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View Full Version : The Circus (3.5 Base Classes, Peach) - Parlour Magician in progress



zabbarot
2013-05-11, 11:22 PM
Welcome to the Circus :D

So this started as a joke about a rogue spending all his money on torches. It has evolved into something that I basically would compare to an improved version of multiweapon fighting. But while we were making the juggler other ideas came up. Initially they were possible prestige classes for the juggler, but then they evolved into their own concepts.

The circus classes might just be a rogue for every role...

The juggler was intended to be the rogueish class of the set, though the parlour magician may have him beat : |


Juggler

http://i.imgur.com/MbLBehL.jpg?1
"Catch!" - Four Fingers the Juggler

A general description of what your class is!

Role: A jugglers role in the party is primarily as a damage dealer, but also as a skill monkey or a face.

GAME RULE INFORMATION
Juggler's have the following game statistics.
Abilities: Dexterity is the primary ability score for a juggler, with intelligence being a close second. Charisma and strength
Alignment: Any
Hit Die: d6
Starting Age: As bard
Starting Gold: As cleric (alternatively as many d8s as you can juggle x 10gp)
Class Skills
The Juggler's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Max Weapons Juggled

1st|
+1|
+0|
+2|
+2|Juggling, Nothing Up My Sleeves, Torchlight|
3

2nd|
+2|
+0|
+3|
+3|Uncanny Dodge, Unforgettable Act|
4

3rd|
+3|
+1|
+3|
+3|Catch Anything, Juggler's Secret|
4

4th|
+4|
+1|
+4|
+4|Evasion|
5

5th|
+5|
+1|
+4|
+4|Bounce, Blind Sense|
5

6th|
+6/+1|
+2|
+5|
+5|Improved Uncanny Dodge, Juggler's Secret|
6

7th|
+7/+2|
+2|
+5|
+5|Fascinate|
6

8th|
+8/+3|
+2|
+6|
+6|I'll Take That|
7

9th|
+9/+4|
+3|
+6|
+6|All Part of the Act, Juggler's Secret|
7

10th|
+10/+5|
+3|
+7|
+7|Bounce 2|
8

11th|
+11/+6/+1|
+3|
+7|
+7|Show Must Go On|
8

12th|
+12/+7/+2|
+4|
+8|
+8|Juggler's Secret|
9

13th|
+13/+8/+3|
+4|
+8|
+8|Improved Evasion|
9

14th|
+14/+9/+4|
+4|
+9|
+9|Wall of Knives|
10

15th|
+15/+10/+5|
+5|
+9|
+9|Bounce 3, Juggler's Secret|
10

16th|
+16/+11/+6/+1|
+5|
+10|
+10|Juggler's Assistant|
11

17th|
+17/+12/+6/+2|
+5|
+10|
+10|Wall of Knives 2|
11

18th|
+18/+13/+7/+3|
+6|
+11|
+11|Juggler's Secret|
12

19th|
+19/+14/+8/+4|
+6|
+11|
+11|Journeyman Assistant|
12

20th|
+20/+15/+10/+5|
+6|
+12|
+12|Bounce 4|
13
[/table]
Class Features

All of the following are class features of the Juggler.

Weapon and Armor Proficiencies:
Juggler's are proficient with club, dagger, morning star, torches, all axes, all hammers, and all swords. Juggler's are not proficient with any double or reach weapons.

JUGGLER WEAPONS
{table=head]Weapon Name|Light|One-handed|Two-handed
Axe, Throwing|
X||

Battleaxe||
X|

Club||
X|

Dagger|
X||

Falchion¹|||
X

Greataxe¹|||
X

Greatclub¹|||
X

Greatsword¹|||
X

Hammer, Light|
X||

Handaxe|
X||

Kukri|
X||

Longsword||
X|

Mace, Light|
X||

Mace, Heavy||
X|

Morningstar||
X|

Pick, Light|
X||

Pick, Heavy||
X|

Sap|
X||

Scimitar||
X|

Sickle|
X||

Sword, bastard¹²|||
X

Sword, short|
X||

Splash Weapons|
X||

Torch|
X||

Waraxe, dwarven¹²|||
X

Warhammer||
X|
[/table]
¹Two-handed weapons can only be juggled by juggler with the Hefty Handler Juggler's Secret
²These weapons may be juggled as one-handed weapons if the juggler has the relevant exotic weapon feat.

