[contentblock id=srlm-hdr] As with all trials of new characters, the results may impair or even kill a character before it begins play.
This test is rumored to be carried out in Ados and Oerdney. Success in the trial demonstrates the trust, goodwill, and confidence that the bardic character must have.
The bardic applicant is set loose in a large city with nothing and must accumulate items and goodwill. They must, by the end of the trial, be able to support themselves AND a chosen family. They must have character witnesses and testimonials within 2 weeks. Renown as an entertainer by 3 weeks, and have proven their counsel wisdom and be ingratiated as part of a neighborhood community by 4 weeks. The character is expected to give up any monetary gains gotten from their trial to charity.
The bard begins with nothing and faces the bare elements, disease, vermin, and must push themselves to always be working on all the myriad of conditions to be met. There is literally no “down time” during this trial. The bard is always on, 24×7 working their next angle and arranging for 3 more things. Constitution DC 5, 10 and 15 (3 checks); If at least 2 succeed they gain a bonus of 2 HP permanently. If all three are successful, they have “lived urban extreme” and gain the capability to remain groomed, poised, and focused from lack of sleep (+1 to any saves to avoid the effects of sleep deprivation and exhaustion). Two failures indicates that they suffer a -1 HP loss permanently from exhaustion.
History DC 5, 10, and 15 (3 checks); If at least 2 succeed they gain a bonus of +1 Lore in the urban place they are in. If all three are successful, they gain a +2 to such checks. Two failures indicates that they have embarassed themselves with their lac of civic and comunity knowledge. They suffer a -1 to all History skill checks until 3rd level due to their lost confidence.
Religion DC 12; If successful, they gain a +1 to all Lores related to the gods of the area. Failure indicates deep seeded bad information and confusion of the religious nuances and the character suffers a -1 to all Religion checks.
Persuasion DC 12; If successful, they gain a +1 to all Lores related to the area. Failure indicates deep seeded bad information and confusion of the local nuances and the character suffers a -1 to all such checks.
Avoidance is the key: Dexterity DC 5, 10, and 15 (3 checks); If at least 2 succeed they gain proficiency in Improvised weapons; If all three are successful, they gain the Improvised weapon proficiency and a +5 Initiative bonus to their action if it accomplishes keeping them out of direct combat. Two failures indicates the character has taken a horrible wound. They suffer -1 HP in permanent damage, OR no Constitution bonus to their HD at first level – whichever is worse.
Automatics Success: Roll on the trinket list 2 times, take the most interesting one.
The character must push to make financial arrangements. They must begin at the DC 5 and if they fail one they cannot proceed to the next attempt. Any failure means the venture was a failure and the amount is lost. If the character cannot afford it, the are beaten and there is a 50% chance they lose 1 HP permanently; a fumble is automatic HP loss. If they manage to make all 5 checks, they gain a source of income equal to 100 silvers per month that can be kept after the trial. .
Active Seeking: Persuasion DC 11 check; A weapon usable by them is presented as a gift – it is worth 3x the normal value for such things due to engravings, studs, etc. Failure indicates the character finds a trinket (Roll on the trinket list twice – take the least interesting one) to return with.
If every primary test was successful, the character gains +1 Sanity (the monetary gain checks do not count). If they fail all of them, they lose a like amount of Sanity and suffer a permanent -5′ movement rate from a wound given by an angry mob.