Gleeman (3.5e Class)

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Gleeman
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Gleeman[edit]

Gleeman are entertainers, often traveling between towns, villages, inns and taverns. They are masterful story tellers as well as acrobatic, distinguished by a flashy, colorful cloak. Most skilled gleemen can tell stories, juggle, tumble and play one sort of instrument or another.

Making a Gleeman[edit]

Gleeman are like bards but without the magical spells. They are agile fighters focusing on finesseable weapons such as throwing knives and rapiers. They are also fufill the duties of a bard while not in combat. They are not the best combtants though and fight best with the help of a strong fighter to take the focus of the enemy away from them. They fit in well with almost any other character so long as they don't try to harm the Gleeman in some way.

Abilities: Dexterity and Charisma are the most important attributes for a Gleeman. Dexterity for their acrobatics and style of combat and Charisma for their performances.

Races: Any race can become a gleeman.

Alignment: Any Nonlawful.

Starting Gold: 6d6×10 gp (210gp).

Starting Age: Moderate

Table: The Gleeman

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Gleemans Knowledge, Gleemans Cloak +1
2nd +1 +0 +3 +3
3rd +2 +1 +3 +3 Gleemans Cloak +2
4th +3 +1 +4 +4
5th +3 +1 +4 +4 Gleemans Cloak +3
6th +4 +2 +5 +5
7th +5 +2 +5 +5 Gleemans Cloak +4
8th +6/+1 +2 +6 +6
9th +6/+1 +3 +6 +6 Suggestion
10th +7/+2 +3 +7 +7 Gleemans Cloak +5
11th +8/+3 +3 +7 +7
12th +9/+4 +4 +8 +8
13th +9/+4 +4 +8 +8 Mass Suggestion
14th +10/+5 +4 +9 +9
15th +11/+6/+1 +5 +9 +9 Gleemans Cloak +6
16th +12/+7/+2 +5 +10 +10
17th +12/+7/+2 +5 +10 +10 Gleemans Cloak +7
18th +13/+8/+3 +6 +11 +11
19th +14/+9/+4 +6 +11 +11
20th +15/+10/+5 +6 +12 +12 Gleemans Cloak +8

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Gleeman.

Weapon and Armor Proficiency: A Gleeman is proficient with all simple weapons, plus all finesseable weapons. Gleeman are proficient with light armor and shields (except tower shields).

Gleemans Knowledge: A gleeman may make a special gleeman knowledge check with a bonus equal to his gleeman level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the gleeman has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful gleemans knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A gleeman may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.

Gleemans Cloak (Ex): At the start of the gleemans adventuring life he chooses a flashy, colorful cloak that he will wear for the rest of his life except for during special situations where it would be unwise to wear it. If he loses the cloak or the cloak is stolen he may pay 500XP per modifier to make a new one. As he continues to wear this cloak he becomes more confident in his abilities as a gleeman and gains some special abilites from wearing it. The abilities given by the modifier of the cloak are given below.

Modifier Abilities
+1 +1 to all Perform checks.
+2 +2 to all Perform checks, gains the benefit of Cloak of Charisma +2.
+3 +3 to all Perform checks, gains the benefit of Cloak of Charisma +4.
+4 +4 to all Perform checks, gains the benefit of Cloak of Charisma +6.
+5 +5 to all Perform checks, gains the benefit of Cloak of Etherealness.
+6 +6 to all Perform checks, gains the benefit of Cloak of Charisma +8.
+7 +7 to all Perform checks, gains the benefit of Cloak of Cloak of Chaos.
+8 +8 to all Perform checks, gains the benefit of Cloak of Charisma +10

Feats: The gleeman receives the feats mentioned in the table, even if he does not meet the prerequisites.

Suggestion (Ex): A gleeman can make a suggestion (as the spell) to any creature with an intelligence score of at least 3. A Will saving throw (DC 10 + 1/2 gleeman’s level + gleeman’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is a mind-affecting, language dependent ability.

Mass Suggestion (Ex): This ability functions like suggestion, above, except that a gleeman can make the suggestion simultaneously to any number of creatures in a 30 ft. raidus. Mass suggestion is a mind-affecting, language-dependent ability.

Ex-Gleeman[edit]

A gleeman who becomes lawful in alignment cannot progress in levels as a gleeman, though he retains all his gleeman abilities.

Epic Gleeman[edit]

Table: The Epic Gleeman

Hit Die: d6

Level Special
21st
22nd
23rd Gleemans Cloak +9
24th
25th
26th Gleemans Cloak +10
27th
28th Gleemans Cloak +11
29th
30th Gleemans Cloak +12

6 + Int modifier skill points per level.

Gleemans Cloak (Ex): As he continues to wear this cloak he becomes more confident in his abilities as a gleeman and gains some special abilites from wearing it. The abilities given by the modifier of the cloak are given below.

Modifier Abilities
+9 +9 to all Perform checks, gains the benefit of Cloak of Charisma +12.
+10 +10 to all Perform checks, gains the benefit of Cloak of Charisma +14.
+11 +11 to all Perform checks, gains the benefit of Cloak of Charisma +16.
+12 +12 to all Perform checks, gains the benefit of Cloak of Charisma +18.


Human Gleeman Starting Package[edit]

Weapons: Rapier.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Gather Information 4 Cha
Perform 4 Cha
Sense Motive 4 Wis
Sleight of Hand 4 Dex
Tumble 4 Dex

Feat: Acrobatic.

Bonus Feats: Deft Hands.

Gear: Leather Armor, Musical Insturment.

Gold: 165gp.

Campaign Information[edit]

Playing a Gleeman[edit]

Religion: If a Gleeman worships a god it is usually Fharlanghn, god of horizons, distance, travel, and roads.

Other Classes: This class fits in well with any other class and dosen't have any problems with them but get along best with bards. Bards may see them as bards that have chosen a slightly different path but are generally accepting of them.

Combat: Usually the secondary fighter or ranged fighter.

Advancement: A gleeman can multiclass with a bard if he desires or he can prestige into a duelist to further his combat abilities.

Gleemen in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
I could have gotten us passage for a few songs and stories if you two hadn't been so quick to show silver.
—Thom Merrilin, Human Gleeman

Gleemen are alot like bards. They travel around the world and entertain people from the lowest of the common people to the highest of the nobles for a room and a hot meal and maybe more for a great performance.

Daily Life: Gleeman travel around the world performing for everyone in exchange for items needed for his travels. They have no real destination but are always happy to travel with other seasoned adventurers.

Notables: Thom Merrilin, an old but experienced gleeman could do all the great things a gleeman should be able to do and met many great people along his travels.

Organizations: There are occasional informal gleeman colleges where appretinces go to learn but other then that there are none.

NPC Reactions: Whenver a gleeman appears people are overjoyed to see them and hear their stories, listen to their music and watch their performances as well as learn what is happening out in the world.

Gleeman Lore[edit]

Characters with ranks in Knowledge(Local) can research Gleemen to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(Local)
DC Result
5 Gleemen are wandering performers.
10 Experienced gleemen can juggle, tumble, tell stories, and play insturments.
15 Gleemen are very cunning the have quick tongues and can talk their way out of situations or have people do what they desire.
20 A gleemans cloak is very special and is said to give them supernatural abilities in their performances.

Gleeman in the Game[edit]

Adaptation: Like Bard.

Sample Encounter: Like Bard.


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