Legends of Greyhawk

 

BlueCap

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The Bluecap

The bluecap is a member of a secretive brotherhood of gentleman gnome thieves. He is a master of picking a pocket with his tongue, telling wild stories, and, oddly enough, bringing forth the magic of hats. They learn some magic from the fey that they ally themselves with.

Their ability as merry pranksters and raconteurs is unsurpassed. They are discoverers of secrets, which they trade with their brethren, without the wider world even knowing of the existence of the group. They are thieves with honor and conscience, never stealing from the poor, or the downtrodden, and using their abilities to bring about positive changes and merriment in the world around them.

Rogues and bards are most commonly drawn to the bluecap coterie, but occasionally a fighter or sorcerer will fall in with the bluecaps.

The bluecaps can identify each other by their distinctive blue caps, and a secret language that they have invented.

NPC bluecaps usually work alone, but when a group of them are together, something big is going on, even if the larger world is never aware of it.

Hit Die: d4

 

Requirements:

To qualify to become a bluecap, a character must fulfill all of the following criteria.

Alignment: Any good.

Race: Gnome.

Bluff: 8 ranks. Sense Motive: 8 ranks. Use Magic Device: 5 ranks. Craft (Hat Making): 5 ranks.

Special: The character must make peaceful contact with a good aligned fey or a bluecap of at least 5th level. The gnome must also possess a masterwork cap, blue in color.

 

Class Skills:

The bluecap’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Skill Points at each level: 4 + Int modifier.

 

Class Features:

All of the following are class skills of the bluecap prestige class.

 

Weapon and armor proficiency:

A bluecap usually resorts to combat only whenever necessary. They gain no additional weapon or armor proficiencies.

 

Gibblety:

All bluecaps learn a secret language called gibblety. It uses the dwarven alphabet. Due to the magical nature of gibblety, others cannot learn it by merely taking ranks in speak language, however, spells that would let a character understand an unknown language or writing will still work normally, as will a rogues decipher script ability (though the DC is 5 points higher than normal.)

 

Make the Mark:

A bluecap can use Sense Motive to determine how many ranks an opponent has in Sense Motive. To do so, the bluecap makes an opposed Sense Motive roll, with a +4 to his own roll. This ability is a normal action. On a failure, the bluecap may not retry this ability on the same target for 1 month.

 

Friend of the Fey:

All non-evil fey will instinctively like the bluecap, shifting their attitude by one category in the bluecap’s favor. This ability has a negative affect on evil fey, shifting their attitude away from the bluecap by one category.

 

Hat Trick:

By using his masterwork cap as a focus, a bluecap can perform various legendary feats. Using this ability is a standard action that provokes an attack of opportunity. This is a spell-like ability.

1st level: The bluecap can use his hat as if it were a gray bag of tricks.

2nd level: The bluecap can use his hat as if it were a rust colored bag of tricks.

3rd level: The bluecap can use his hat as if it were a tan bag of tricks.

4th level: The bluecap can use his hat as if it were a bag of holding with no extra weight. (It weighs whatever the cap ordinarily weighs), and the cap has a weight limit of 1500 lb. and a maximum volume of 250 cu. ft. Putting something into the cap uses up one of the bluecap’s daily allotment of hat tricks, but removing an item does not. A group of items such as a pile of coins, or astack of papers count as one item. A bluecap may only use one cap this way. At the time that he performs a hat trick using any other hat this way, everything stored in the previous cap becomes lost on the ethereal plane.

5th level: The bluecap can call forth various effects from his cap as if wielding a rod of wonder. When the bluecap uses this ability, he may choose to reroll the effect by making a Use Magic Device check versus DC 20 +2/reroll attempt. Rerolling causes the action to continue to the bluecap’s next turn. Once the bluecap gets an effect he is satisfied with, or he fails a Use Magic Device roll, the magic finally happens. Keep it Under Your Hat: At second level, the bluecap gains a +2 enhancement bonus versus all mind influencing enchantmentsor spell-like abilities. At fourth level, this bonus increases to +4.

 

Sneak Attack:

These bonus dice stack with any other sneak attack dice the bluecap has from other classes.

 

Spells:

Beginning at 1st level, a bluecap gains the ability to cast a small number of arcane spells. To cast a spell, the bluecap must have an intelligence score of at least 10 + the spell’s level, so a bluecap with an intelligence of lower than 10 cannot cast these spells. Bluecap bonus spells are based on intelligence, and saving throws against these spells have a DC of 10 + spell level + the bluecaps Intelligence modifier (if any). When the bluecap gets 0 spells of a given level, such as 0 1st level spells at second level, the bluecap gets only bonus spells. A bluecap without a bonus spell for that level cannot yet cast a spell of that level. A bluecap prepares and casts spells just as a wizard does.

 

Bluecap Spell List Bluecaps choose their spells from the following list:

0 level – Detect Magic, Mage Hand, Open/Close

1st level – Change Self, Enlarge, Reduce

2nd level – Alter Self, Animate Hat*, Misdirection

3rd level – Blink, Nondetection * denotes a new spell (see below)


 

LevelBase AttackFortRefWillSpecial AbilitiesCantrip1st2nd3rd
1+0+0+2+0Gibblety, Make the Mark, Friend of the Fey, Hat Trick (gray) 1/day1---
2+1+0+3+0Keep it Under Your Hat +2, Hat Trick (rust) 2/day10--
3+2+1+3+1Sneak Attack + 1d6, Hat Trick (tan) 3/day210-
4+3+1+4+1Keep it Under Your Hat +4, Hat Trick (holding) 4/day2210
5+3+1+4+1Hat Trick (wonder) 5/day3221


 

New Spells

 

Animate Hat

Transmutation

Level: Bluecap 2, Sor/Wiz 3

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One cap, hat, helmet, or other headpiece

Duration: 1 round/level

Saving Throw: Will negates (see text)

Spell Resistance: Yes

You can animate a cap, hat, helmet, or other headpiece, not including items normally worn around the neck such as scarves, necklaces, collars, etc. The maximum size of the animated hat is one sized to fit creatures of up to huge size. If the hat is not being worn or carried, then no saving throw applies.

If the hat is being worn, then the creature wearing it may make a save to resist the spell. On an unsuccessful save, the hat is considered to have already successfully performed the “don” command (see text below), the hat may be given one command each round, selected from the following:

“Move”: The hat removes itself from the wearer’s head, and moves at a rate of 20 ft./round. The caster may direct the hat to any location within the maximum range of the spell.

“Don”: The hat may be directed onto an opponent’s head if it is located within 5 ft. of the hat. The caster must succeed at a ranged touch attack. The head may not be forced onto the head of any creature incapable of wearing a hat. If the hat is successful, the opponent is considered grappled by the hat. (The opponent no longer threatens any area, and loses his Dexterity bonus to AC.) The opponent may make an immediate strength check vs. DC 12 + spellcaster’s level to remove the hat. Each round, on the opponents turn, he may choose to attempt to remove the hat as a full round action again, or may make an escape artist check vs. DC 12 + spellcaster’s level to escape the hat. This is not a standard grapple, so other grapple rules do not apply.

“Attack”: If the hat begins on an opponent’s head, or if it has already successfully performed the “don” command, the hat may attack the wearer. The hat is capable of deforming itself to a great degree, stretching or constricting as need be to cause some damage to the wearer. The hat does 1d2 + 1 points/spellcaster’s level (maximum + 5) damage.

Any damage done to the hat does the same amount of damage to the wearer of the hat.

Cloth hats affected by this spell are magically strengthened, having an AC of 20, no hardness, and 2 hit points per level of the spellcaster.

Leather hats have an AC of 22, 1 point of hardness, and 3 hit points per level of the spellcaster.

Metal hats have an AC of 24, 2 points of hardness, and 4 hit points per level of the spellcaster.


 

New Feats:

IMPROVED HAT TRICK The character gains additional uses of the hat trick ability.

PREREQUISITES: Hat trick ability.

BENEFIT: The character gains an additional 2 uses of the hat trick ability each day.

NORMAL: See the hat trick ability.

SPECIAL: You can gain this feat multiple times, it’s effects do stack.

 

MASTER OF THE HAT Some uses of hat trick do not count towards the characters daily limit.

PREREQUISITES: Ability to use hat trick to create the bag of holding effect.

BENEFIT: The character can use the bag of holding effect, using hat trick, without it counting towards his daily allotment of uses. This use of hat trick is still a normal action.

NORMAL: Putting an object into his hat costs the character one use of hat trick.

 

SPELL CAP The character can imbue a masterwork cap with a potion-like affect.

PREREQUISITES: Hat trick ability and 8+ ranks in Use Magic Device.

BENEFIT: The character can imbue his masterwork hat with any spell of 3rd level or lower which he casts personally or from a scroll. A hat may only store one spell in this manner. The spell will remain indefinitely with the hat, until discharged by the creator or by another character with the hat trick ability. Activating the spell is a free action that does not provoke an attack of opportunity or count towards a characters hat trick allotment for the day. Experience and monetary costs are calculated as if a potion were being created.

NORMAL: The character may not use this ability normally.


 

New Items

MASTERWORK CAP This hat is finely made, and more resistant to mishap than an ordinary cap. The hat has a +2 masterwork bonus on all saves to avoid damage or destruction. It has 0 hardness and 6 hit points. The price does not include any gemstones or other valuable ornamentation for the cap. Weight: Negligible. Cost: 30 gp.

 

MASTERWORK CAP, REINFORCED This cap is identical to the ordinary masterwork cap except that it is reinforced with a sturdier leather backing. This gives the cap a hardness of 2 and 8 hit points. Weight: 1 lb. Cost: 50 gp.


 

New Magic Items

 

INDESTRUCTIBLE CAP This magical cap is able to withstand the hardest abuse possible. Even when the gnome underneath it dies, the cap will likely remain. This cap gets a +10 luck bonus on all saves to avoid damage and destruction. Additionally it provides the character wearing it a +1 luck bonus on all reflex and fortitude saving throws. The character is also treated as if wearing reinforced armor no matter what type of armor the character is actually wearing (25% chance to avoid critical hits or sneak attacks, rerolling damage as a normal attack instead.) It has 30 hardness and 30 hit points.

Caster Level: 13th; Prerequisites: Craft Wondrous Item, limited wish or miracle; Market Price: 4000 gp.

 

THINKING CAP This 18-inch high, blue, pointed cap is made of a very fine cloth which shimmers iridescently. This cap gives the wearer a +4 competence bonus on all Charisma checks (such as Charisma checks for NPC attitude) and Charisma-keyed skill checks such as Bluff, Diplomacy, Disguise, Gather Information, Intimidate and Perform as they relate to dealing with gnomes. Additionally, if the character is permitted to take 20 on any Intelligence or Wisdom-keyed skill, he may do so in half the ordinary time. This does not allow a character to take 20 during times of stress, or if failure would provide a dangerous result (i.e., all ordinary stipulations on taking 20 remain in effect; this hat just reduces the amount of time needed to do so.) The hat adds to the wearer’s Intelligence score in the form of an enhancement bonus of +2.

Caster Level: 12th; Prerequisites: Craft Wondrous Item, commune or legend lore, and either polymorph self or the creator must be a gnome; Market Price: 14,900 gp.

 

VELMA'S MARVELOUS PINS These ornaments may be pinned to a cap, shirt, or other piece of clothing like any ordinary pin. They do not use up any particular ‘slot’ on a character’s body when determining what items a character may wear, however, the magic of any pin does not function when another one is already worn (only the first one has any effect.) All of Velma’s Marvelous Pins appear to be finely crafted enamel jewelry.

 

White Feather: This pin looks like a stylized white writing quill. The first time that a character falls more than 5 feet each day, it automatically places the character under the effects of a feather fall spell until the character reaches the ground, or 10 rounds pass.

 

Lucky Rabbit: This pin appears to be a jumping white rabbit or hare. It’s magic allows the character to invoke a +4 luck bonus on any saving throw, skill check, or attack roll once per day. This ability must be invoked before the roll is made.

 

Proud Rooster: This pin is in the form of a crowing rooster. It gives the character wearing it the ability to crow 1/day. Crowing gives the character and all allies within twenty feet a +1 morale bonus on all attack rolls, skill checks, and saving throws for three rounds. Crowing counts as a partial action, which does not provoke an attack of opportunity.

 

Sly Fox: This is a pin of a sly brown fox. It grants the character a +2 enhancement bonus to all bluff checks.

 

Magnificent Thistle: This is the most coveted of Velma’s creations. It appears to be a simple 4-inch pin representing a common wild thistle. When worn it allows a character to see invisibility at will.

 

Caster Level: 8th Prerequisites: Craft Wondrous Item, and (White Feather – feather fall; Lucky Rabbit – crafter must be bard of at least 12th level; Proud Rooster – Emotion; Sly Fox – 8 ranks in bluff; Magnificent Thistle – See Invisibility); Market Price: (White Feather – 8000 gp; Lucky Rabbit – 6000 gp; Proud Rooster – 12000 gp; Sly Fox – 2000 gp; Magnificent Thistle – 48000.)

 

Yarnalon: Yarnalon was once a gnomish bard of some repute who was one of the earliest practitioners of hat magic. Although it was generally believed that he retired as mad as a hatter, in actuality he passed on some of his essence to his own hat. Yarnalon the hat believes that he is the original Yarnalon, but there is no record on the physical Yarnalon’s ultimate fate.

This ordinary looking blue pointed cap is identical in function to an Indestructible Cap, but it is actually an intelligent hat. He can communicate telepathically with anyone donning him. This is his only form of communication. He has an Intelligence score of 16, a Wisdom score of 8, and a Charisma of 14. Yarnalon’s alignment is neutral good.

The wearer of Yarnalon can Intuit Direction at will, and Yarnalon will Cure Light Wounds 1/day (1d8+5 hp), on the wearer only. 3 times each day, Yarnalon may Detect Thoughts with a range of 100 feet, and a duration of 1 minute.

Additionally, Yarnalon has the following skill: Perform (Storytelling) 16 (Charisma modifier already included.) Since Yarnalon can only communicate with his wearer, and telepathically at that, this means that his stories can’t be shared with others, however, Yarnalon may grant the wearer a +2 circumstance bonus on perform (storytelling) checks that the character makes, if Yarnalon succeeds on a perform (storytelling) check with a DC of 10.

Yarnalon’s Ego score is 10.

Caster Level: Yarnalon is a unique item;

Market Price: 36,000 gp.


 

The New Hat

Burwell buried Glivering on a clouded, wintry morning. Glivering had always stood out on such days. Tall, beautiful, certainly a sight, Glivering was about the best pointed cap that the little gnome had ever owned.

The day that Burwell brought Glivering home, it wasn’t even Glivering yet, just a fabulous, but as yet unnamed cap. But any hat that had served the young adventurer so well deserved an impressive name. And Glivering did serve well.

When Burwell was first inducted into the bluecaps, he never imagined that he would do such wonderful things, but that was because he had never known such a great hat before. He didn’t realize that every hat had its own personality and that every hat would handle the magic differently.

The first few hats that he had used were only fit for summoning field mice and cats, but with Glivering, he had called mighty rhinoceroses, elephants, and once, had even managed to bring lightning from his hat.

Glivering had cost Burwell forty-two gold and six silver, a little bit pricey, but it had been worth it. The gnome had found a hatter that day that can make a real cap, a man who really knew his trade. Simon was old, his vision was nearly gone, but he had made Glivering, and he had just finished Burwell's new cap, when Burwell found him.

Burwell buried Glivering with Simon.

A bluecap never forgot a fallen comrade or a great hat.

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