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A DnD Circus
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<blockquote data-quote="tyoda" data-source="post: 1844071" data-attributes="member: 19198"><p>Several circus performers were included in an old thread about random NPCs:</p><p></p><p>MINSTREL</p><p>Bard 4th level; PHB 3.5</p><p></p><p>The minstrel is a true artist who lives for her music. She most probably belongs to a bardic college and learned her magic as part of its traditions. When belonging to a troupe of troubadours, the minstrel is likely to be the main person around whom the troupe will organize its shows. The minstrel is likely to be the best singer and musician, whose art enthrall the audience rather than just entertain it. </p><p></p><p>Alignment: Typically NG, CG (free wandering individualist, and lover of the arts).</p><p></p><p>Minstrel: Half-elf, Bard 4th-lvl.</p><p>Combat: AC= 11 (touch 11, flat-footed 10); Hit-points: 14; Initiative: +1; Speed: 30 ft.; BAB +3, Grap +3; Atk: melee: +3 (1d6, 18-20/x2, rapier), ranged: +4 (1d4, 19-20/x2, 10 ft., dagger).</p><p>Saves: Fort +1, Ref +5, Will +6. Immunity to sleep effects, +2 vs. Enchantment magic.</p><p>Abilities: Str 10 (+0), Dex 12 (+1), Con 11 (+0), Int 10 (+0), Wis 14 (+2), Cha 15 (+2).</p><p>Racial Traits: Half-elf: Low light vision, Immunities (see above), Skill bonuses (counted below), elven blood.</p><p>Skills: Bluff +6, Concentration +4, Diplomacy +6, Knowledge (history) +4, Listen +6, Perform (music & singing) +12, Profession (artist) +6, Sense motive +6.</p><p>Feats and Powers: Skill focus (perform); Bardic knowledge (+4), Bardic music (4/day): Countersong, Fascinate, Inspire courage +1, Inspire competence.</p><p>Spell: (Bard 4th-lvl.; Spells per day: 3/ 3/ 1): Spell known: 0-lvl.: Cure minor wound 1st-lvl.: Cure light wounds, Sleep. 2nd-lvl.: Invisibility.</p><p>Equipment: Nice outfit, rapier, dagger, fine musical instrument.</p><p></p><p></p><p>ACROBAT</p><p>Expert 4th level; Unearthed Arcana (Generic Expert variant)</p><p></p><p>The acrobat is the athletic counterpart of the minstrel, focusing on acrobatics rather than music. As such, an acrobat tumbles, juggles, and performs feats of balance, but usually doesn't know how to sing or play a musical instrument.</p><p></p><p>Alignment: Typically CG, CN, N (free wandering individualist).</p><p></p><p>Acrobat: Human, Expert 4th-lvl.</p><p>Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 18; Initiative: +2; Speed: 30 ft.; BAB +3, Grap +4; Atk: melee: +4 (1d6+1, 20/x2, staff), ranged: +5 (1d4+1, 19-20/x2, 10 ft., dagger).</p><p>Saves: Fort +5, Ref +8, Will +1.</p><p>Abilities: Str 13 (+1), Dex 15 (+2), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 12 (+1).</p><p>Racial Traits: Human: bonus feat and skills (counted below).</p><p>Skills: Balance +9, Climb +8, Concentration +8, Jump +13, Perform (juggling) +6, Profession (artist) +3, Ride +9, Tumble +14. </p><p>Feats and Powers: Acrobatic, Endurance, Lightning reflexes, Run, Skill focus (jump, tumble).</p><p>Equipment: Entertainer outfit, staff and dagger (also used in shows).</p><p></p><p></p><p>STRONGMAN - TAMER</p><p>Expert 4th level; Unearthed Arcana (Generic Expert variant)</p><p></p><p>The strongman is the guy who performs feats of strength, lifting heavy weights, brawling with spectators, and so on. He is well muscled, and part of his show consists in showing his bulging muscles, and in fact, he usually manages to look stronger than he really is. In addition, the strongman doubles as a tamer who shows some big animal to the spectators. This is usually a single animal, like a bear, as small troupes of troubadours are unlikely to have any more.</p><p></p><p>Alignment: Typically CG, CN, N (free wandering individualist).</p><p></p><p>Strongman-Tamer: Half orc, Expert 4th-lvl.</p><p>Combat: AC= 11 (touch 11, flat-footed 10); Hit-points: 23; Initiative: +1; Speed: 30 ft.; BAB +3, Grap +6; Atk: melee: +6 (1d8+3, 20/x3, warhammer), melee: +4 (1d3+3, non-lethal, 20/x2, whip).</p><p>Saves: Fort +7, Ref +5, Will +0.</p><p>Abilities: Str 16 (+3), Dex 12 (+1), Con 13 (+1), Int 9 (–1), Wis 8 (–1), Cha 11 (+0).</p><p>Racial Traits: Half-orc: Darkvision, orc blood.</p><p>Skills: Balance +5, Concentration +5, Handle animal +10, Heal +3, Intimidate +4, Jump +7, Profession (artist) +3, Use rope +5.</p><p>Feats and Powers: Endurance, Great fortitude, Skill focus (Handle animal), Toughness, Wild empathy (as druid).