ROGUE - BARD Riddlemaster Kit Description: Riddles, rhymes, and puzzles are the medium of the Riddlemaster. These characters look upon life as an intricate and challenging puzzle to be solved. Their seemingly strange ways cause many a commoner to label them as crazy. However, Riddlemasters are exceptionally intelligent, and their minds work on a level above that of the common person. Riddlemasters devote their entire intellect to maximizing favorable outcomes for themselves and their friends. Some believe that Riddlemasters are just extraordinarily lucky, but this is not the case. Riddlemasters are always considering the environment around them, being sure to stand in the most favorable places, socializing with the most advantageous people, asking the best questions, and so on. They seek to develop the supreme mind. Requirements: As a standard Bard, but Riddlemasters must have Intelligence of at least 15 and Dexterity and Charisma of at least 12. In addition to normal Bard races, gnomes can select this kit. Weapon Proficiencies: Riddlemasters enjoy finesse weapons over those that require simple brawn. They can become proficient in: axe (hand), blowgun, bow (any), chain, crossbow (any), dart, firearm (any), javelin, knife (any), quarterstaff, scourge, sling, spear, staff sling, sword (rapier, sabre), or whip. A Riddlemaster will wear only leather armor with no shield. Thief Abilities: Detect Illusion, Escape Bonds, Find/Remove Traps, Open Locks, Read Languages Special Benefits: Riddlemasters can use their great intellects to make analytical decisions. This fine-tuned wit grants them a number of special abilities: Analytical Mind: Whenever a decision must be made concerning multiple options (e.g., which hallway to proceed down, which door to open first), the DM should secretly roll an Intelligence check for the Riddlemaster, with a penalty if this ability has been used previously that day equal to the number of previous uses. If the roll succeeds, the DM tells the Riddlemaster all significant clues that he or she might know or observe. If there are no clues, no information can be gained. If the roll is a natural 20, misleading information will be gained, and a non-20 failed check will give no information. Unless a situation changes, using this ability multiple times in the same situation will give exactly the same results. Entertainment: As a standard Bard, but a Riddlemaster is not limited to performance-type proficiencies when assigning his or her bonus at each level; it can be applied to any Bonus or Preferred Proficiency. A Riddlemaster will never attract followers. Language Lore: As a standard Bard. Magic Use: Riddlemasters pride themselves on their ability to think through every eventuality and prepare for all possible contingencies. Because of this mindset, Riddlemasters have the ability to prememorize their spells for ready use without having to engage in (to their view) pointless and irrelevant "song and dance routines" that might distract from their own concentration. Thus, Riddlemasters do not cast their spells through Performance Magic as other Bards do, but instead memorize and cast their spells in a manner similar to wizards. A Riddlemaster uses the standard Bard spell progression table, and his or her spells still take effect at half his or her true level (rounding down), as normal for Bards; however, their ability to figure things out allows them to learn spells with the normal chance of success allowed by their Intelligence score, rather than halving it as normal for Bards. Precision: The Riddlemaster's rapid thought processes grant him or her a bonus of -1 to initiative rolls for every four levels of experience (rounding up), and in any round that he or she wins initiative, he or she gains a personal +1 (+5%) bonus to all die rolls made that round except for system shock and resurrection survival rolls and saves vs. petrification, polymorph, poison, paralyzation, or death magic. Riddles/Puzzles: Riddlemasters are also extremely skilled at figuring out puzzles and riddles. If an actual puzzle or riddle that the players must solve is encountered, the player of the Riddlemaster can make twice as many attempts to solve the puzzle or riddle as is normally allowed. If such a problem has a time limit, the Riddlemaster's player has twice the normal amount of time to solve it. Strategic Thinking: Riddlemasters also have a considerable facility for examining and evaluating a situation and coming up an optimal plan for dealing with it. In game terms, the Riddlemaster must examine the situation for 1d10 rounds, after which he or she can hand out a number of +1 (+5%) bonuses equal to his or her level. These bonuses can be applied to any die roll that the Riddlemaster designates, so long as the character who gains the bonus follows the Riddlemaster's plan (e.g., attacking a certain monster, making a saving throw or ability check). If a character deviates from the Riddlemaster's plan, his or her bonus is lost and cannot be regained. A maximum of two bonuses-- i.e., a +2 or +10% bonus--can be applied to any single die roll, and any character other than the Riddlemaster him- or herself can gain a maximum of two bonuses from following a single plan. The Riddlemaster can use as many of his or her bonuses on him- or herself as desired, with no maximum. If the Riddlemaster's concentration disturbed while formulating such a plan, a successful Wisdom check must be made to avoid losing his or her train of thought and having to begin formulating the plan all over again, with a new die roll. Special Hindrances: Riddlemasters have a strong streak of contempt for the common folk and are often considered intellectual snobs. As a result, when dealing with any creature of Average (8-10) or lower Intelligence or with any Lower Class NPC with less than Exceptional (15-16) Intelligence, their thinly veiled hauteur will result in their Charisma score being halved (rounding up) for all purposes. Thus, Riddlemasters often restrict their professional entertaining to highbrow dinner parties or similar affairs that might attract (to their view) a "better class of people". Riddlemasters also have little interest in delving into the Rumor & Legend that fascinates other Bards, nor do they care to develop the skills of Leadership & Influence that might necessitate dealing with the unwashed and ignorant masses. This somewhat antisocial nature results in Riddlemasters being able to attract only half the normal number of henchmen throughout the course of their career (rounding up). Riddlemasters also have a tendency at times to get mentally 'locked in', completely confident of their rectitude and unwilling to deviate from what they believe to be the one and only true path to a goal or solution. They are so confident in their intelligence and analytical skills that the possibility of being wrong or of finding alternative solutions sometimes falls by the wayside. This is reflected in their approach to magic, prememorizing the "best" spells, rather than the more flexible Performance Magic practiced by other Bards. In much the same way, if a Riddlemaster is caught off guard (i.e., is surprised or loses initiative in the round), he or she suffers a -1 penalty to all die rolls during that time, as their mental orientation toward planning makes it difficult for them to change course and adapt to fluid or dynamic situations. Bonus Proficiencies: Gaming, Numeracy, Observation, Poetry (riddles) Preferred Proficiencies: Appraising, Artistic Ability, Awareness, Blind- Fighting, Direction Sense, Distance Sense, Engineering, Heraldry, Musical Instrument, Navigation, Reading Lips, Reading/Writing, Singing, Supernumerate, Time Sense, Ventriloquism, Weather Sense ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >