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View Full Version : D&D 3.x Class The Jester [W.I.P.] [P.E.A.C.H.]



Yael
2014-07-19, 01:19 AM
Jester.

http://fc08.deviantart.net/fs71/f/2011/115/b/e/be523113aa2d0559ea4045186d52c8bc-d3eugqm.jpg

While the bards tell jokes to make people laugh, other kind of "bards" tell jokes when murdering, jokes that should not make anyone laugh, but scream.

Adventures: Jesters are assassins, probably coming from a palace or a tavern, twisted by the people that laugh at them, but not because of their jokes, but their beings. Jesters tend to adventure to make people laugh, or cry.

Characteristics: Jesters are similar to rogues and ninjas, but in a weird way, they use magic tricks to fool their foes, telling jokes to create the atmosphere before backstabbing them to their demise. Spellcasting and stealth-based skills and tricks are the Jester's bread and butter.

Alignment: Every jester is evil, no excuse. They kill for pleasure, either being chaotic, creating slaughters and making out stories to laugh of them at, or being lawful, murdering in a pattern where only their twisted minds lead them to.

Religion: Most Jesters are atheist, believing on themselves and their capacity to kill and laugh, some Jesters, however, believe in Olidammara, others in Nerull and others even believe in Orcus, depending all on their born places and races. Others believe straight on the Madness Box, a lesser deity whose power is to spread madness and slaugher beyond the living.

Background: As said before, Jesters tend to come from entertaining kings, and other nobles. Often being corrupted by the Madness Box, a mysterious force that Jesters claim that gave them their abilities

Races: Most gnomes become target of this cursed fate, due to their frecuent veil as "funny and social guys." Halflings and humans tend to become part of this too, half-elves to so.

Other Classes: Jesters tend to group with bards and rogues, sometimes they try to get along with wizards because their magic abilities are useful to their desires and objectives.

Role: The Jester is no a skillmonkey, but their role as a party face is strong due to their charismatic behavior and skill.

GAME RULE INFORMATION.
Jesters have the following statistics.
Abilities: Charisma is the most important skill to a jester, it determines how many mockery points they get, also determines how powerful a spell the Jester can cast, how many spells he can cast per day, and how hard those spells are to resist. Dexterity improves their Armor Class and the chances of hitting enemies with simple weapons. Intelligence comes up useful to get extra skills.
Alignment: Any non-good, evil most of the time.
Hit Die: d6.
Starting Age: As bard (PHB, p109.)
Starting Gold: As bard (PHB, p111.)

Class Skills.
The Jester's class skills (and the key ability to each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (local) (int), Knowledge (nobility & royaltty) (Int), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), and Use Magic Device (Cha). See chapter 4 of the PHB for skill descriptions.
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill points at Each Additional Level: 6 + Int modifier.




