Results 1 to 3 of 3
- Join Date
- Jul 2009
D20: Eldar Harlequin Troupe (PEACH, & Please Help)
Eldar Harlequins fluff refresher
The goal of this thread is to convert the Warhammer 40K Eldar Harlequins into D&D mechanics.
In my homebrewed D&D cosmology "The Laughing God" Cegorach is equivalent to Erevan Ilesere.
He is the last Elf deity still on good terms with the Seelie Court and welcomed within their realm (Elves used to be Fey in my cosmology). Because of this and his all-around whimsical nature he managed to remain neutral and unaffected by the Elven/Drow split.
Now he and his Harlequin Troupes are concerned with the safety of the Elven race, and strive in the shadows for the reunification of the Elves and Drow.
They also travel seemingly randomly between Elven, Drow, and other sentient race's communities bringing them the Elven/Drow race's stories through dances in the hopes that other races won't repeat the divided fate of the Elven/Drow people. All Harlequins are CN in nature with at most tendencies to either Good/Evil, so they will perform for any species. This respectful attitude, and their legendary combat prowess has led to them being openly welcomed to perform even by races as evil and advanced as the Illihid to ones as simple and barbaric as Owl-Bear tribes.
Basically, they are meant to be the deadliest Elves/Drow out there.
Issue I am having is that I do not know what class levels to give them. So far I am thinking:
Basic Trouper: Divine Bard 2/Fighter 3
Basic Mime: Divine Bard 2/Rouge 2/Assassin 1
Master Mime: Divine Bard 2/Rogue 2/Assassin 4
Warlock: Divine Bard 3/Psion of some kind 4
Death Jester: Divine Bard 2/?????????????????????
Avatar: Divine Bard 4/Cleric 6
Solitaire: Divine Bard ?/??????????????????????????
Note: None of these items are magical in nature. "The Laughing God's" trickster nature has allowed him to sneak bits of technological knowledge from the distant future to his Harlequin Troupes without immediate detection from the other Deities and Powers. Therefore, spells such as Detect Magic nor Identify will work on them.
-Holo-Suits: These tight-fitting suits provide +3 AC, and no Max Dex, and are treated as Light Armor. When activated (a swift action) they project a random number of Mirror Images (as per the spell) each round, automatically regenerating a random number of Mirror Images at the start of the owner's next turn. Total images generated at one time are 1d4+1.
-Flip-Belts: These highly adorned belts are implanted with anti-gravity devices based on future technology. They allow the user great maneuverability, and increased movement. The owner receives Increased Movement 10ft. It grants the ability to either jump his entire movement straight up, 30ft at a 90degree angle, or 20ft in a straight line jumping over up to large sized creatures while being high enough to avoid attacks of opportunities from medium or smaller creatures. In addition, the owner's carrying-capacity is doubled while the belt is worn and activated. Activating the belt is a swift action.
-Death Jester's Shrieker Cannon: This alien shaped ranged weapons seem to be constructed from pure metal. From it's ornate tip fires a black ray that seems to glitter with white sparkles all the way to it's target. Upon impact (a ranged touch attack) the target must immediately make two DC 13 Fort Saves. Failure on a single save causes 1d8 points of damage and the Sickened condition for 1d4 rounds. Failure of both saves will cause instant death as the victim's blood vessels and insides expand violently. This results in a small explosion that showers nearby allies (or anything within reach) with pieces of their companion. Medium creatures explode in a 5ft radius dealing 1d6 damage (Reflex Save DC14 for half). Large creatures explode in a 10ft radius dealing 1d8 damage (Reflex Save DC16 for half). Small creatures explode in a 5ft radius dealing 1d4 damage (Reflex Save DC12 for half). Creatures bigger than Large Size are too sturdy to explode, and creatures below Small Size creature a negligible explosion.
-Harlequin Mask (Trouper): These masks are highly ornate. The wearer of the mask can activate it as a swift action. Once activated it grants the wearer Darkvision up to 120ft, the Alertness feat, and the Improved Initiative feat.
- Join Date
- Jul 2009
Re: D20: Eldar Harlequin Troupe (PEACH, & Please Help)Harlequin Trouper:
Elf, Divine Bard 2/Fighter 3
Size/Type: Medium Humanoid (Elf)
Hit Dice: 3d10+2d6 (26 hp)
Speed: 40 ft. (8 squares), Jump* (See Flip-Belt)
Armor Class: 16 (+3 Dex, +3 Holo-Suit), touch 13, flat-footed 13
Base Attack/Grapple: +4/+5
Attack: M.W. Rapier +8 melee (1d6+1/18-20) or M.W. hand crossbow +8 ranged (1d4/19-20)
Full Attack: M.W. Rapier +6 melee (1d6+1/18-20) and M.W. hand crossbow +6 ranged (1d4/19-20)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1
Special Qualities: Elven traits, Darkvision 120ft (Due to Mask)
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 13, Dex 17, Con 10, Int 10, Wis 14, Cha 14
Skills: Balance 5+3, Disguise Disguise 8+2, Hide 5+3, Jump (See Jump-Belt), Knowledge: (History) 5+0, Listen 0+2+2, Move Silently 5+3, Perform: (Dance) 8+2, Spot 0+2+2
Feats: Weapon Finesse, Versatile Combat (Drow of the Underdark), Skill Focus: (Perform: [Dance]), Exotic Weapon Focus: (Hand Crossbow) + Alertness and Improved Initiative (due to Mask)
Organization: Harlequin Troupe
Challenge Rating: ???
Combat Gear: Holo-Suit, Flip-Belt, M.W. Rapier, M.W. Hand Crossbow, Harlequin Mask (Trouper).
Treasure: Double + Special Equipment
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +0
- Join Date
- Jul 2009
- WOTC ≱ my opinion
Re: D20: Eldar Harlequin Troupe (PEACH, & Please Help)
The Acrobat, Ringmaster, Merrymen and possibly Professor classes from Le Cirque Funeste in my sig may be of use to you.