Dandy (Character Kit)

Dandy
Specialty:   Any artform needed to flirt shamelessly with young, attractive, and rich members of the opposite sex; especial- ly poetry, music (instruments or song), and dance. Practical jokes and tricks are also high on the list of the dandys favorite pastimes.
Qualifications:   No additional ability requirements. Dandies tend to be innocent (but not necessarily naive), and are there- fore best suited to being of a good or neutral alignment. Dandies may be hu- man, half-elf, or halflings.
Introduction: “What-ho Officer! Cool night to be out, isn’t it. My name? Oh, I’m Kelar Bladesemmer You probably know my father, Taeros. Yes? Oh, jolly good!
“I suppose you’d like to know why I was just climbing out of that window. No, no, good heavens, I’m not a thief or anything shocking like that. There’s a perfectly simple explanation. You see, my aunt, well, she’s only really a half-aunt but that doesn’t matter, anyway, my aunt says Imustnt go out after sundown while my parents are awayin Baldur's Gate, you know. Of course, shes not usually such a frightful old dragon, but I suppose shes just cross that I broke her vase. It was an
ugly old thing, really, but shes so sentimental about her china, although I probably shouldnt have dropped it, its just that I was surprised, you see, when she yelled at me last night. . .
Anyway, she locked me in my room and said I couldnt go to the party. I ask you,
its just not on, is it? She said Id been to too many parties this week. Since when was three too many? So I had to climb out of the window and down the roses. I won't do that again in a hurry I've torn my darned chemise, pardon my language. So if youd just excuse me, officer, Ill just be along to the party. Must dash. Ill be seeing you around then, officer.
Description:  Every medieval city has its powerful or noble families that hold great sway over the guilds or even the rulers. Children of such families learn the skills of reading and writing, politics and diplomacy, ancient languages, and herald- ry. Many are destined to enter the nobility, and others will become prominent council members or guild leaders. However, there are always the disappointments . . .
The dandy is one of these. The dandy is likely to be a younger child; one who does not appreciate the nuances of the ancient languages, or is bored stiff by politics. Whatever the reason, the dandy rebels against the dull, over-serious life of his parents, becoming a fun-loving, childish prankster. Only tolerated by parents, the dandy lives life to the full, continually landing in all kinds of trouble as practical jokes and innocent schemes (usually con- cerning attractive members of the oppo- site sex) backfire.
Dandies dress in fancy, brightly colored clothing (usually made of expensive silks). The typical dandy can often be found
DRAGON 83hanging around sophisticated wine bars in rich areas of cities (taverns are far too crude and rough) and is very rarely seen
doing a proper days work, Dandies hate getting their hands dirty! They are often frowned upon for their arrogance and laziness, for some dandies treat the lower classes like second-rate citizens. Even so, it is hard to dislike a dandy, for the eternal optimism and wisecracking remarks are endearing, if perhaps a little annoying.
Dandies remain blissfully ignorant of the real world around them, living inside the protected shell of nobility. They have little concept of poverty or real danger, for these are things to which they have never been exposed. Magic is treated as an amusing toy, fun to dabble in and good for playing tricks, but not taken seriously enough to be studied in great depth. Similarly, music and acting are enjoyed and performed by dandies, but not with such zeal as with other bards. Dandies love to show off by playing more and more outrageous jokes on friends and acquaintances.
Note: Characters with this kit will have views on life similar to warrior and thief swashbucklers, although the dandy bard is even more foppish than the swashbuckler. The dandy spends less time stealing and fighting, and more time just having fun
(although if this can be accomplished by stealing and fighting, then so be it!)
Role: Fulfilling absolutely no useful role in society whatsoever, some dandies show contempt for the lowly working classes, as anyone who works for a living must be common. Most dandies must therefore have very rich and tolerant parents, or have otherwise acquired a vast amount of wealth to fritter away.
Even a dandy will eventually become bored of the city life, for its thrills seem stale compared with those bragged of by adventurers. For this reason, many dan- dies eventually decide to leave the comfort of their homes and venture outside the city walls (many for the first time) to experience the ultimate thrill of adventure.