Saves



Spells per Day



Level

Base Attack Bonus

Fort Save

Ref Save

Will Save
Special

Mockeries Known

Mockery Points

1st

2nd

3rd

4th



1

+0

+0

+2

+2
Armored mage, mockery, skill focus (perform: joke), sneak attack +1d6

1

2

2










2

+1

+0

+3

+3
Weapon finesse

1

2

3









3

+2

+1

+3

+3
Laugh of the clown, Sneak attack +2d6

2

4

3








4

+3

+1

+4

+4
Evasion

2

4

4








5

+3

+1

+4

+4
Sneak attack +3d6

3

6

4

2






6

+4

+2

+5

+5


3

6

4

3






7

+5

+2

+5

+5
Sneak attack +4d6

4

8

5

3






8

+6/+1

+2

+6

+6
Guffaw of madness, uncanny dodge

4

8

5

4






9

+6/+1

+3

+6

+7
Sneak attack +5d6

5

10

5

4






10

+7/+2

+3

+7

+7


5

10

5

4

2




11

+8/+3

+3

+7

+7
Sneak attack +6d6

6

12

5

5

3




12

+9/+4

+4

+8

+8


6

12

5

5

3




13

+9/+4

+4

+8

+8
Sneak attack +7d6

7

14

5

5

4




14

+10/+5

+4

+9

+9


7

14

5

5

4




15

+11/+6/+1

+5

+9

+9
Improved evasion, sneak attack +8d6

8

16

5

5

4

2


16

+12/+7/+2

+5

+10

+10
Dance with me

8

16

5

5

5

3


17

+13/+8/+3

+5

+10

+10
Sneak attack +9d6

9

18

5

5

5

3


18

+13/+8/+3

+6

+11

+11


9

18

5

5

5

4


19

+14/+9/+4

+6

+11

+11
Sneak attack +10d6

10

20

5

5

5

4


20

+15/+10/+5

+6

+12

+12
Twisted fate

10

20

5

5

5

5



Weapon and Armor proficiency: Jesters are proficient with all simple weapons, plus the kukri, and the hand crossbow. Jesters are proficient with light armor (paddded, leather, and studded leather only,) but not with shields.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A jester's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

Mockery: A jester's specialization is to decieve, in order to do this, she uses mockery to fulfill this funny role, telling bad jokes (even good ones) to their opponents, sometimes distracting them or others just causing fear. At 1st level and each 2 levels thereafter (2nd, 4th, 6th...) the jester gains a new mockery. Mockeries are supernatural abilities (unless otherwise noted in the mockery description.) Using a mockery is a standard action (unless otherwise noted in the mockery description) that does not provoke attacks of opportunity. Each mockery has its own prerrequisites that must be fulfilled in order to take it. At 5th level and every 5 levels thereafter (10, 15, and 20) the jester may learn a new mockery in place of another he already knows, the jester must fulfill the new mockery's prerequisites, and he can not change a mockery that is used a a prerequisite the jester already knows. He can, however, upgrade mockeries, depending on their prerrequisites (see Mockeries below.)

Mockery Points: In order to use a mockery, a jester must use mockery points. Mockery points are granted by advancing the Jester class, or by having a high Charisma modifier (mockery points = jester's mockery progression + charisma modifier.) Each mockery has its own cost, noted in each respective mockery description. A jester may not regain mockery by resting (much like casters regain spell slots,) but she must attemp a perform (joke) check to regain mockery points. To regain 1 mockery point, a jester must succeed on a DC 10 perform (joke) check; to regain more than 1 mockery point, the DC increases by 5 for each mockery, the desired result must be called before rolling, if the result isn't higher than the DC, no mockery is regained and the jester must wait an hour to regain mockery this way. Only one attemp to regain mockery points per hour may be done (even if the jester succeed on the check.) The jester may regain mockery by other ways, those ways are not limited by this method's time description.

Skill Focus (Perform: Joke): A jester gains the skill focus (perform: joke) feat at 1st level.

Sneak Attack (Ex): If a jester can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The jester’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the jester flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two jester levels thereafter. Should the jester score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a jester can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A jester can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The jester must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A jester cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Spells: A jester casts arcane spells (the same type of spells available to bards), which are drawn primarily from the jester spell list (see below). He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must.
To learn or cast a spell, a jester must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a jester’s spell is 10 + the spell level + the jester’s Charisma modifier. Like other spellcasters, a jester can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Jester's table (see above.) In addition, he receives bonus spells per day if he has a high Charisma score (see PHB, p8).
A jester need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Laugh of the Clown (Su): At 3rd level, the jester may attempt to induce fear into its target's minds by making an horrible laugh. As a standard action that does not provoke attacks of opportunity, a jester can atempt to scare its opponents by making a DC15 perform (joke) check, if it succeeds, every creature within 30ft must make a Will saving throw (DC = 10 + 1/2 the jester's level + Charisma modifier) or become frightened for 1d4-1 rounds (minimum 1.) This is a fear effect. This ability may be used a number of times equal to the jester's charisma modifier (minimum 1.)

Weapon Finesse: The jester gains the Weapon Finesse feat (PHB, p102) at 2nd level.