A juggler may only juggle weapons noted as juggle weapons in the list above. One-handed weapons count as two light weapons, and two-handed weapons count as four. All juggler weapons gain a 30ft range increment on top of any range they may have already had while being used in a juggle.


Juggler's are not proficient with any armor or shields.

Juggling (Ex):
A juggler is able to juggle a number of light weapons equal to 3 + 1/2 his Juggler class level rounded down. This number is referred to as his juggler pool. Initiating a juggle is a full round action that requires a Perform(Juggle) check, during which the juggler draws and begins to juggle his maximum juggle pool worth of weapons. The DC for this check is 10 + juggle pool. Maintaining a juggle is a free action, and does not require an additional check under normal circumstances. While juggling, all juggling weapons gain a 30ft range in addition to any range they already had and the juggler may make a normal attack with any of them as a thrown weapon. A juggler is also able to draw and add weapons to an ongoing juggle any time he would be allowed to draw a weapon so long as he does not exceed his juggling pool. A juggler using at least 1 less weapons juggled than his max is considered to have an empty hands for any actions that require a free hand.

A juggler must be juggling in order to use many of his special abilities. At level 1 he is able to make a Jugglers Full Attack. First he must make a Perform(Juggle) check, if he succeeds as a full round action he throws everything he is juggling at a single target. This is rolled as a normal attack, and does damage equal to all weapons thrown + 1.5 Dexterity modifier.
Four Fingers is juggling two daggers and a torch when he initiates a Juggler's Full Attack against a goblin. He rolls to hit and exceeds the goblin's AC. The attack does 2d4(daggers)+1d4(torch)+6(1.5 Dex)

Certain Juggler abilities will require a Perform(Juggle) check. If a juggler fails a Perform(Juggle) check at any time while juggling, or is subject to any effect that causes him to lose the use of his arms for a round* he drops everything he is currently juggling. This does weapon damage to anything in the square he is in, including himself. Avoiding this damage is a reflex save for half with a of DC (10 + the number of weapons dropped).
Example: Four Fingers is juggling five daggers and fails his Perform(Juggle) check on a Juggler's Full Attack. All five knives come crashing down. Dealing 5d4 damage in the square Four Fingers is standing in. Luckily he makes his reflex save (DC 15) and thanks to evasion manages to avoid damage.
*Cowering, Dazed, Dazzled, Disabled, Dying, Grappling, Nauseated, Panicked, Paralyzed, Petrified, Pinned, Prone, Stunned, Unconscious

A juggler considers Perform(Juggle) a Dexterity based skill.

Nothing Up My Sleeves (Su):
A juggler is able to hide an incredible number of items up his sleeves. They actually create an extradimensional space, similar to a bag of holding, in which they may store a number of juggler weapons equal to 10 + their ranks in sleight of hand. A juggler is able to draw a weapon from or stow a weapon to this space as a free action. This counts as Quickdraw for the sake of prerequisites. This ability doesn't actually require sleeves.

Torchlight(Ex):
Do to their great experience with torches, juggler's are able to light them as a free action while drawing them. Additionally, juggled torches deal 1d4 fire damage instead of their usual 1d3 normal + 1 fire damage.

Uncanny Dodge (Ex):
At 2nd level, a juggler retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a juggler already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Unforgettable Act (Ex):
Anytime a juggler uses a perform check to earn money he receives double the amount rolled.

Juggler's Secret:
At levels 3, 6, 9, 12, 15, and 18 a juggler may select a juggler's secret from the list below.
Torch Expert: Torch damage upped to 1d6 +1(fire) damage and can light people and objects on fire.

