The Courtier

Courtier 

 
Requirements: Minimum 
DEX 13, minimum INT 13, minimum CHA 12 
Prime requisite: CHA 
Hit Dice: 1d4 
Armour: leather, ceremonial plate, no shields Weapons: Any


    Courtiers, a specialized sub-class of thieves, are members of elite society, not necessarily members of the nobility themselves, but capable of ingratiating themselves into aristocratic circles. Inveterate flatterers, schemers, and honey-tongued diplomats, courtiers are often employed as emissaries and ambassadors. Always plotting to improve their own social standing, adventuring serves the dual purpose of raising their stature and lining their pockets as well. Courtiers are all of Upper Middle Class Social Standing or higher. 
 
Ceremonial Platemail: In addition to leather armour, courtiers may also wear (and prefer) ceremonial plate mail. Outwardly, this armour is most impressive, with fantastic and baroque flourishes. It is, however, extremely expensive, and while as encumbering as platemail, it is not as sturdy. Base Cost: 120 gp; AC [13]; heavy armour. 
 
Preoccupation with Fashion: Fashion is extremely important to courtiers; they are fiends for the latest trends and will spend a minimum of 10% of all treasure updating their wardrobes. Magical clothing is always held in the highest regard. 
Courtiers must also maintain high living standards; they must spend more per month than other classes on food, lodging, and other lifestyle expenses.
 
Partial Thief Skills Courtiers can use the following skills, with the chance of success shown below. they must roll equal to or under the skill level shown.
 
Hear noise: In a quiet environment (e.g. not in combat), a courtier may attempt to listen at a door or to hear sounds of something (e.g. a wandering monster, approaching).
2 at lvl 1, 3 at lvl 3, 4 at lvl7, 5 at lvl 11. 6 at lvl 14.
Stealth: A courtier may attempt to sneak past enemies unnoticed or strike from the shadows.
1 at lvl 1, 2 at lvl 3, 3 at lvl 6, 4 at lvl 9, 5 at lvl 11 6 at lvl 14.

Courtiers may use poison. 
 
Courtiers may not access the Black Market, but may know others who can. They avoid Thieves’ Cant.
 
Back-Stab: When attacking an unaware opponent from behind, a courtier receives a +4 bonus to hit and doubles any damage dealt. 
 
Read Languages: A courtier of 4th level or higher can read non-magical text in any language (including dead languages and basic codes) with 4 in 6 probability. If the roll does not succeed, the courtier may not try to read that particular text again before gaining an experience level. 
 
Gossip & Rumours: Gossip is the courtier’s tool of trade. Whenever an adventure provides a set of rumours, in addition to any determined by the adventure’s die roll, the courtier will hear & know one additional rumour/level. 
 
Legend & Lore: Due to their extensive connections and enthusiastic membership in gossip-circles, from 2nd level, courtiers have a 2-in-6 chance to have knowledge of surrounding people, places, and things
 
Diplomacy: 1x / day courtiers may cause their effective CHA to increase to 18 for 1 turn +1/level. Courtiers who already possess 18 CHA gain an additional +1/+5% bonus. 
 
Taunt & Rally:To taunt is to level a volley of the most libelous insults imaginable upon adversarial forces. They must be able to understand the courtier & have low intelligence. (not a magical ability, but mimics the effect of the taunt spell (save vs. paralyzation). The courtier may taunt 1 such opponent / 3 levels. To Rally is the opposite, as the courtier soothes & allays his allies with effluent superlatives & compliments, exhorting them to greater effort. An ally that has failed morale or has been subjected to magical fear is immediately restored. A rallied ally in combat gains a +1 bonus to hit and to all saves for 3 rounds. The courtier may rally 1 such ally/3 levels of exp.
 
