMITTED =
12. OIL PERMITTED =
13. POISON PERMITTED =
14. ALIGNMENT =
15. STARTING MONEY =
16. WEAPON PROFICIENCIES =
17. NON-PROFICIENCY PENALTY =
18. NON-WEAPON PROFICIENCIES =
19. STARTING AGE =
20. COMBAT =
21. SAVING THROWS =
22. MAGIC ITEMS =

Quote:
Originally Posted by Flexor the Mighty!
Hello Gary! I have a question about your excellent Living Fantasy book. I haven't had time to read it all but I was looking through the section on social classes and I noticed that you have actors and such lumped in with the criminal underclass. Why is that?


Heh...

Because historically such performers were considered just that--the bottom of the social class barrel.
Of course the performers typically earned their reputation as knaves, swindlers, thieves and the like