BARDS AND THEATRES
Bards and Theatres
with impersonating a specific person. All masterwork costumes cost +75 gp over the listed costume cost. Creating a costume requires a Craft (tailor) skill check (DC 15). Deity: When purchased the buyer must select which deity this costume represents. For a distance it appears to be made of finely shimmering silk, with elaborate tokens representing the deity’s various symbols. Closer inspection reveals that the cloth is just closely woven sackcloth covered with bits of clear paste, while the symbols are elaborately carved and gilded pieces of wood.
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lthough not overly dependent on tools, bards can benefit from a variety of specially designed equipment. Their primary focus rests on instruments as these tools for making music are the focus for both their magic and many of their skills. Like many fields, music has a variety of exotic tools that fit the needs of the performer. In some cases these are simple props designed to evoke a particular mood or feeling. In other cases these items are vital, if esoteric, tools for performing specialised tasks. Bards that engage in theft, smuggling, or other such activities often find their unique tools give them a discrete advantage. People expect to find strange things in a bard’s baggage - they rarely question what they see.
Costume, deity: 5 gp, 12 lb. Greater Noble: Apparently gem encrusted and highly embroidered, this costume typically has both outer and inner robes, a cape, a selection of jewelry, as well as elaborately tooled belts, gloves, and shoes. It also has various regalia of office for the high nobles of the land – scepters, crowns, orbs, and anything else that might be appropriate. The gems are glass and paste, the embroidery heavy paint, and the regalia gilded wood, but it all looks good under the right light.
Acrobat’s Boots
These comfortable boots are reputedly of sylvan or fey make, though they are more commonly made from ancient patterns of the same. While they are softer than most footwear and do not provide the same protection along the soles (-1 to any saving throw required for dangerous footing, including caltrops), they allow the wearer to feel the ground better and react to changing conditions. This provides a +1 equipment bonus to Balance and Tumble checks made out of combat.
Costume, greater noble: 4 gp, 10 lb. Hero: Bright, shining paste/foil-plate mail, a cape apparently made of velvet, and a quite wicked looking sword (glowing with a light spell) allows the wearer of this costume to cut an impressive figure. This costume is typically used to represent a figure out of legends, the noble knight who comes in to save the day.
Acrobat’s Boots: 120 gp, 1 lb.
Costume, hero: 3 gp, 8 lb.
Costumes
Lesser Noble: This costume has many similarities with the greater noble costume, but with less ornamentation and accessories. These costumes typically represent the lower nobles of the court, courtiers, or the rich who would like to be thought of us nobles but cannot quite make the cut.
A costume looks from a distance like armour, weapons, trinkets, and cloths of the appropriate type. In reality a costume is a loosely constructed set of cloths and paste items that is not only cheap to make, but easy to replace at need. While wearing a costume the character gains a +1 bonus to both Bluff and Disguise checks associated with maintaining his role. It takes a full round action to change from one costume to another. Masterwork costumes are less generic than a regular costume, and provide a +2 circumstance bonus to both Bluff and Disguise skill checks associated
Costume, lesser noble: 3 gp, 10 lb. Merchant: Made of stout fabrics this costume serves to convey the feeling of prosperity and wealth. Less ornamented than noble costumes, they are suitable for the portrayal of
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