Patronage & Stipend: At 3rd level the courtier gains a patron. Patrons are persons of high social standing who take an interest in the courtier and assist in his or her endeavours, not without the expectation that the courtier will further the patron’s social aims and spread word of the patron’s magnificence and munificence. The courtier receives a base stipend of 1,000 GP/year + 100 GP for every point of CHA modifier/level of the courtier. For example, a 5th level courtier with CHA 16 would receive a base stipend of 1,700 GP. This may be paid monthly or in other installments as the courtier’s adventures may take him or her far from civilized lands. This base increases or decreases based upon the courtier’s reputation. Vile deeds (or, more accurately, being caught conducting vile deeds) will reduce the base stipend by at least half––all the way down to zero for the darkest crimes. Conversely, being credited with heroic deeds (whether or not accurately earned) can double the base. The DM will adjudicate. Note that if a patron is lost, a quest may be in order to obtain a new one. 
 
Beguile: At 5th level courtiers may beguile any creature of low intelligence, with whom they may converse, the eloquent trickery functioning as a suggestion spell (though non-magical in nature). The victim saves vs. paralyzation and suffers a +1 penalty on the save for each point of the courtier’s CHA modifier, if any. 
 
Perjury: At 7th level, the courtier gains detect lie / undetectable lie once per day. 
 
Castigate: At 9th level, the courtier class gains its most feared ability and may invoke a blistering rebuke, unleashing a defamatory slur of such horrifying intensity that the target must immediately save vs. paralyzation (at +1 penalty per point of the courtier’s CHA modifier, if any) or be stunned for 1 full round, unable to take any action except to defend itself. Thereafter the target suffers a -2 penalty on all dice rolls as it recovers from the mortal insult. For that duration, victims are treated as if they had been subject to a successful taunt spell. The target must be able to see, hear, and understand the courtier, and must have low intelligence.  



Courtiers’ Hats: At character creation a Courtier gets to roll for a special hat to begin his wardrobe. At each level thereafter he gets an additional roll on the hat table. At 1st level a hat acquired may only be discarded, after a 2nd hat has been acquired from the table. If a hat is ever rerolled there is no new hat for the Courtier that level. 
 
Courtiers’ hats
01-03 Weather Hat 
04-05 Hat of Direction 
06-09 Hat of Madness 
10-11 Hat of Affability 
12-13 Hat of Sleeplessness 
14-15 Hat of Holding 
16-18 Diplomatic Hat 
19-20 Poet’s Hat 
21-22 Jester’s Cap 
23-24 Hat of Cleverness 
25-26 Hat of Protection 
27 Temporal Matrix Hat 
28-29 Ecclesiastical Hat 
30-32 Hat of Hearing 
33 Psionic Hat 
34-37 Brewing Hat 
38-39 Alpinist’s Hat 
40 Hat of Counterfeiting 
41-42 Hat of Charming 
43 Dunce Cap 
44 Taunting Hat 
45-50 Hat of Self-Importance 
51-52 Cartographer’s Hat 
53-56 Smoker’s Hat 
57-58 Lucky Hat 1 
59-60 Lousy Hat 
61-62 Songster’s Hat 
63 Phallic Hat 
64-66 Moss Dwarf Garden Hat 
67-68 Scholar’s Hat 
69-72 Lucky Hat 2 
73-75 Hat of Reanimation 
76-77 Hat of Polished Style 
78-79 Hat of X-Ray Vision 
80-81 Hat of Way-Making 
82-85 Hat of the Linguist 
86-87 Hat of Muddy Thinking 
88-89 Geometer’s Hat
90-91 Carrier Pigeon Hat 
92-94 Hat of Regeneration 
95-97 Nice Hat worth 10gp 
98-99 Fine Hat worth 30gp 
100 Roll for two hats. 

