Gleeman

Class Information
The Gleeman is a travelling entertainer (and sometimes conman). Though many lay claim to the title, there are as many kinds of Gleeman as there are Gleemen. They depend on sleight-of-hand and flashy tools to win the day.

Tools of the Trade:
 * Smoke Bomb- Once per session, roll Stealth regardless of location, even in Combat.
 * Fireworks- Once per day, roll Mechanics to penalize an attacker by blinding them.
 * Firebreather- Once per battle, blow fire at a target, forcing them to roll a Reaction Time of +2 or higher to avoid being burnt.
 * Hidden Knives- Once per battle, throw an unexpected knife at an enemy by rolling Stealth instead of Combat. The target may defend with either Reaction Time or Notice (whichever is higher).
 * Kafta Leaf- Once per day, chew a bitter Kafta Leaf to clear out one Physical stress and one Mental stress. Does not affect injuries. Cannot be used by anyone other than the Gleeman.

Performer Stunts:
 * Acrobat- Use Stealth in place of Athletics for movement.
 * Combat Acrobat - [Requires Acrobat] Use Stealth in place of Reaction Time for melee attacks.
 * Minstrel- Use Mechanics to perform with any instrument, and use Counsel instead of Knowledge when recalling a piece of lore.
 * Stage Magic- Gain a +2 to Provoke when inspiring awe or fear in non-magical persons.
 * Story Teller- Add half your Stealth rounded down to Persuade and Provoke rolls.
 * Card Sharp- Gain a +2 to Stealth checks relating to sleight-of-hand. Also, you may use a normal playing card as a weapon.