Harlequin (Character Kit)

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==Harlequin==
Description: The Harlequin is the wandering entertainer of space. Harlequins travel on spelljamming vessels, taking their entertainments from one crystal sphere to another. Harlequins may sing, tell jokes and stories, train wild animals, or perform many other different forms of entertainment. Many Harlequins are trained in more than one of these entertainments.
Role: Harlequins are the tonic for long, slow voyages between spheres, as their entertainments are among the few interesting events in the phlogiston (excluding encounters with creatures or other vessels). They also act as messengers (although not so formally as those who take the Courier kit), bringing gossip and news from world to world and sphere to sphere.
Bards are more likely to be Harlequins than thieves are. Their entertainment and lore skills give them an advantage in accomplishing the goals of this particular kit.
Characters wishing to be Harlequins must have exceptional Charisma (15 or more) so that they can attract and hold the interest of their audience. Note that this does not mean they are particularly handsome (some Harlequins are really ugly), but that they have an ability to fascinate and even lead.
To abandon the Harlequin kit, the character must abandon the stage. Benefits are lost immediately, but the reputation liability is retained until the Harlequin's fame recedes (generally six months).
Secondary Skills: Determine as normal for the campaign.
Weapon Proficiencies: Harlequins are nearly always in the public eye, so they must restrict themselves to weapons that are easily concealed or that can be worked into a costume: club, dagger, dart, hand crossbow, knife, and staff.
Nonweapon Proficiencies:
* Bonus: (choose two) Animal Training, Dancing, Disguise, Juggling, Musical Instrument, Singing, Tightrope Walking, Tumbling.
* Recommended: Any of the previously listed, plus (General) Artistic Ability, Brewing, Carpentry, Etiquette, Modern Languages, Seamstress/Tailor; (Rogue) Gaming, Jumping.
Equipment: Harlequins carry a collection of brightly colored balls, costumes, and other gear designed for entertainment. This collection costs 10 gp; the remainder of the rogue's money may be spent on any gear he wishes to purchase.
Special Benefits: Harlequins are prized throughout the Known Spheres for their ability to entertain and amuse. A Harlequin who is short of cash may perform on the street and raise 3d6 sp from such a performance. Harlequins may perform only twice per day for such money, and each performance takes 1–4 hours.
Harlequins are also welcome aboard ship and at public lodging houses, and receive a +3 reaction roll when negotiating a price for passage or lodging if they offer to entertain for free during the stay.
Special Hindrances: While Harlequins are enjoyed, they are not generally trusted. The Harlequin does not have a reputation for dishonesty so much as for a lack of discretion and responsibility. As such, a Harlequin suffers a -3 penalty whenever a reaction roll is made to see if the Harlequin will be trusted.
Harlequins are viewed as vagrants by the officials of many stations. Harlequins who come into contact with the guard or militia suffer a -3 reaction roll.
Wealth Options: Harlequins as a class are not well off. They receive 2d4 x 10 gp for starting wealth.
Races: Any human or demihuman can be a Harlequin, although dwarves are too serious to work as entertainers; their bards tend to be lore-masters rather than rumor-mongers.
Of the nonhuman races, the dracons and the rastipedes traditionally travel with at least one member of the herd or troupe who is an entertainer. Hadozee are also common Harlequins, although their entertainments are viewed as coarse and uncultured by some groups. Lizard men, hurwaeti, and xixchil do not have any concept of such a role, and so characters of these races cannot be Harlequins.
Category:Character Kit
Category:Character Kit CSH