Courtier's hat discriptions:


01-03 Weather Hat. The wearer can predict the weather. And on a roll of 1-2 in 6, accurately! 
04-05 Hat of Directional Sense. A Courtier wearing this hat will only become lost in the wilderness on a roll of 1 in 6. Beneath the ground the hat allows the wearer to maintain his bearings and to know which direction is which.
06-09 Hat of Madness. The wearer of this hat changes alignment each gaming session. If the player plays the changes in alignment well the character will receive an additional +5% bonus to earned x.p. The wearer refuses to give up the hat. It can only be gotten rid of through a remove curse spell, or when levelling up and acquireing a new hat.
10-11 Hat of Affability. This hat makes the wearer a friendly, likeable, good-natured companion, and increases the character’s CHA by +1 while worn.
12-13 Hat of Perpetual Sleeplessness. The wearer does not sleep and is always fatigued, suffering -1 penalty to hit and damage rolls. The wearer is ever watchful and can never surprised at night. The hat may only be gotten rid of through a remove curse spell or when levelling up when a better hat is acquired. Once the Courtier gets rid of this hat, he must sleep for 1d12 months to recover.
14-15 Hat of Holding. This hat magically holds three equipped items of any size without encumbering the player.
16-18 Diplomatic Hat. The wearer of this hat gains an additional +1 to NPC reaction rolls.
19-20 Poet’s Hat.This hat infuses its wearer with fine poetic sensitivity and skill. Roll d6: the wearer may spend that number of days composing a poem in honour of a patron, or (levels 1-2) prospective patron, and upon completion of the new poem gets that d6 roll as a multiplier to his gold allowance (base stipend) for that month. If the Courtier is a level 1 or 2 character the gift of his poem will be rewarded by the d6 roll x 100 gp. Use may be repeated once per month.
21-22 Jester’s Cap. When the wearer of this hat enters melee combat it causes opponents in battle engaged with him to laugh uncontrollably, suffering a -1 penalty to hit and damage rolls, and giving the courtier +1 bonus to hit and damage rolls. 
23-24 Hat of Cleverness. Gives the wearer the benefit of +1 to INT while worn.
25-26 Hat of Protection. Grants to the wearer a +1 bonus to Armour Class. If the Courtier is hit the hat will absorb half of the damage taken from the blow, and is subsequently destroyed. Also offers the wearer one Protection from evil spell/day (identical to the 1st level Cleric spell).
27 Temporal Matrix Hat. This hat has a sundial or hourglass or steampunk clock attached to it. The wearer can manipulate the gadgetry to slow time once per day, doubling his movement rate for 1d4 turns without penalty. In a combat situation the wearer gets two actions per round. All other members of the wearers party are unaffected.
28-29 Ecclesiastical Hat. This mitre gives the wearer the ability to speak the liturgic language of the church. It is blessed and has a protection from evil charm, usable once per day (identical to the 1st level Cleric spell). 
30-32 Hat of Hearing. This hat grants its wearer a +1 bonus to all hearing checks. In addition the hat will continue to gather rumours on its own and convey one new rumour to the wearer per week.
33 Psionic Hat. Once per day the courtier may use ESP as the spell.
34-37 Brewing Hat. The hat when removed and overturned will always be found to be containing a fresh mug of strong beer. If the wearer should drink the beer he becomes mildly intoxicated and suffers/enjoys the following effects: must stop to pee 1x/turn or wets himself; CHA +1; WIS -1; (in the case of retainers +1 Loyalty). Effects lasts for 6 turns.
38-39 Alpinist’s Hat. Grants the ability to climb sheer surface similar to a thief of equal level as the wearer. 
40 Hat of Counterfeiting. Converts real SP to counterfeit GP. There is always a risk of using such money (to be determined by the DM) Capacity: the hat may hold up to 100 coins. The hat is less effective as it continues to be used, so that the coins are less convincing. There is a 10% chance that the first 100 coins are spotted as counterfeit, a 20% chance for the 2nd 100 coins etc. It’s really not a good idea to risk using this hat for more than two or three hundred coins.
41-42 Hat of Charming. This hat grants its wearer the power to charm one other person, just like the 1st level magic-user spell. It works once per day with the following difference: if successful, it may not be used again until the victim makes his saving throw and breaks free of the spell. The hat can only keep one person at a time charmed. The spell is broken if the hat is removed, lost, or damaged
43 Dunce Cap. A cursed item: -2 to wisdom and -1 to NPC reaction rolls. A remove curse spell will allow the character to rid himself of the hat before rolling again when he levels.
44 Taunting Hat. Roll a d20 on the Language Chart in the OSE Player’s Tome to determine which race of creature is provoked to attack the wearer of this hat when he sees it.
