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.
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.