Court of Broken Bells
(as per the rules in The Hunt Rise of Evil Guilds and Adventurers)
Brief Description:
The Court of Broken Bells is a traveling troupe of entertainers - jesters, musicians, actors, and satirists - known for their sharp wit and bold performances. They are welcomed into courts, noble estates, and festivals where their humor disarms even the most guarded audiences. Beneath this harmless façade lies a disciplined and secretive assassin guild. Its members are trained to manipulate attention, emotion, and timing, turning performance into a weapon. Only the most skilled rise beyond simple entertainment, learning to weave death seamlessly into spectacle. To the untrained eye, their acts are merely clever. To their targets, they are the last thing seen before the final curtain.
Guild Symbol:
A simple jester’s cap adorned with small bells, rendered in soft, cheerful colors. The symbol appears decorative and innocuous. The number of bells indicates rank within the guild, though this meaning is unknown to outsiders.
Guild Requirements
- Bluff 5 ranks
- Perform (comedy or acting) 2 ranks
- Sleight of Hand 4 ranks
- Must be accepted into a Court troupe
Associate Membership
Associate members include performers, musicians, stagehands, costumers, and informants who travel with or support the Court. Associate membership costs 25 gp annually.
Associate members gain access to troupe encampments, performance venues, and the guild’s network of information. They may hear rumors, gain introductions to patrons, and find employment as entertainers. However, they are never taught the Court’s more dangerous techniques and are not entrusted with guild secrets.
Guild Dues
Full members pay 75 gp annually. Masters and Grande Masters do not pay dues, but must devote time to training and guild operations.
Guild Specialized Skill
Perform (comedy)
Class Skills
Balance (Dex), Bluff (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Tumble (Dex), Use Rope (Dex)
Guild Feats
Combat Reflexes, Dodge, Mobility, Weapon Finesse, Skill Focus (Perform), Skill Focus (Bluff), Persuasive, Deceitful, Quick Draw
Guild Rank and Aptitude
Apprentice (Mute Bell - 1 Bell):
Apprentices are observers and assistants, learning timing, stagecraft, and subtle manipulation. They gain a +2 circumstance bonus on Bluff checks made as part of a performance. Apprentices cannot take guild contracts and must train under a journeyman.
Requirement: Perform 2 ranks
Journeyman (First Laugh - 2 Bells):
Journeymen are trusted performers capable of minor assignments and distractions. They gain a +1 circumstance bonus on attack rolls against flat-footed opponents. A character may not advance to this rank until they have successfully performed before a live audience at least twice.
Requirement: Perform 4 ranks
Expert (Broken Chime - 3 Bells):
Experts are full operatives of the Court. They are capable of blending performance and violence seamlessly. They gain a +2 circumstance bonus on Bluff and Perform checks when these skills are used together (such as feinting or distraction). They also gain one bonus feat from the guild feat list. Experts receive a 10% bonus on contract payments. Advancement to this rank requires completion of at least one successful “performance kill.”
Requirement: Perform 6 ranks
Special: Members at this rank are expected to begin training as assassins.
Master (Hollow Peal - 4 Bells):
Masters are elite killers and leaders within the Court. They direct performances, assign contracts, and train lower-ranking members. Masters gain a +4 insight bonus on Gather Information checks within settlements where performances occur. They also gain a +2 bonus on Intimidate checks immediately after making a successful attack. Masters receive a 20% bonus on contract payments and may receive a stipend for maintaining troupe operations.
Requirement: Perform 10 ranks
Special: Most masters possess levels in the Assassin prestige class.
Grande Master (Grand Harlequin - 5 Bells):
Grande Masters are the undisputed leaders of the Court. They are masters of performance, deception, and death. They gain a +4 circumstance bonus on all Charisma-based checks when dealing with guild members and associates. Grande Masters receive a 50% bonus on contract payments and may call upon guild members for assistance.
Requirement: Perform 13 ranks (recommended)
Guild Abilities
The following abilities are available to guildsmen and guild experts of the Court of Broken Bells. Unless otherwise stated, each ability may only be taken once.
Distracting Performance:
Prerequisite: Perform 5 ranks
As a standard action, the character may make a Perform check opposed by a target’s Sense Motive. If successful, the target is considered flat-footed against the character’s next attack before the end of the character’s next turn.
Mocking Strike:
Prerequisite: Sneak Attack +1d6
The character deals an additional +1d6 damage when attacking a flat-footed opponent. This stacks with existing sneak attack damage.
Bell’s Deception:
Prerequisite: Bluff 5 ranks
The character gains a +2 bonus on Bluff checks made to feint in combat.
Stage Misdirection:
Prerequisite: Tumble 5 ranks
If the character moves at least 10 feet in a round, they gain a +2 dodge bonus to AC until the start of their next turn.
Armor is a Lie:
Prerequisite: Base Attack Bonus +4
The character gains a +4 bonus on sunder attempts against worn armor and shields.
Shattering Finale (Su):
Prerequisite: Expert rank
Once per day, when making a successful sunder attempt against a metal object, the character deals an additional 2d6 points of damage.
Laughing Terror (Su):
Prerequisite: Journeyman rank
When the character reduces a target to 0 hit points or fewer, all enemies within 10 feet must succeed on a Will save (DC 10 + class level + Charisma modifier) or suffer a –1 morale penalty on attack rolls for 3 rounds. This is a mind-affecting fear effect.
Perfect Timing:
Prerequisite: Initiative bonus +2
The character gains a +2 bonus on initiative checks.
Special
Members of the Court of Broken Bells may multiclass freely between Rogue, Bard, Guildsman, and Assassin without penalty. Advancement within the guild beyond the rank of Expert typically requires at least some training as an assassin, and such training must be demonstrated through successful contracts performed in a theatrical or performative manner.

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