45-50 Hat of SelfImportance. This is a normal hat with nothing special, but it makes the wearer feel superior to others. 
51-52 Cartographer’s Hat. Grants the wearer the same abilities that dwarves have to spot construction tricks, new construction, sliding walls, sloping passages, room traps. Helps the wearer to construct excellent maps.
53-56 Smoker’s Hat. Comes with a Cherry-Wood pipe, tinderbox, and a bag of pipeweed containing enough for twenty smokes.
57-58 Lucky Hat 1. The wearer will not spring or set off traps. Stops working after the character levels.
59-60 Lousy Hat. The wearer of this cursed lice-infested hat is always itching and scratching. Although the wearer suffers a -1 penalty to CON, until the hat should be rid of by a remove curse spell, or successful level-up, the hat does have two effective uses: (1) It may be thrown on the ground 10’ before the character, a cloud of flying astral lice will emerge and conceal the party for 1d4 rounds; (2) The hat may be weaponized and thrown at an enemy: the lice engulf the enemy causing a -2 penalty to attack rolls, and 1 h.p. damage / round for 1d4 rounds. After these effects expire the astral lice restore the hat to the wearer’s head.
61-62 Songster’s Hat. This hat grants the wearer the enchanting power of Bardic song, as described under enchantment in Bard Class of the OSE Player’s Tome.
63 Phallic Hat. A lucky hat that allows the player to re-roll any die 2x/day, but then again you’re walking around with THAT on your head.
64-66 Moss Dwarf Garden Patch Hat. Deceased Moss Dwarf flesh matted upon and held fast by a burlap hat. The hat is a miniature travelling garden. As long as the hat is worn continually the Moss Dwarf flesh will continue to produce one of the herbs or mushrooms described in the Mushrooms & Herbs section of the Dolmenwood Player’s Book, to be determined by d20 roll. Every week another dose of the herbs or mushrooms may be harvested from the hat. Wearing of the hat can also lead to scalp rashes and involves a penalty of -1 to CHA.
67-68 Scholar’s Hat. A hat with a large tome at the top which lies open upon the wearer’s head. The tome may be removed and consulted for questions regarding lore of creatures, magical items, people’s, places, etc. The Courtier may attempt a die roll for every turn spent consulting the book. A roll of 2 in 6 succeeds.
69-72 Lucky Hat 2. A lucky hat that allows the player to re-roll any die roll the player wants once per day.
73-75 Hat of Reanimation. The wearer of this hat, if slain, is really only unconscious at zero hit points. (The hat only has this power but once).
76-77 Hat of Polished Style. This stylish hat changes colour to match with any outfit. Furthermore it is always perfumed and emits a delicious ambrosial scent that attracts members of the opposite sex, and unfortunately wandering monsters too: +2 CHR. In dungeons or wilderness, wandering monster checks will succeed on a 2 in 6 (when the base chance is 1 in 6, etc.) 
78-79 Hat of X-Ray Vision. When this hat is affixed to a door or wall it opens a 5’ diameter circular window that allows the player and others to see into a room. Those in the room cannot see those on the other side of the door or wall. The hat has this power once per day.
80-81 Hat of Way-Making. When this hat is affixed to a door or wall it opens a 5’ diameter circular portal through which the character and others may step. The hat has this power once per day.
82-85 Hat of the Linguist. Grants knowledge of 1d4 new languages when worn, to be determined by d20 rolls on the language table. Player may re-roll any language that the character already speaks.
86-87 Hat of Muddy Thinking. The wearer of this cursed hat is perpetually unclear about things and cannot make quick decisions: -2 to any INT or WIS checks. Character is incapable of leading any party.
88-89 Geometer’s Hat. This hat comes with rule & compass, twine, chalk, and pendulum. While worn it increases the logical thinking and reasoning faculties of the mind, granting a +2 bonus to INT. It has the further, advantage (or disadvantage) of marking in chalk the ground upon which the wearer treads.
90-91 Carrier Pigeon Hat. The hat conceals within it a messenger pigeon that can be released to carry a message back to town or keep, e.g. “Help! Lost, Tangled Forest somewhere SE of Prigwort.” or “Bring draught horses & covered wagon. Important!” The head of the wearer is always besmeared with birdshit, but this brings good luck, and player may reroll any die roll he or she wants 1x / day
88-90 Hat of Regeneration. When injured the wearer continues healing at the rate of 1 h.p. per turn.
91-95 Nice Hat (10 gp). The hat may be kept or sold for 10 gp. It grants no special favours.
96-99 Fine Hat (30 gp). This finely crafted hat may be kept or sold for 30 gp. It grants no special favours.
100 Two Hats. Roll twice again on the table. You may keep both; if either is a cursed hat, this is the one that must be worn until you find a way to get rid of it (either a remove curse spell, or surviving to the next level). 
 

