Starfox | Home | DnD | Classes

Barber Class


The roguish Barber is a tradition in the Land of Fate. One or more of them may be found in any bazaar, flashing their blades as well as their wit. Boldly they hawk their abilities and prowess - often while performing said tasks on their customers.

The historical Barbers after which this discipline is modelled performed more than just haircutting and grooming. They also served as doctors and surgeons of modest skill. Their talent with blades accounted in part for this medical bent. Equally important, barbers were well versed in the folk treatments and herbal medicines of the time. They learned of such things though long experience as well as by talking with customers.

Members of this discipline are founts of information. Like their predecessors, they gather much of their knowledge while practising their trade at the bazaar. Often Barbers can advise one on the best course of action; certainly they are eager to do so. Just as often, they may recommend a course of action that would prove disastrous if followed. Barbers are nearly always entertaining, but rarely are they all-knowing.

Role: Barbers are cunning, streetwise showmen, gifted with quick wit and a glib tongue. It is said they'll try to talk you out of more than just your gold; they'll also try for the pouch that holds it, the belt from which the pouch hangs, and the pants that are held up by the belt.

In folk tales, Barbers are often portrayed as mad or insane, threatening their customers with their tools - or, worse yet, driving customers to distraction with long, unproductive, meaningless stories, each of which digresses into another tale, and then another and another, thereby trapping the unfortunate customer, who becomes desperate for escape. Not all Barbers of Zakhara are mad, of course. But their reputation as being even a bit crazed helps ensure that their customers hold still for their ministrations. (Hence, a little deliberate flamboyance never hurts.) Furthermore, a touch of insanity suggests that Barbers know of what they speak when describing genies, their fabulous riches, and other wonders - phenomenon that could certainly leave a person addled.

Barbers are most common in cities, where they are tolerated for their ability as well as their knowledge of rumors, gossip, and potentially valuable information. Those who stay long in one place may or may not be held in great regard by the city's denizens. Mere Barbers have been known to parlay their common sense and advice into positions at the right hand of a local sultan, emir, or caliph. On the other hand, less astute and less fortunate Barbers have managed to make a muddle of their learning, and in doing so may barely escape town with their skins. (Of course, a few bunglers may escape with someone else's skin, too.) In game play, Barbers provide a way of introducing new information to the PCs, much as the standard tavern in other lands provides a starting point for adventures. Legends, rumors, tales of great riches - all reach the ears of Barbers, who in turn relate these titbits to the deserving and the worthy.

Equipment: Barbers should always purchase a barbering kit initially - or at least a straight razor. Each barber also needs a blanket or carpet upon which to set up shop. If any gold remains after they've purchased equipment, they're free to lend it to other characters, charging whatever interest the market will bear.

Restrictions: Members of any non-genie race may be barbers. However, barbers of non-human races often specialize in treatments favoured by others of the same race. For example, barbering elves do well with perfumes, while dwarves excel at beard braiding, halflings at pedicures and relaxing (shaves and braided hair are popular, too). Some localities restrict female barbers to attending women, and male barbers to attending men - particularly in areas where the clergy of the Faith Moralistic is powerful. (See the Imam discipline.)

  • Hit Die: d6
  • Base Attack Increment: As Bard
  • Saving Throws : Fortitude (Poor), Reflex (Poor), Will (Good)
  • Skill Points at Each Level: 8 + Int modifier.
  • Class Skills: Alchemy (Int), Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int, restricted skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex) , Forgery (Int), Gather Information (Cha), Heal (Wis), Innuendo (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, restricted skill), Scry (Int, restricted skill), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Use Magic Device (Cha, restricted skill), Use Rope (Dex).

Weapon and Armor Proficiency: Barbers are proficient with the dagger, club, dart, sap, sword, short, and kukri and with light armor. Note that the standard armor check penalties to skills apply. Barbers do not gain proficiency with shield.

Trivial Knowledge: Like a bard, a barber picks up an incredible lore of the trivial facts in his daily routine. These facts contain tidbits of information, but most of it is more or less useless personal gossip. This ability works just like the bard's Bardic Knowledge, PH p. 29. This is an extraordinary ability.