Torch Master: Choose one of the following torch alternatives. You may now create them for 10gp a piece and use them as juggling weapons.
Prerequisite: Torch Master
Special: You may choose this more than once. select a different alternative each time.
Alchemical Torch: Torch damage changed to 1d6 acid and can apply a -2 penalty to AC.
Coldflame Torch: Torch damage is changed to 1d6 cold, deals a -1 penalty to Dex (Fort save Ends.) on hit, but does not stack.
Electro Torch: Torch damage changed to 1d6 Electricity damage, dazes for 1 round on crit.
Bell: Torch damage changed to 1d6 Sonic damage and can deafen for 1 round on hit, fort save to negate.

Sneak Attack: Sneak attack of 1d4 per item thrown when attacking a foe who you have fascinated. This breaks the fascinate.
Prerequisite: Fascinate

Play it off: Once a day reroll failed juggle.

Hefty Handler: You may juggle two handed weapons. They count as 4 light weapons for the sake of your juggling pool.
Prerequisite: Juggling Pool of 8 or greater

Tightrope Juggler: Can always take 10 on balance checks.

Shaken, not Stirred: Allows you to bounce potions dealing 1d2 damage to intermediary targets, applies potion effect to final target.

Ricochet: once per attack you may bounce a single weapon off the ground, a wall, or a similar flat surface.
Prerequisite: Bounce

High throw: when attacking directly above yourself range is doubled.

Deep Sleeves: +4 bonus to Sleight of Hand checks, and adds +4 to your Nothing up my Sleeves by extension.

Encore!: Provides a +10 bonus to Perform(Juggle) checks when attempting to earn money. And a +4 otherwise.
Prerequisite: Level 10

Tumbler: Add a +4 to Tumble checks, Also allows you to tumble to your feet if knocked down without provoking attacks of opportunity with a DC 15 Tumble check.

Strong Arm: Works as power attack, cannot be used on more than one thrown weapon per round.

Fake out: With a sucessful DC 10 Bluff check you get a +1 to a single attack roll per turn. Every 5 you surpass the DC by you gain an additional +1, cannot be used for the same attack as Strongarm.

Ventriloquist: Allows you to speak through your Juggler's assistant, or throw your voice up to 30 feet. This also allows your assistant to fascinate.

Catch Anything (Ex):
Once per round a Juggler who would normally be hit by a ranged attack can make a Reflex save to add it to his juggling pool as a free action. The DC is 15 for a light weapon, 20 for a one-handed weapon, and 25 for a two-handed weapon. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The juggler must be ready for and aware of the attack in order to make a catch anything attempt.

If this would cause the juggler to exceeded the limits of his juggling pool the attack is simply deflected.

Evasion (Ex):
At 4th level and higher, a juggler can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the juggler is wearing light armor or no armor. A helpless juggler does not gain the benefit of evasion.

Bounce (Ex):
Starting at 5th level, a juggler is able to ricochet his attacks off a target to give them another full range increment. He can use this to attack an additional target or bounce his weapons back to himself. The juggler must make an attack roll at each target in succession. As long as the juggler hits the weapon continues along to it's next target. Bouncing weapons deal damage to each target they hit as a regular thrown weapon. Weapons bounced back to the juggler can be caught (and added back to the juggle pool) with a free action and do not require an attack roll to get to him. The juggler gains an additional bounce every 5 levels with a max of 4 bounces at level 20.

Splash weapons will break on the first target they hit and cannot be bounced, unless you take the relevant juggler's secret.

A Juggler's Full Attack cannot be bounced until level 10, and then it can only be bounce directly back to the juggler.

Blind Sense (Ex):
A 5th level juggler is so in tune with the whirling blades around him that he begins to expand his senses. He gains blindsense out to 30 ft.