 The Courtier’s Art of the Insult

 
    Courtiers become increasingly proficient & sophisticated at hurling insults, casting aspersions, & ruining reputations. They backstab more often with blade of tongue. In order to assist role-play of the Courtier class, we gather here many examples of Shakespearean insults to serve as models. It should not be surprising that the following words provoke immediate retaliation. They shall sting & enrage the more when pronounced with a snide tone of supercilious arrogance & derision, for which the DM may wish to apply a sweet penalty to NPC reaction rolls. Thou in early Modern English conveys familiarity and disrespect. Of course, things were not always this way in English.
 
Insults on Intelligence:
1. More of your conversation would infect my brain. 
2. Your brain is as dry as the remainder biscuit after voyage. 
3. He has not so much brain as ear-wax. 
4. Thou art the cap of all the fools. 
Insults on Character:
1. Would thou wert clean enough to spit upon! 
2. You are not worth the dust that the rude wind blows in your face. 
3. Thy sin’s not accidental, but a trade. 
4. Foul spoken coward, that thund’rest with thy tongue, and with thy weapon nothing dares perform. 
Regarding Honesty:
1. Heaven truly knows that thou art false as hell. 
2. There’s no more faith in thee than in a stewed prune. 
3. Dissembling harlot, thou art false in all. 
4. Thou subtle, perjur’d, false, disloyal man! 
Insults and Animals:
1. Bottled spider! 
2. Poisonous bunch-backed toad! 
3. Thou elvish-mark’d, abortive rooting hog. 
4. I do wish thou wert a dog, that I might love thee something. 
5. Thou damned and luxurious mountain goat. 
6. Thou flea, thou nit, thou winter-cricket thou!
Insults for the Ugly:
1. I am sick when I do look on thee. 
2. Out of my sight! Thou dost infect my eyes. 
3. The rankest compound of villainous smell that ever offended nostril! 
4. The tartness of his face sours ripe grapes. 
Threatening Insults:
1. I’ll beat thee, but I would infect my hands. 
2. By mine honour, if I were but two hours younger, I’d beat thee. Methink’st thou art a general offence, and every man should beat thee. 
3. O you beast! I’ll so maul you. . . that you shall think the devil is come from hell. 
4. Would thou wouldst burst!
Insults against the Sexes:
1. Thou hateful, wither’d hag! 
2. Your virginity breeds mites, much like a cheese. 
3. Villain, I have done thy mother. 
4. Away, you three-inch fool! 
Lengthy Thrashing Sample:
Thou art a base, proud, shallow, beggarly, three-suited, hundred-pound, filthy worstedstocking knave; a lily-liver’d, action-taking, whoreson, glass-gazing, superserviceable, finical rogue; one-trunk-inheriting slave; one that would’st be a bawd in the way of good service, and art nothing but the composition of a knave, beggar, coward, pander, & the son & heir of a mongrel bitch.
 

 

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