This kit works best in city-oriented campaigns, although an interesting role- playing theme could be the dandys discovery of possible exploitation of peasants by the nobility (and subsequent feelings of guilt), if he spends much time among country folk. A different campaign might revolve around the adventures experienced by a group of young, rich, decadent city nobles. Classes chosen could include warrior and thief swashbucklers, a dandy bard, a young priest struggling to keep his religious vows, etc.
Secondary Skills: Gambler may be chosen, but dandies usually have none.
Weapon Proficiencies: Trained in the weapons of the aristocracy from a young age, dandies must choose their initial weapons from: bows (short or cross, but not long), polearms, short sword, dagger, stiletto, main-gauche, rapier, and sabre. Other weapons may be learned later if the dandy has access to training.
Nonweapon Proficiencies:
* Bonus: Dancing, Etiquette, Singing.
* Recommended: Acting**,   Artistic ability, Fast-talking*, Gam- ing, Heraldry, Languages (ancient or mod- ern), Local history, Musical instrument, Poetry * * ,   Riding    (land-based),    Tumbling.
Equipment:    Dandies, unused to heavy exertion, only can wear leather, padded, or studded leather (under their fancy, voluminous clothes), and do not know how to use shields properly. To ensure they only wear finest quality garments, dandies must spend at least twice the price on all clothes listed in the PHB and the Arms and Equipment Guide, and must always pay more for equipment and armor (about 25- 50% more).
Special Benefits: Weapon of choice: Young nobles are trained to use certain weapons from about the age of seven for self-defense, pleasure, and exercise. Fa- vored weapons for this training (the aristocratic weapons from the Renaissance years) are the stiletto, main-gauche, rapier, and sabre. Because they undergo intense and continuous training in these weapons (whether they like it or not), dandies may specialize in just one of these. They gain a + 1 bonus on attack rolls and a + 1 bonus on damage rolls.
Bottomless coffers: The noble families of large cities are all incredibly rich com- pared with the common folk. In theory, dandies should be able to live in luxury without working, provided for by their parents. They start play with 5d6 X 10 gp from their familys ample coffers.
Furthermore, the DM may allow the dandy to borrow money from his parents to fund his extravagant lifestyle occasionally, albeit at levels that are not high enough to unbalance the campaign. Many noble families are none too pleased by the foppish behavior of their children, and dandies could be disinherited, or lose their financial aid, by their kin if they overly abuse their privileges.
Wit and charm: Dandies are naturally outgoing, friendly figures. This causes others, especially members of the opposite sex, to be drawn to them. Their natural charm, wit, and innocence will enhance the reactions of those who already feel positive toward the dandy, increasing them by one place if the dandy makes a successful Charisma check with a +2 bonus. However, on a roll of 20 or more, the dandy has offended someone maybe as the butt of a joke whose reaction is shifted two places worse. Those who are already feeling negative toward the dandy begin to view him as a useless, idle lay- about. This is especially true in the case of downtrodden, hard-working peasants, who resent the dandys patronizingly superior tone of voice. Optionally, the DM could have players tell a joke when using this skill, and assign an additional +3 bonus or    -3 penalty if the joke is good or bad, appropriate or unsuitable.
Dandy’s luck: The wild and unlikely schemes hatched by dandies seem to have
an uncanny knack of working. When everything seems to be terrible, the dandy is usually able to concoct a plan that could work . . . perhaps . . . a bit. The DM must adjudicate this skill on a case-by-case basis.
Special Hindrances:
Dandy’s luck: The dandys luck is wildly unpredictable, and can bring negative effects as well as positive. This usually occurs when everything seems to be running smoothly, and can throw a real wrench in the works. Again, this must be used creatively by the DM to add color and intrigue to campaigns rules cannot be given to cover every possibility.
Note: For two excellent examples of dandy characters, please refer to Danilo Thann in the FORGOTTEN REALMS® novels Elfshadow by Elaine Cunningham
(although hes a wizard, his personality is perfect), and to Giogi Wyvernspur in The
Wyvern’s Spur by Kate Novak and Jeff Grubb.
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