Improved Uncanny Dodge (Ex):
A juggler of 6th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Fascinate (Sp):
At 7th level a juggler gains the ability to fascinate an audience with his juggling. Each creature to be fascinated must be within 90 feet, able to see the juggler, and able to pay attention to him. The juggler must also be able to see the creature.

To use the ability, a juggler makes a Perform(Juggle) check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Juggler cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the show, taking no other actions, for as long as the juggler continues to concentrate (up to a maximum of 1 round per Juggler level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Juggler to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

I'll Take That (Ex):
At 8th level, as a special use of the disarm attack a juggler is able to attempt to take a an attackers weapon and add it to their juggling pool as long as they have a free hand. This works as a standard disarm but does not invoke an attack of opportunity.

All Part of the Act (Ex):
By 9th level a juggler is so used to recovering from their near misses and playing them off that they are able to extend this capability to other aspects of their lives. Once per day the juggler is able to reroll any failed skill check. They must take the result of the reroll even if it is worse, but the reroll does get a +2 luck bonus.

Show Must Go On (Ex):
A 11th level juggler is very proficient at staying out of harms way. When he is the target of a charge or bullrush attempt he may make a Tumble check to take a 5 foot step out of the way of the attacker. The DC for this check is equal to the Attack roll. A juggler may not attempt this any time they are denied their dexterity to AC or if they do not have an available place to step to.

Improved Evasion (Ex):
As evasion, except that while the juggler still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless juggler does not gain the benefit of improved evasion.

Wall of Knives (Sp):
At 14th level any time the juggler uses a Juggler's Full Attack he creates an affect as the spell Blade Barrier in a line between himself and his target. At level 17 he is able to sustain a Blade Barrier effect around him as part of a full defense action. The juggler may not attack while using his blade barrier defensively.

Juggler's Assistant (Su):
At 16th level a juggler is able to summon an assistant as a standard action. This assistant can be summoned anywhere that the Juggler has line of sight to within 90ft of the juggler. The assistant looks exactly like the juggler but is unable to move or take any actions other than catching bounced weapons and redirecting them to the next target. When targeting the assistant as part of a bounce attack you do not need to roll an attack against him.

Journeyman Assistant (Su):
At level 19 the juggler's assistant is now able to sustain a juggle of his own with as many weapons as the juggler can juggle. Since the assistant does not carry any of it's own equipment these items must be thrown to it. Weapons thrown to the assistant are automatically entered into a juggle unless bounced again. As a full round action the juggler may use a Juggler's Full Attack from the assistant using it's juggle pool.

Additionally as a sign of his mastery of the art of juggling the juggler is able to juggle himself. That is to say he can trade places with his assistant with a DC 35 Perform(Juggle) check. The juggler must be within 100ft of his assistant to attempt this. When he successfully swaps places with his assistant they each gain control of the other's juggle.

zabbarot
2013-05-11, 11:24 PM
The Parlour Magician is the primary caster of the circus classes. However they don't ever actually learn any spells. It's all smoke and mirrors. Literal smoke and mirrors. It seems to have become a running gag during development that the parlour magician will actually be the only class with no magic or supernatural capabilities.


Parlour Magician (WIP)



"It's not what they see that's impressive. It's what they don't." - The Magnificent Zimchallah

Description: Not everybody can use magic, but as far as Parlor Magicians are concerned, there's no magic that can't be done just as well with a bit of thinking and a lot of elbow grease. Parlour Magicians are among those who have no natural affinity for spellcasting, but you'd never be able to guess that by looking at them.

Parlour Magicians rely on the clever usage of misdirection, preparation, and no small amount of skill to falsify the casting of magic that nobody else can tell is false!

Parlour Magician can easily fill the role as the party wizard, as they are of course, magnificent and powerful masters of the not-so-arcane, but they are also well suited to being the party's face, or even analyzing and disabling mechanisms and devices!

