Common Folk: Entertainer (Advanced) (TP)
Grim Hollow: Campaign Guide p. 87 (Third Party)
- Competencias
- Performance
Rasgos
Common Folk
Common Folk are, unsurprisingly, the most common station in life. These are the masses of people who are not distinguished by noble blood, inherited wealth, or a special calling that sets them apart. Varying as much as the professions with which they occupy themselves, common folk are typically identified by the work they do. Often finding themselves pawns in the machinations of those who consider themselves their betters, commoners generally look after one another in tight circles of trust. Commoners are a great background for most professions and character concepts that do not fall within another background.
- Skill Proficiencies: Choose one from Animal Handling, Athletics, Insight, Nature, Perception.
- Languages: Choose one standard language.
- Tool Proficiencies: One tool or instrument proficiency.
- Equipment: Common clothes, a tool kit or instrument of your choice, a small drawstring pouch, and 10 gp.
Entertainer
Entertainers thrive in the spotlight, relishing applause and delighting in the fanciful. Entertainers are expert performers able to enthrall, inspire, and delight their audiences with a range of artistic displays. Their poetry captivates, speaking to the depth of human emotion in portraying sadness, love, or joy. Their music likewise enlivens or stirs sorrow. Their dance steps are nimble and cheering, and their humor is often tailored to their audience, whether low-born or noble.
- Skill Proficiency: Performance.
- Additional Equipment: An instrument of your choice, colorful performer's clothes, and a tuning fork.
Find Fandom
Upon spending an hour performing and speaking to locals, and completing a medium-DC Charisma (Performance) check, you can find a contact among the local community leaders, such as village elders, tavern owners, and other well-respected common folk. This contact begins as friendly to you and will answer questions you have regarding life within the town, local news, and public opinion.
Rank 1 - Stage Hand
Whether you have grown up surrounded by musicians or ran off to join a band of traveling performers, you have become invaluable to a more experienced performer. You pitch in wherever needed, whether as a page turner for musicians, mopping the cages of exotic animals, or helping set up camp for the night. Occasionally, they even allow you to join the performance.
Holdings:
- Lodging with an entertainers' troupe, which includes food in exchange for regular performances or carrying out menial tasks.
- An anonymous letter from a loyal admirer and fan who is desperate to meet you.
Progression: The troupe leader asks you to fill in for an unreliable performer, and offers you a permanent position in the troupe, owing to your musical or other talents.
Rank 2 - Performer
You have made a name for yourself as a traveling performer, whether by yourself or as part of a troupe of other entertainers. You are easily identifiable by your colorful attire and striking appearance. Your performances stir the hearts of those who hear you.
Holdings:
- Access to a troupe's performing equipment and supplies, including instruments, concoctions, and other resources.
- Free lodging and food at any establishment you perform in.
Progression: A traveling noble or court official observes your performance, and days later you receive a letter of invitation to perform at a court or estate.
Rank 3 - Troupe Leader
You are the leader of a troupe of traveling performers, and are responsible for securing performances in towns, cities, and noble estates. You have mastered the various components of artistic performance: poetry, dance, music, and comedy. Proprietors of establishments that you perform in compensate you and your troupe with free lodgings and food.
Holdings:
- A following of loyal fans, including several influential individuals.
- A troupe of skilled performers who are adept in a variety of forms of entertainment.
Progression: You have been offered a large sum of money by a wealthy fan to perform for them on a semi-regular basis.
Rank 4 - Court Troubadour
You have secured a permanent position as an entertainer in a prestigious estate or court, performing for the delight of high nobility. You are considered a virtuoso in your chosen art.
Holdings:
- Permanent lodgings at the noble estate or court where you are employed.
- A scandalous secret about the lord of the manor or a prominent courtier, which you have irrefutable evidence of.
Profession Dice
Profession Dice are the in-game advantages provided to characters by their background profession. Characters can add their Profession Die to skill or ability checks according to any Talents they have selected. In addition, a character always adds their Profession Die when rolling for Profession Abilities. A character's Profession Die is determined by their rank, and shown in the table below:
Profession Die Table:
| Profession Rank | Profession Dice |
|---|---|
| 1 | 1d4 |
| 2 | 1d6 |
| 3 | 1d8 |
| 4 | 1d10 |
Talents
Talents are unique dispositions, experiences, or characteristics your character has picked up due to their time working in their profession. This is represented by allowing characters to add their Profession Die in unique situations that highlight the skills gained through their profession. A character may select a Talent from their corresponding Talent list when they select their profession, and select an additional Talent whenever they rank up within a profession.
Talent: Beast Whisperer
Whenever you make a Wisdom (Animal Handling) check to train or direct orders to a beast, you can add your Profession Die to the roll.
Talent: Biologist
Whenever you make an Intelligence (Nature) check to determine the properties of animals, you can add your Profession Die to the roll.
Talent: Botanist
Whenever you make an Intelligence (Nature) check to determine the properties of plants, you can add your Profession Die to the roll.
Talent: Calloused Hands
Whenever you make a Strength (Athletics) check to lift, drag, or shove a heavy object, you can add your Profession Die to the roll.
Talent: Disciplinarian
Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.
Talent: Drunkard
Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.
Talent: Elusive
Whenever you make a Dexterity (Stealth) check to hide or blend into a crowd of humanoids that share your background, you can add your Profession Die to the roll.
Talent: Flamboyant Presentation
Whenever you make a Charisma (Performance) check to entertain Aristocrats, Common Folk, or Seafarers, you can add your Profession Die to the roll.
Talent: Forecaster
Whenever you make a Wisdom (Survival) check to determine the weather for the next 48 hours, you can add your Profession Die to the roll.
Talent: Gambler
Whenever you make a Dexterity (Sleight of Hand) or Wisdom (Perception) check to cheat at a game or catch someone else cheating, you can add your Profession Die to the roll.
Talent: Gut Feeling
Whenever you make a Wisdom (Insight) check to detect if an Aristocrat or Criminal is lying, you can add your Profession Die to the roll.
Talent: Hard-Working
Whenever you make a Constitution check for a repetitive task such as marching or laboring for hours without rest, you can add your Profession Die to the roll.
Talent: Navigator
Whenever you make a vehicle check, you can add your Profession Die to the roll.
Talent: Wayfarer
Whenever you make a Wisdom (Survival) check to find a path or avoid getting lost, you can add your Profession Die to the roll.
Talent: Applied Leverage
When you make a Strength (Athletics) check to force open a door or container, you may add your profession die to the roll.
Talent: Camper
When you make a Wisdom (Survival) check to construct a temporary shelter, you may add your profession die to the roll.
Talent: Charity Case
When you make a Charisma (Performance) check to fake an illness, injury, or other condition, you may add your profession die to the roll.
Talent: Pitiable
When you make a Charisma (Persuasion) check to convince an Aristocrat, Criminal, Militarist, or Clergy that you are not a threat or beneath their notice, you may add your profession die to the roll.
Talent: Solidarity
When you make a Charisma (Persuasion) check and you are interacting with members of your background, you may add your profession die to the roll.
Talent: Vacant Expression
When you make a Charisma (Deception) check to feign ignorance and you are interacting with an Academic, Aristocrat, Clergy, or Militarist, you may add your profession die to the roll.
Otros datos
ancestry
Common Folk