Grooming: By spending half an hour and making a Profession (barbering) skill roll with a difficulty equal to the target's Charisma score, the barber can give that person an enchantment bonus to charisma. For every five points of margin on the skill roll, the recipients Charisma is temporarily increased by one. A margin of less than five improves appearance, but not enough to increase Charisma.This is an extraordinary ability and lasts until the next sunrise.

Sneak Attack: This is the same as the rogue's sneak attack, PH p. 47.

Enthrall: By speaking continuously, the barber can enthrall his audience. This is an exceptional ability, and works just like the spell. The Will Saving throw DC is 10 + half the barber's level + the barbers charisma modifier. The barber can use this ability as often as he likes, but a target that passes the Saving throw is immune to further enthrall or suggestion attempts for 24 hours.This is an extraordinary ability.

Suggestion: By clever wording and verbal trickery, the barber can make almost any proposition seem reasonable (or at least preferable to having to listen to more of the barber's banter). In this way, the barber can use suggestion once per level per day. The Will Saving throw DC is 10 + half the barber's level + the barbers charisma modifier. The barber can use this ability as often as he likes, but a target that passes the Saving throw is immune to further enthrall or suggestion attempts for 24 hours.This is an extraordinary ability.

Minor Surgery: The barber can use the Heal skill to perform minor surgery. This takes half an hour. Make a Heal skill roll, the patient recovers this many hit points, but suffers two points of temporary constitution damage. This exceptional ability can be used any number of times in a day (time permitting).

Legend Lore: This exceptional ability works just like the spell. As the barber advances in level, so does his level of knowledge, until it finally becomes sufficient to answer even the most intricate questions after some

Makeup Artist: At this level of ability, your grooming skills have become legendary. Even if one of your assistants does the actual grooming, you get to make the skill roll and decide what the final bonus is, as long as you spend at least a minute making final touch-ups.This is an extraordinary ability.

Field Surgery: Just like minor surgery, except that the operation only takes only a minute.This is an extraordinary ability.

Cosmetic Surgery: The barber can give an inherent bonus to charisma through surgery. This is a full-day operation using the Heal skill, and has a difficulty equal to twice the patient's current Charisma score. For every ten points of margin you manage to roll on your skill check, the inherent charisma bonus is +1, up to a maximum of +5. A failed surgery reduces the patient's charisma by 2d4 points. This is an extraordinary ability.

Example: Wuzzat the barber (Heal skill 23) tries to do some cosmetic surgery on Az'irat the gnome (charisma 8). A heal result of 16 indicates successful surgery, but no beneficial effect. A roll of 26 indicates an inherent charisma bonus of +1, a roll of 36 gives a bonus of +2, a roll of 46 gives a bonus of +3 and so on. A roll less than 16 (impossible in this case) would indicate a failed surgery, with possible disastrous consequences.

Level    Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +0 +0 +0 +2 Trivial knowledge, grooming
2 +1 +0 +0 +3 Enthrall
3 +2 +1 +1 +3 Sneak attack +1d6
4 +3 +1 +1 +4 Suggestion
5 +3 +1 +1 +4 Sneak attack +2d6
6 +4 +2 +2 +5
7 +5 +2 +2 +5 Sneak attack +3d6
8 +6/+1 +2 +2 +6 Minor surgery
9 +6/+1 +3 +3 +6 Sneak attack +4d6
10 +7/+2 +3 +3 +7 Legend lore
11 +8/+3 +3 +3 +7 Sneak attack +5d6
12 +9/+4 +4 +4 +8
13 +9/+4 +4 +4 +8 Sneak attack +6d6
14 +10/+5 +4 +4 +9 Makeup artist
15 +11/+6/+1 +5 +5 +9 Sneak attack +7d6
16 +12/+7/+2 +5 +5 +10 Field surgery
17 +12/+7/+2 +5 +5 +10 Sneak attack +8d6
18 +13/+8/+3 +6 +6 +11
19 +14/+9/+4 +6 +6 +11 Sneak attack +9d6
20 +15/+10/+5 +6 +6 +12 Cosmetic surgery

Starfox | Home | DnD | Classes
Copyright © 1998 and onwards, Carl Cramér. Last update Sunday, January 04, 2004.