Sycophant (Character Kit)

Sycophant
Description: All cultures and societies seem to have their share of flatterers and yes-men who gravitate towards wealth and power. The sycophant is a character who constantly schemes to advance his own position through his association with the right people. His life is a constant climb through the social ranks as he seeks more influence and wealth than he cur- rently enjoys. In some cases, the boldest and most daring of sycophants hope to win a rich inheritance, a marriage into wealth, or even a noble title in the court of a sorcerer-king. It is a dangerous game, and even the slightest misstep can spell ostracism or even death.
Of all the PC races, only humans, elves, and half-elves possess the wit and charm necessary for this kit. Sycophants are usually bards, but clever and personable thieves can survive as sycophants. Sycophants are generally self-centered individ- uals and may not choose to be of good alignment. In addition to all other requirements, sycophants must have Intelligence and Charisma scores of 14 or better.
Role: The sycophant begins his career as a gossip and wit. He is a slave to fashion and makes a point of appearing with the correct escort at the proper time. Above all, he must be entertaining; a sycophant whose company is not enjoyable is a syco- phant who will soon be forgotten.
Very few sycophants rise out of the low- est classes or come from slave stock, although it is conceivable that a slave could take this kit as a recently freed con- cubine or artist. In the adventuring party, the sycophant functions as an excellent information gatherer, spokesperson, and spy. Most importantly, the sycophant knows people in high places, and he can often pull strings through his current contacts to free people from prison, finance risky mercantile ventures, or make introductions. A clever and unscrupulous sycophant with a weak- willed contact can completely dominate his benefactorand, in some cases, even replace him.
Weapon Proficiencies: Sycophants are not noted for carrying heavy arma- ment. If there is a weapon fashionable to nobility (for example, the rapier of the Renaissance), the sycophant is required to be proficient in its use. The noble weapons of the Seven Cities are: short sword (Balic), javelin (Draj), bow (Gulg), club (Nibenay), flail (Raam), steel long sword (Tyr), and lance (Urik.) All other weapon proficiencies must be selected from small, easily concealable weapons such as the knife, dagger, or sling.
Nonweapon Proficiencies:
* Bonus: Dancing, Etiquette, Heraldry, Observation.
* Recommended: Artistic Ability, Land- based Riding, Singing, Appraising, Dis- guise, Gaming, Musical Instrument, Reading Lips, Reading/Writing.
Equipment: The sycophant must possess one outfit of noble quality to move among the elite of his city. This can cost 10-30 cp, depending on the city. The sycophant may wear armor and carryweapons when journeying or adventuring, but generally goes unarmored and carries only a dagger or other small weapon as he makes his rounds of the nobility. If he attends a party in full armor or visits a high lady while armed to the teeth, he suffers a -2 to -4 reaction penalty based on the DMs assessment of the situation.
Special Benefits: The sycophant man- ages to infatuate a few powerful patrons for a time. The character has a number of contacts equal to his level. Each of these contacts is perfectly willing and able to put the sycophant up for 10 days plus three days per level of the character. He lives in the lap of luxury during this time. After visiting, the sycophant cannot visit again until 100 days pass. The sycophant may subtract twice his level in days from this figure. As he increases in level, the sycophant is eventually able to live his entire life in one palace or another, since he is in so much demand. The sycophant always leaves on good terms when his time expires, since he avoids offending people by staying too long or not long enough.
Sycophants can also call upon favors from their patrons. Obviously, the patron must be in a position to help. Asking a merchant to free someone from the templar prisons is useless, and asking a sorcerer-king to protect a preserver is
equally futile. Each time the sycophant calls for a favor, roll a reaction check. The sycophant gains a +1 bonus per three levels on the favor check. If he asks for more than one favor per 100 days, each subsequent favor check suffers a -2 cumulative penalty.
The sycophants patrons are very important to the campaign, and the DM should go out of his way to develop the social ladder of the city-state. A clever sycophant uses his influence with one patron to win an introduction to an even more important and influential patron, slowly climbing the social ladder. The most daring (and foolhardy) of sycophants stand by the sorcerer-king himself.
Special Hindrances: As noted under
Equipment, sycophants are usually unarmored and lightly armed (weapons of size S only.) The sycophant wears armor only in the most obvious of circum- stances accompanying a patron to war, duelling, or carrying a message through a dangerous area. Even in adventuring, the sycophant rarely brings his armor unless a fight is very likely, and even then he waits until the last minute to put it on. DMs should feel free to impose reaction penalties on sycophants who insist on a martial display.
Because he is unused to the weight and tactics of wearing armor, a given armor type protects the sycophant as if it were one place worse than it actually was; thus, plain leather armor (normally base AC 8) is actually base AC 9 for the sycophant. This hindrance applies to magical armor
but does not apply to magical items like a ring of protection or bracers of defense, so long as they are the only protective devices worn.
Wealth Options: Sycophants begin play with 2d6 × 60 cp. At least half of their trea- sure and earnings must be spent on clothes, luxuries, exclusive memberships, and other such fineries.
Category:Character Kit
Category:Character Kit Dragon Magazine