Scurr (Character Kit)

Scurr
Description: Most individuals see a scurr as a dwarven buffoon hired to entertain the human aristocracy much like any other jester. But this common stereotype is a facade purposefully cultivated by the dwarves, for scurrs are actually trained spies who use their place in court to overhear secrets and statecraft and report back what they have uncovered to their fellow dwarves.
A scurr must have a minimum score of 15 in Dexterity. Because of the need for quick thinking among such spies, a scurr must also have an Intelligence of no less than 12.
Scurrs rarely resemble the average dwarf. Some shave their beards and heads to appear less like their kin as well as more comical. The clothing is not the dour earth tones usually worn but rather bright colors with bells or sewn colored stones. At first glance a scurr may be taken for a Stout halfling with rough features.
Role: The life of a scurr is not an easy one. For most of the time, the dwarf must be performing, a lively engaging act that is certain to present the image of a unassuming fool. But ail the while, he must keep his eyes and ears open, gathering as much information for his true masters as possible. A scurr learns to be in the right place at the right moment, to happen upon talks of state and pass by secret meetings.
Not every court with a scurr is a despotic one. Many are allied with dwarven lands but still need watching. If the role of the scurr was ever uncovered, it would be quite detrimental to the dwarf-human relations not to mention the scurr’s hide.
Scurrs maintain a secretive guild in dwarven lands. Prospective members
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MARCH 1998are taken away from their families as youths when they show promise. They are taught over the years to hone their Dexterity, learn human tongues, and practice larcenous arts to become better spies.
Nearly all scurrs encountered attend a human court. A campaign with a scurr player character should include a strong element of courtly intrigue, but there is no reason that the scurr character cannot be away from the grand halls on occasion. Perhaps he is part of a noble’s travel- ing entourage. Or his secretive role might have been discovered, and thus he is forced to flee, whereupon he meets the other player characters. Still, the character’s role is one of intrigue and diplomacy, and this should not be forgotten lest the character become nothing more than an agile thief.
Because of their secret diplomatic cause, scurrs are lawful persons in nature. Most tend to be lawful neutral, keeping their emotions from being swayed by the events of the human court. Some are lawful evil saboteurs purposely placed in a regime to bring about its downfall.
Weapon Proficiencies: A scurr must have skill with small, easily concealed weapons, as most court jesters never bear arms. A jester’s scepter may be used as a makeshift club. Armor other than padded armor worn underneath a scurr’s colorful outfits is impossible to conceal.
* Required: Dagger.  Recommended:  club, dart, sap, short sword, sling.
Nonweapon Proficiencies:
* Bonus: Tumbling.
* Required: Intrigue (new proficiency), modern languages, signaling*.
* Recommended: Cryptography, dancing, disguise, juggling, musical instrument, observation, reading/writing.
Skill Progression: Scurrs would be well advised to increase all of their thieving skills at a steady rate rather than specialize in one or two areas. Most of their thieving talents will prove quite useful at court.
Special Benefits: A scurr begins the campaign with an additional learned language. This is always the tongue of the area he was currently or last assigned to, most often a human language, perhaps a regional dialect.
Due to the buffoonish facade cultivated by scurrs, most folk tend to underestimate them, rarely considering
a scurr to be the true rogue he is. Thus, in terms of roleplaying events, most people discount a scurr character as a threat (but note that this situ- ation can also be a hindrance, as the character’s actions and voice are rarely considered important, even when they are).
Because of their training in agility, if a scurr has the space to prance about and use his tumbling proficiency, he may add to the success of any dexter- ous skill or roll that immediately follows his antics. After succeeding in his tumbling proficiency check, a scurr gains a +2/+10% bonus on any Dexterity-based action that immediately follows. This can be a thieving skill (the scurr rolls underneath a character and cuts his purse), a missile attack, an attempt to leap over a pit, or any Dexterity-based proficiency.
Special Hindrances: Whenever a scurr encounters a dwarf who is ignorant of the character’s actual role as a spy for the dwarven nation, he faces significant prejudice. Dwarves who aren’t “in the know” consider scurrs to be pathetic wastrels who injure their race’s deep pride by cavorting for the sake of a human entertainment. A +4 penalty on reaction rolls hampers any
and all dealings with their kin. Even
when the truth is learned, most dwarves still have trouble accepting the scurr’s diplomatic role and suffer a +1 reaction roll penalty. Of course, a scurr’s superiors and fellow guild members do not suffer such prejudice against the character.
Because of their focus on information-gathering and diplomacy, the normal racial hatred for the goblinoid races gives no combat bonus to scurrs; thus, a scurr gains no attack adjustment against such creatures.
Finally, the greatest hindrance to the scurr is his permanent exile from his kin. A scurr is denied the company of fellow dwarves while he practices his trade. Indeed, it most likely that he will never see the grand halls of his homeland ever again. This can be an embittering experience, ripe for role- playing.
Wealth Options: 5d4 x 10gp
Category:Character Kit
Category:Character Kit Dragon Magazine