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

Guffaw of Madness (Su): At 8th level, a jester recieves an upgraded version of Laugh of the Clown. From now on, the jester enters a terrible guffaw that may be heard for whichever number of creatures equal to twice the jester level. The perform (joke) DC becomes 25, and the effect changes from "frightened" to "panicked, if creatures selected fail their Will saves. This effect completely overlaps Laugh of the Clown, so it cannot be used from 8th level and on. This ability can be used a number of times per day equal to the jester's charisma modifier +3 (minimum 4.)

Uncanny Dodge (Ex): Starting at 8th level, a jester can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a jester already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Dance with Me (Su): At level 16th and higher, the jester may attemp to induce its target in an irresistible urge to dance. The jester gains the ability to induce a single target into the same effect of the Irresistible Dance spell. This ability may be used twice per day.

Improved Evasion (Ex): Improved evasion is like Evasion, except that even on a failed saving throw the character takes only half damage.

Twisted Fate: At 20th level, the jester gains the Twisted Creature template permanently, however you do not increase your HD. You also gain the chaotic subtype.

Yael
2014-07-19, 01:20 AM
MOCKERIES.

Mockeries are the jester's tools to deceive and betray, backstab and sneak around the battlefield or some oustide-of-battle situations. Mockeries are supernatural abilities unless noted in their description. No more than two mockeries may be activated during the same round.

Basic Mockeries.

Basic mockeries are obtainable normally by level 1st. Their requirements are low and easy to fulfill (often requiring skill ranks.)

Backstab.
Prerequisites: Perform (joke) 4 ranks, sleight of hand 4 ranks.
Activation: 1 free action.
Cost: 2 mockery points.
Duration: Instantaneous.
Range: Melee attack.
Target: Target creature of a sneak attack.

By striking an opponent from behind, you deal more damage as their pain increases.

This mockery may only be used when flanking an opponent; as a free action when you just stroke an opponent with a sneak attack, you may add one half your sneak attack damage.to your next sneak attack.
This mockery may only be used while flanking, otherwise it works exactly a Sneak Attack (see avobe.) This mockery is a extraordinary ability.

Deceive.
Prerequisites: Hide 4 ranks, perform (joke) 4 ranks.
Activation: 1 swift action.
Cost: 4 mockery points (-1 for every 4 ranks in perform [joke] above 4 ranks, minimum 2 mockery points.)
Duration: 1 round/level.
Range: See text.
Target: You.

After a laugh, the jester disapear in a cloud of red smoke, reappearing often in a different spot and dealing hard blows.

When activated, this mockery functions as per the invisibility spell (Player's Handbook, page 245), except for its duration. If the jester attacks an opponent during the invisibility effect, the threat range is doubled (this effect stacks with effects like keen.) While in this effect, the jester may expend a full-round action to teleport a short distance (25ft + 5ft/lv,) this teleportation does provoke attacks of opportunity for creatures seeing the jester (creatures with the true seeing effect, and such.)

Hallucination.
Prerequisites: Jester level 17th.
Activation: 1 swift action.
Cost: 10 mockery points.
Duration: 1 round/level.
Range: Personal.
Target: You.

After a brief laugh, a bunch of the jester appear in the spot, causing trouble wherever they go.[/B]

When this ability is used, roll 1d10 and divide the result by 2 (round down.) A number of clones of the original jester appear after a cloud of red smoke appears in the jester's title. The jester may chose to change position with any clone. Every jester has all feats, class features and spellcasting (though is limited, see below) as the original, but their hp is equal to the jester's total hp divided by the number of clones (round down.) When a clone dies, they explode in a burst of daggers, dealing 1d6 points of damage per level. Every clone moves at the same turn (using the original's initiative.) No effect can discern the original jester. No dispel means exist for this mockery. If the duration expires, no clone explodes. Each clone can cast spells, but every clone share the same spell-per-day slots (up to level 3rd,) if the jester originally had the ability to cast spells or manifest powers, or any kind of magic that has a limit per-day, the clones also share the same pool for that, and no spell/power may be cast that is higher than level 5th.) Also, every clone share the same mockery points pool, but adding half the number of clones to the total. No clone may use the Hallucination mockery. There cannot be two Hallucination effects active by the same jester, also, after the effect ended (either by expiring its duration or destruction of all the clones,) the Hallucination mockery may not be used again until the jester had rested at least one hour, using the mockery again within this period is dangerous to the jester. If used again within the period of time without resting, the jester takes 1d12 points of damage to each mental ability score (Intelligence, Wisdom and Charisma.) If the jester had cast any spell during the day (like expending all his level 1 spell slots,) the clones still use the full spell-per-day clone pool. Every jester is at the original jester's absolute command, and they gain the immunity to mind affecting spells, spell-like abilities, psionics and psionic-like abilities. Though cannot be dispelled, this mockery may not be used inside an Anti-Magic Field.