GAME RULE INFORMATION
Parlour Magicians have the following game statistics.
Abilities: Charisma is the parlor magician's most important stat, followed closely by intelligence and dexterity.
Alignment: Any
Hit Die: d6
Starting Age: As Bard
Starting Gold: As Cleric

Class Skills
The parlour magicians class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana, architecture and engineering) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

{table=head]{colsp=6}PARLOUR MAGICIAN |{colsp=9}ARTS KNOWN
Level|BAB|Fort|Ref|Will|Special|1|2|3|4|5|6|7|8|9|

1st|+0|+0|+2|+2|Mystic Training, Prestidigitation, The Art|-|-|-|-|-|-|-|-|-

2nd|+1|+0|+3|+3|Stage Magic, Trapfinding|-|-|-|-|-|-|-|-|-

3rd|+1|+1|+3|+3|Trade Secret|-|-|-|-|-|-|-|-|-

4th|+2|+1|+4|+4||-|-|-|-|-|-|-|-|-

5th|+2|+1|+4|+4|Smoke and Mirrors|-|-|-|-|-|-|-|-|-

6th|+3|+2|+5|+5|Trade Secret|-|-|-|-|-|-|-|-|-

7th|+3|+2|+5|+5||-|-|-|-|-|-|-|-|-

8th|+4|+2|+6|+6|Evasion|-|-|-|-|-|-|-|-|-

9th|+4|+3|+6|+6|Trade Secret|-|-|-|-|-|-|-|-|-

10th|+5|+3|+7|+7|'Counterspell', Smoke and Mirrors|-|-|-|-|-|-|-|-|-

11th|+5|+3|+7|+7||-|-|-|-|-|-|-|-|-

12th|+6/+1|+4|+8|+8|Improved Evasion, Trade Secret|-|-|-|-|-|-|-|-|-

13th|+6/+1|+4|+8|+8||-|-|-|-|-|-|-|-|-

14th|+7/+2|+4|+9|+9||-|-|-|-|-|-|-|-|-

15th|+7/+2|+5|+9|+9|Smoke and Mirrors, Trade Secret|-|-|-|-|-|-|-|-|-

16th|+8/+3|+5|+10|+10||-|-|-|-|-|-|-|-|-

17th|+8/+3|+5|+10|+10||-|-|-|-|-|-|-|-|-

18th|+9/+4|+6|+11|+11|Trade Secret|-|-|-|-|-|-|-|-|-

19th|+9/+4|+6|+11|+11||-|-|-|-|-|-|-|-|-

20th|+10/+5|+6|+12|+12|Smoke and Mirrors|-|-|-|-|-|-|-|-|-

[/table]


Class Features
All of the following are class features of the parlor magician.

Weapon and Armor Proficiencies: Parlour magicians are skilled with all simple weapons. Parlor magicians are not proficient with any type of armor nor with shields.

Mystic Training (Ex):
Though a parlour magician does not have any official magical training they are still quite adept at recognizing and identifying magic and magical effects. A parlour magician gets a bonus equal to 1/2 her class level on all Spellcraft checks.

Prestidigitation (Ex):
At level 1 a parlour magician has mastered a number of simple effects that require only the simplest of materials.

The Art (Ex):

Stage Magic (Ex):
With a day to prepare a venue for a show, the parlour magician is able to create the illusion of casting any spell a wizard of his level could cast. The spell is usually cast as part of an act, and usually as the finale, so in most cases a visually impressive spell is picked. When used as part of an act the palour magician makes a Perform (Act) check and multiplies the money earned by the level of the spell.

Alternatively, a particularly immoral parlour magician could use this to trick someone into paying for spell casting services. This requires a Bluff check with a DC equal to 12 + twice the spell level of the spell being imitated. The parlour magician earns money as a wizard of his level would for the same service rendered. If the ruse is discovered the mark will become hostile towards the parlour magician.

Trapfinding (Ex):
Parlour magicians can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Parlour magicians can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A parlour magician who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Trade Secret (Ex):
At level 3 and every third level there after the parlour magician learns a trade secret.