</p><p>Equipment: Entertainer outfit, warhammer and whip (also used in shows).</p><p></p><p></p><p>TROUBADOUR</p><p>Expert 3rd level; DMG 3.5</p><p></p><p>The troubadour is the most common sort of acting and singing artist. He is well rounded in many kinds of stage performance, from music to juggling to hand manipulations. Troubadours are not always welcome, usually as a result of bad performance or populace's suspicion (they sometimes have a reputation for being thieves as well as artists), so they have learned to be fleet of foot when need be.</p><p></p><p>Alignment: Typically CG, CN, N (free wandering individualist).</p><p></p><p>Troubadour: Human, Expert 3rd-lvl.</p><p>Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +1; Speed: 30 ft.; BAB +3, Grap +3; Atk: melee: +3 (1d4, 19-20/x2, dagger), ranged: +3 (1d4, 19-20/x2, 10 ft., dagger).</p><p>Saves: Fort +1, Ref +2, Will +4.</p><p>Abilities: Str 10 (+0), Dex 12 (+1), Con 10 (+0), Int 10 (+0), Wis 10 (+0), Cha 14 (+2).</p><p>Racial Traits: Human: bonus feat and skills (counted below).</p><p>Skills: Balance +5, Climb +4, Escape artist +5, Jump +4, Perform (act, music, sing) +7, Profession (artist) +3, Tumble +5, Sleight of hands +5.</p><p>Feats and Powers: Acrobatic, Agile, Run.</p><p>Equipment: Entertainer outfit, dagger, musical instrument.</p><p></p><p></p><p>ENTERTAINER</p><p>Commoner 2nd level; DMG 3.5</p><p></p><p>Entertainers are typically found in troubadour troupes and circuses as aids and walk-ons. They may either be young and inexperienced people who learn the trade (and will later evolve into the expert class to become troubadours), or older performers who simply lacks any talent. When they do not belong to a troupe and are left to their own, they generally end up as vagabonds.</p><p></p><p>Alignment: Typically CG, CN, N (free wandering individualist).</p><p></p><p>Entertainer: Human, Commoner 2nd-lvl.</p><p>Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 5; Initiative: +1; Speed: 30 ft.; BAB +1, Grap +1; Atk: melee: +1 (1d4, 19-20/x2, dagger), ranged: +2 (1d4, 19-20/x2, 10 ft., dagger).</p><p>Saves: Fort +0, Ref +1, Will +0.</p><p>Abilities: Str 10 (+0), Dex 12 (+1), Con 10 (+0), Int 10 (+0), Wis 10 (+0), Cha 13 (+1).</p><p>Racial Traits: Human: bonus feat and skills (counted below).</p><p>Skills: Craft (any) +2, Jump +5, Perform (any) +6, Tumble +6.</p><p>Feats and Powers: Skill focus (perform, tumble).</p><p>Equipment: Entertainer outfit, dagger, musical instrument.</p><p></p><p>Tyoda</p></blockquote><p></p>
[QUOTE="tyoda, post: 1844071, member: 19198"] Several circus performers were included in an old thread about random NPCs: MINSTREL Bard 4th level; PHB 3.5 The minstrel is a true artist who lives for her music. She most probably belongs to a bardic college and learned her magic as part of its traditions. When belonging to a troupe of troubadours, the minstrel is likely to be the main person around whom the troupe will organize its shows. The minstrel is likely to be the best singer and musician, whose art enthrall the audience rather than just entertain it. Alignment: Typically NG, CG (free wandering individualist, and lover of the arts). Minstrel: Half-elf, Bard 4th-lvl. Combat: AC= 11 (touch 11, flat-footed 10); Hit-points: 14; Initiative: +1; Speed: 30 ft.; BAB +3, Grap +3; Atk: melee: +3 (1d6, 18-20/x2, rapier), ranged: +4 (1d4, 19-20/x2, 10 ft., dagger). Saves: Fort +1, Ref +5, Will +6. Immunity to sleep effects, +2 vs. Enchantment magic. Abilities: Str 10 (+0), Dex 12 (+1), Con 11 (+0), Int 10 (+0), Wis 14 (+2), Cha 15 (+2). Racial Traits: Half-elf: Low light vision, Immunities (see above), Skill bonuses (counted below), elven blood. Skills: Bluff +6, Concentration +4, Diplomacy +6, Knowledge (history) +4, Listen +6, Perform (music & singing) +12, Profession (artist) +6, Sense motive +6. Feats and Powers: Skill focus (perform); Bardic knowledge (+4), Bardic music (4/day): Countersong, Fascinate, Inspire courage +1, Inspire competence. Spell: (Bard 4th-lvl.; Spells per day: 3/ 3/ 1): Spell known: 0-lvl.: Cure minor wound 1st-lvl.: Cure light wounds, Sleep. 2nd-lvl.: Invisibility. Equipment: Nice outfit, rapier, dagger, fine musical instrument. ACROBAT Expert 4th level; Unearthed Arcana (Generic Expert variant) The acrobat is the athletic counterpart of the minstrel, focusing on acrobatics rather than music. As such, an acrobat tumbles, juggles, and performs feats of balance, but usually doesn't know how to sing or play a musical instrument. Alignment: Typically CG, CN, N (free wandering individualist). Acrobat: Human, Expert 4th-lvl. Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 18; Initiative: +2; Speed: 30 ft.; BAB +3, Grap +4; Atk: melee: +4 (1d6+1, 20/x2, staff), ranged: +5 (1d4+1, 19-20/x2, 10 ft., dagger). Saves: Fort +5, Ref +8, Will +1. Abilities: Str 13 (+1), Dex 15 (+2), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 12 (+1). Racial Traits: Human: bonus feat and skills (counted below). Skills: Balance +9, Climb +8, Concentration +8, Jump +13, Perform (juggling) +6, Profession (artist) +3, Ride +9, Tumble +14. Feats and Powers: Acrobatic, Endurance, Lightning reflexes, Run, Skill focus (jump, tumble). Equipment: Entertainer outfit, staff and dagger (also used in shows). STRONGMAN - TAMER Expert 4th level; Unearthed Arcana (Generic Expert variant) The strongman is the guy who performs feats of strength, lifting heavy weights, brawling with spectators, and so on. He is well muscled, and part of his show consists in showing his bulging muscles, and in fact, he usually manages to look stronger than he really is. In addition, the strongman doubles as a tamer who shows some big animal to the spectators. This is usually a single animal, like a bear, as small troupes of troubadours are unlikely to have any more. Alignment: Typically CG, CN, N (free wandering individualist). Strongman-Tamer: Half orc, Expert 4th-lvl. Combat: AC= 11 (touch 11, flat-footed 10); Hit-points: 23; Initiative: +1; Speed: 30 ft.; BAB +3, Grap +6; Atk: melee: +6 (1d8+3, 20/x3, warhammer), melee: +4 (1d3+3, non-lethal, 20/x2, whip). Saves: Fort +7, Ref +5, Will +0. Abilities: Str 16 (+3), Dex 12 (+1), Con 13 (+1), Int 9 (–1), Wis 8 (–1), Cha 11 (+0). Racial Traits: Half-orc: Darkvision, orc blood. Skills: Balance +5, Concentration +5, Handle animal +10, Heal +3, Intimidate +4, Jump +7, Profession (artist) +3, Use rope +5. Feats and Powers: Endurance, Great fortitude, Skill focus (Handle animal), Toughness, Wild empathy (as druid). Equipment: Entertainer outfit, warhammer and whip (also used in shows). TROUBADOUR Expert 3rd level; DMG 3.5 The troubadour is the most common sort of acting and singing artist. He is well rounded in many kinds of stage performance, from music to juggling to hand manipulations. Troubadours are not always welcome, usually as a result of bad performance or populace's suspicion (they sometimes have a reputation for being thieves as well as artists), so they have learned to be fleet of foot when need be. Alignment: Typically CG, CN, N (free wandering individualist). Troubadour: Human, Expert 3rd-lvl. Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +1; Speed: 30 ft.; BAB +3, Grap +3; Atk: melee: +3 (1d4, 19-20/x2, dagger), ranged: +3 (1d4, 19-20/x2, 10 ft., dagger). Saves: Fort +1, Ref +2, Will +4. Abilities: Str 10 (+0), Dex 12 (+1), Con 10 (+0), Int 10 (+0), Wis 10 (+0), Cha 14 (+2). Racial Traits: Human: bonus feat and skills (counted below). Skills: Balance +5, Climb +4, Escape artist +5, Jump +4, Perform (act, music, sing) +7, Profession (artist) +3, Tumble +5, Sleight of hands +5. Feats and Powers: Acrobatic, Agile, Run. Equipment: Entertainer outfit, dagger, musical instrument. ENTERTAINER Commoner 2nd level; DMG 3.5 Entertainers are typically found in troubadour troupes and circuses as aids and walk-ons. They may either be young and inexperienced people who learn the trade (and will later evolve into the expert class to become troubadours), or older performers who simply lacks any talent. When they do not belong to a troupe and are left to their own, they generally end up as vagabonds. Alignment: Typically CG, CN, N (free wandering individualist). Entertainer: Human, Commoner 2nd-lvl. Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 5; Initiative: +1; Speed: 30 ft.; BAB +1, Grap +1; Atk: melee: +1 (1d4, 19-20/x2, dagger), ranged: +2 (1d4, 19-20/x2, 10 ft., dagger). Saves: Fort +0, Ref +1, Will +0. Abilities: Str 10 (+0), Dex 12 (+1), Con 10 (+0), Int 10 (+0), Wis 10 (+0), Cha 13 (+1). Racial Traits: Human: bonus feat and skills (counted below). Skills: Craft (any) +2, Jump +5, Perform (any) +6, Tumble +6. Feats and Powers: Skill focus (perform, tumble). Equipment: Entertainer outfit, dagger, musical instrument. Tyoda [/QUOTE]
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