Improved Mockeries.

Improved mockeries are upgrades for basic mockeries. In order to obtain an improved mockery, the jester must fulfill the prerequisites; if by any means the jester forbids a prerequisite basic mockery listed in an improved mockery, the jester may not use the improved mockery until the requirements are back.

Mislead.
Prerequisites: Jester level 11th, deceive.
Activation: 1 swift action.
Cost: 4 mockery points.
Duration: 1 round/level.
Range: See text.
Target: You.

Just as you decieved before, now the ability improved slighly.

When activated, this mockery functions as per the greater invisibility spell. If the jester attacks an opponent while invisible, she may chose to deal normal damage (plus sneak attack, if applicable) or to end the invisibility effect to tipple your threat range, and double your critical multiplier on your next attack (still stacks with effects like keen.) As the Deceive mockery, Mislead also can teleport the jester a short distance (50 ft. + 10 ft./2 levels,) this ability (unlike deceive,) is a move action that does provoke attacks of opportunity for creatures seeing the jester (creatures with the true seeing effect, and such.)

Cross-Mockeries.

Cross-Mockeries are special mockeries that may be used by jester experimented with other jobs. Cross-Mockeries are stronger than basic mockeries, but not as strong as Improved Mockeries.


Flurry of Misses.
Prerequisites: Flurry of blows class ability.
Activation: One full-round action.
Cost: 4 mockery points.
Duration: 1 round/level.
Range: 40 ft.
Target: One creature within range.

Laughs and smiles mock your enemy's strenghts, allowing you to hit easier.

When activating this mockery, chose an opponent, each time it misses an attack to any creature (whether melee or ranged,) roll a perform (joke) check with a DC equal of the target's missed attack roll. If succed, take the difference from the attack roll and the missed creature's AC, and divide the difference by 5 (minimum 1.) The target creature takes that number as a penalty to any attack roll, ability check, skill check or saving throw within the duration of the mockery. Also, the jester gains the same number as a bonus to attack rolls when performing a flurry of blows within the mockery's duration. If the creature misses more than once during the mockery's duration, the penalties to the creature, as the bonus to the attack roll do stack. The creature gets a free concentration check at the start of its turn (every turn) to dismiss the penalties for the rest of the turn (resuming the next turn); however, the bonuses still apply until the end of the duration. See Flurry of Blows (Player's Handbook, page 40) for more details on this ability.


Fun within the Wild.
Prerequisites: Ability to wild shape.
Activation: 1 free action.
Cost: 3 mockery points and 1d4 Wisdom damage.
Duration: See text.
Range: Personal.
Target: You.

Have you seen a smiling animal? If so, have you seen a smiling twisted clown-like animal? I bet you haven't...

You can activate this mockery after you succesfully wild shaped into an animal. As a free action, you take 1d4 Wisdom damage, and add the Twisted Creature template (see below) to your animal for a number of minutes equal to 3 times the Wisdom damage you took. Even if the template increases the animal's HD, you do not require a higher level to get access to it. When the duration expires, the template is removed and there's a 50% chance of ending the wild shape. While in Twisted Creature animal form, you can use mockeries and are threated as having the feat Natural Spell within the duration of the template. See Wild Shape (Player's Handbook, page 37) for more details on wild shaping.



"Twisted Creature" is a template that can be added to any Small-size or larger animal, beast, or vermin (referred to hereafter as the base creature). A warbeast uses all the base creature's attributes and special abilities except as noted here. This template may be only obtained by the [I]Fun within the Wild mockery or by being bestowed by the Twist Creature spell (see below.)