Smoke and Mirrors (Ex):
By 5th level the parlour magician is incredibly dedicated to keeping up appearances. She gains a bonus to Will saves against Divination effects and any compulsion that would cause her to reveal a secret equal to half her class level.

At level 10 all uses of sense motive against a parlor magician take a -2 penalty and uses of scrying against her always treat the parlour magician as being unknown.

At level 15 the parlour magician gains complete immunity to Divination magic.

At level 20 it becomes all but impossible for the layman to call a parlour magician out. Only a spellcaster with equal or greater caster level is able to use their Spellcraft skill to recognize her arts are not magic.

Evasion (Ex):
At 8th level and higher, a parlour magician can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the juggler is wearing light armor or no armor. A helpless juggler does not gain the benefit of evasion.

'Counterspell' (Ex):
With a successful Bluff check and a wave of her hand a parlour magician can break a spellcaster's concentration and effectively trick him into believing his spell has been countered. The parlour magician must use the ready action and wait for her target to cast a spell as one would in a normal counterspell attempt. If the caster has previously identified the parlour magician as a fraud(ie. seen through her illusions) he recieves a +10 to their Sense Motive check.

Improved Evasion (Ex):
As evasion, except that while the parlour magician still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless juggler does not gain the benefit of improved evasion.

zabbarot
2013-05-12, 04:40 PM
Reserved for Strong Man

zabbarot
2013-05-12, 04:41 PM
Reserved for Beast Trainer

zabbarot
2013-05-12, 06:45 PM
Reserved for Fortune Teller

zabbarot
2013-05-12, 06:47 PM
And Reserved for Bearded Lady

That should be all of them...

zabbarot
2013-05-13, 04:26 PM
I was wrong D=

Reserved for the Ringleader.

The Mentalist
2013-05-13, 05:01 PM
Does the Juggler's Full Attack ability stack with Bounce? If so does Wall of Knives produce a wall between you and all of the targets?

If there's a reasonably cheap way to get Elemental (Flaming, Frost, all that jazz) this could be remarkably damaging.

Can he juggle Alchemical Flasks? Can he make a full attack with them? According to your RAW with Bounce he could make additional attacks with them.

zabbarot
2013-05-13, 06:34 PM
Does the Juggler's Full Attack ability stack with Bounce? If so does Wall of Knives produce a wall between you and all of the targets?

If there's a reasonably cheap way to get Elemental (Flaming, Frost, all that jazz) this could be remarkably damaging.

Can he juggle Alchemical Flasks? Can he make a full attack with them? According to your RAW with Bounce he could make additional attacks with them.

I need to go clarify all that @_@

The Juggler's Full Attack will be only be able to bounce back to the Juggler, so it wasn't intended for chain Wall of Knives. Though if that isn't broken it could be better.

One of the Juggler's Secrets was going to be Alchemical Torches, which would basically be energy substitution for torch damage.

And yes they can juggle flasks and grenade weapons but the intention was that they would only deal a d2 to intermediary targets if bounced, and explode on the final target.

Edit: Hopefully I clarified that in the descriptions well enough... Is there anything that seems out right broken? I'm trying to shoot for a high tier 3 or low 2. They probably need more noncombat utility for that though.

Edit:bad at tiers...

Durksmurf
2013-05-18, 06:41 AM
Wow this is awesome. Keep working on the juggler. Maybe add some more utility to the features such as bonus to perform checks? Also finish the Jugglers secrets.

zabbarot
2013-05-19, 12:15 AM
A friend of mine is helping me with these. I believe the Juggler's Secrets are ready, so I'll transcribe them all up here sometime soon. I'm actually in New York City for the weekend so not much is gonna get done on this.

The Juggler's Secrets that a player chooses are supposed to provide the utility the class might be missing. What kinds of utility would you say they're missing though? I can still work any good suggestions into the secrets as I write them up.

zabbarot
2013-05-19, 10:10 AM
Juggler's Secrets are pasted in. they might need a bit of formatting for easier reading, but they're there at least.

If anyone could do a full peach on juggler for me I'd love them forever.