Hit Dice: Same as base creature +1.
Speed: Same as base creature.
AC: Same as base creature.
Attacks: Same as base creature.
Damage: Same as base creature, plus 1d4 Wisdom damage on critical hits (see below.)
Special Qualities: A twisted creature retains the special qualities of the base creature and gains the following special quality.
Aura of Chaos (Su): You emanate a Strong-to-Overwhelming aura of chaos (threat your Jester level as a cleric of the same level.)
Touch of Madness: Each time the twisted creature scores a critical hit, your attacks deal an additional 1d4 points of Wisdom damage (regardless of immunities.)
Saves: Fort +0, Ref +0, Will +4.
Abilities: Increase from base creature as follows: Str +0, Dex +4, Con +2, Int +0, Wis +4, Cha +4.
Skills: A twisted creature receives a +4 racial bonus on Intimidate checks to demoralize.
Challenge Rating: Same as base creature +2.
Alignment: Same as the base creature plus chaotic (animals become chaotic neutral, and so forth.)

Raging Joy.
Prerequisites: Ability to enter in a rage.
Activation: 1 standard action.
Cost: 4 mockery points.
Duration: While raging.
Range: 40ft.-radius, centered on you.
Target: Any creature within range.

More scary than an angry barbarian is an angry barbarian laughing clown, I swear.

While in rage, you may attemp to demoralize enemies within range. As a standard action that does not provoke attacks of opportunity, you perform a frightening laugh while raging, which demoralizes enemies within 40 ft. around you. Instead of using intimidate, use your perform (joke) check in the same way you would use intimidate to demoralize opponents. Also, each target do not get to add their Wisdom modifier to their opposed check, instead they add their Charisma modifier (1d20 + character level/Hit Dice + target's Charisma modifier + bonuses agains't fear.) See the Intimidate skill (Player's Handbook, page 76) for demoralizing opponents.

Mockerying the Unlife
Prerequisites: Laugh of the clown class ability, ability to turn or rebuke undead.
Activation: 1 standard action.
Cost: 3 mockery points or 2 turn attempts.
Duration: Instantaneous.
Range: Personal.
Area: 40ft-radius, centered on you.
Target: All undead within area.

You laugh at the undead, fooling them and harming them.

Using this mockery causes undead around you to be subject to whichever your clerigal action of turn/rebuke is. Your turn/rebuke undead check is used with a perform (laugh) check instead of the normal modifier (1d20 + charisma bonus.) Every creature within the area is affected by the same roll. When determining turning damage, add your jester level to the sum (to a total of 2d6 + cleric level + jester's level + charisma modifier.) When commanding undead, add your jester's level to your total HD. See turn or rebuke undead (Player's Handbook, page 33) for more information on turning/rebuking undead.


Smile!
Prerequisites: Laugh of the clown class ability, ability to smite (evil or good.)
Activation: 1 standard action.
Cost: 3 mockery points or 1 smite atempt.
Duration: Instantaneous.
Range: Melee attack.
Target: Melee attack.

The jester smiles strongly and weirdly enough to imbue its next strike with devasting energy.

As a standard action, the jester may attemp a smite action. The attack roll to the smite atempt uses a perform (joke) check, instead of the usual Charisma modifier. When determining the damage, add the double jester level to the sum of the smite damage (for example, a 5th-level paladin, 2nd-level jester's smite damage is weapon dice +9. Otherwise noted, this ability functions as the Smite Evil ability, depending on your original's paladin smite target. See smite evil (Player's Handbook, page 44) for more information on smiting.


Wild Mockery.
Prerequisites: Wild empathy class ability.
Activation: See text.
Cost: 2 mockery points.
Duration: See text.
Range: All animals within 40ft.
Target: Animal creatures.

Performing with vocalizations, and body language in the form of jokes, the jester convinces animals to do not harm him.

This ability functions exactly as the Wild Empathy druid ability, except that when rolling the check, roll a perform (joke) check (instead of the normal 1d20 + druid level + Charisma modifier.) Use the same check for every animal within range. See Wild Empathy (Player's Handbook, page 35) for more information on influencing on animal's attitude to you.

Yael
2014-07-19, 01:21 AM
New Spells.

Jester have access to the following spell list, plus some new spells noted below with an asterisk (*).

Alarm.
Animate Rope.
Black Bag (BoVD).
Cause Fear.
Charm Person.
Cheat (BoVD).
Comprehend Languages.
Dancing Lights.
Daggerspell Stance.
Death Grimace (BoVD).
Detect Magic.
Detect Secret Doors.
Disguise Self.
Duplicate Boxes. (*)
Ghost Sound.
Grease.
Hypnotism.
Know Direction.
Identify
Lesser Confusion
Magic Mouth
Message.
Open/Close.
Read Magic.
Recharge Mockery. (*)
Silent Image.
Sleep.
Tasha’s Hideous Laughter.
Undetectable Alignment.
Unseen Servant.
Ventriloquism.

Alter Self.
Blindness/Deafness.
Blur.
Dancing Chains (BoVD).
Darkness.
Daze Monster.
Detect Thoughts.
Eagle’s Splendor.
Enthrall.
Glitterdust.
Hold Person.
Hypnotic Pattern.
Invisibility.
Knock.
Minor Image.
Mirror Image.
Misdirection.
Scare.
Silence.
Sound Burst.
Suggestion.
Tongues.
Whispering Wind.

Blink.
Break Enchantment.
Charm Monster.
Clairaudience/Clairvoyance.
Confusion.
Deep Slumber.
Dimension Door.
Dispel Magic.
Dominate Person.
Fear.
Freedom of Movement.
Gaseous Form.
Geas, Lesser.
Glibness.
Haste.
Hallucinatory Terrain.
Hold Monster.
Invisibility, Greater.
Invisibility Sphere.
Leomund’s Tiny Hut.
Locate Creature.
Major Image.
Phantom Steed.
Rainbow Pattern.
Scrying.
Sculpt Sound.
See Invisibility.
Sepia Snake Sigil.
Shadow Conjuration.
Slow.
Stop Heart (BoVD).
Summon Clown. (*)

Charm Monster, Mass.
Dispel Magic, Greater.
Dream.
Eagle’s Splendor, Mass.
Eyebite.
False Vision.
Geas/Quest.
Programmed Image.
Mind Fog.
Mirage Arcana.
Mislead.
Nightmare.
Otto’s Irresistible Dance.
Permanent Image.
Project Image.
Scrying, Greater.
Seeming.
Shadow Evocation.
Shadow Walk.
Soul’s Treasure Lost (BoVD).
Suggestion, Mass.



Recharge Mockery
Abjuration
Level: Jester 1
Components: V, S, XP
Casting Time: 10 minutes
Range: Personal
Target: You
Saving Throw: None
Spell Resistance: No

You concentrate enough to regain your sense of humor. As you cast this spell, you regain all your mockery points you expended during the day. You must pay Experience Points to regain that lost mockery, though.

Experience Cost: 10XP for each 1 mockery regained by this spell.




Duplicate Boxes
Illusion (Figment)
Level: Jester 2
Components: V, S, F
Casting Time:
Range: Medium (100 ft. + 10 ft./level)
Target: One Jack-in-the-Box
Saving Throw: Will Negates (harmless/object)
Spell Resistance: No

This spell causes a Jack-in-the-Box placed on the battlefield to be copied, thus creating 2d4 more boxes placed at the jester's choice. Every copy of the Jack-in-the-Box deals no damage, but the fear effect applies to every box. If one is disbelieved, there's a 25% chance of every other illusion to dissapear (if they are already visible, if they are not, no chance of dissapearing.)

Summon Clown
Conjuration (Summoning)
Level: Jester 3
Components: V, S
Casting Time: 1 full-round action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You call for aid to the Box of Madness' servants, you may summon any creature of any list of the Summon Monster spell line (up to Summon Monster VIII) with the Twisted Creature template added.

Yael
2014-07-19, 01:22 AM
Reserved just in case.


This is still a Work in progress, and both mockeries and spells are missing, I will update the thread whenever possible.

Please rate my clown :3