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View Full Version : D&D 3.x Class The Fool 3.5/PF



Lanth Sor
2017-08-07, 11:40 AM
The Fool

"No one orders people to take out the garbage like Gaston" Gaston Jenkins the Living Meme.

When you need some one to win but mary sue is out taking care of real villains you call upon The Fool.

Adventures: One does not wonder why one wanders, they just do and greatness follows.

Characteristics: Fools are an uncommon lot, the only thing that binds them together is an universal ignorance. While greater men train and hone their skills fool just don't understand the finer things. The avid use of their unique ability Deus Ex Machina allows them to ignore common laws of progress for just achieving it.

Alignment: Fools are most often kind hearted idiots who just want whats best for themselves and those around them, falling into good and often chaotic alignments. A few are religiously focused and favor their deity's alignments. While others focus more on a code and favor lawful alignments. the rarest alignment for the fool is Lawful Evil as they tend to be focused an calculating, but it is not unheard of.

Religion: Fools tend to favor gods of luck but sometimes extremely devout followers of other deities are fools.

Background:

Races: Humans, gnomes, goblins and halflings have the strongest tendencies to be fools. Races favoring law are rarely fools, but on occasion a more devout but unwise one pops up in their ranks. Among most other races fools tend to be looked down on and ostracized.

Other Classes: Most classes look on them with pity. Monks and paladins often try to help these lost souls not quite understanding their drive if of chaotic natures. Clerics and other religious classes get along well with divinely tied fools who favor the same or friendly deities.

Role: Fools fill many rolls depending on the path they choose. Warriors most often fight toe to toe with enemies. Charlatans favor organizing things around them, or fumbling their way across the field. Zealots range widely from healers to avid combatants. Magicians often favor offensive magic, but will just as likely take a supporting role.

Adaptation: The fools range of uses lends them to enter any world with out modifying the status quo. The only thing to be aware of is they tend to be screw up and not know it. So organized groups of fools are almost impossible.

GAME RULE INFORMATION
Fool's have the following game statistics.
Abilities: Depending the kind of fool their favored attributes can vary widely, but by far the most important is their uncommonly low wisdom.
Alignment: Any
Hit Die: d8
Starting Age: As barbarian.
Starting Gold: 8d6 x 10g.

Class Skills
The Fool's gain 15 skills of their choice as class skills.

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

Fool


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+0
Fools Path, Deus Ex Machina


2nd

+1

+0

+0

+0
Fool's Talent


3rd

+1

+1

+1

+1
Evasion


4th

+2

+1

+1

+1
Fool's Talent


5th

+2

+1

+1

+1
Uncanny Dodge


6th

+3

+2

+2

+2
Fool's Talent


7th

+3

+2

+2

+2
Mettle


8th

+4

+2

+2

+2
Fool's Talent


9th

+4

+3

+3

+3
Improved Evasion


10th

+5

+3

+3

+3
Fool's Talent


11th

+5

+3

+3

+3
Improved Uncanny Dodge


12th

+6

+4

+4

+4
Fool's Talent


13th

+6

+4

+4

+4
Improved Mettle


14th

+7

+4

+4

+4
Fool's Talent


15th

+7

+5

+5

+5
Fate's Design


16th

+8

+5

+5

+5
Fool's Talent


17th

+8

+5

+5

+5
Fate's Design


18th

+9

+6

+6

+6
Fool's Talent


19th

+9

+6

+6

+6
Fate's Design


20th

+10

+6

+6

+6
The Wanderer



Class Features
All of the following are class features of the Fool.

Weapon and Armor Proficiencies: Fools are proficient with simple weapons and light armor.

Fool's Path

Charlatan: The Fool gains an additional base attack bonus at the 3rd level and every 4 levels there after, additionally they gain 10 more class skills and 4 more skill points per level.

Magician: The fool chooses an Arcane spell casting class with a max spell level 6 or 9. They gain spells per day and spells known at bard progression, however they are limited to 0 and 1st level spells and cannot learn spells higher than 1st level. This can be increased via the magic talent fool talent.

Warrior: The Fool gains an additional base attack bonus each odd level, additionally they gain proficiency with medium and heavy armor, shields including tower, and martial weapons.

Zealot: The Fool choose an Divine spell casting class with a max spell level 6 or 9. They gain spells per day and spells known at bard progression, however they are limited to 0 and 1st level spells and cannot learn spells higher than 1st level. This can be increased via the magic talent fool talent.

Deus Ex Machina (Su): Fool's are a unique amalgam of luck, foolishness, and success. Where a standard hero relies on his training and experience the Fool relies on the mysterious force called Deus Ex Machina. Deus Ex Machina can come from their own belief in their rightness, a deity's favor, or touched by luck, regardless of source the Fool is most often blissfully unaware of the fact fate favors them. The Fool can benefit from this fate altering power 3 + 1/4 class level - wisdom modifier times per day(min 1). Whenever the fool fails at a task critically or in a way that would result in them or their allies falling below 0 HP or becoming dead or permanently disabled(petrification, imprisonment spell, etc.) they gain a use of Deus Ex Machina. Should the fool gain a use of Deus Ex Machina while at full uses their next instance where Deus Ex Machina could be used to benefit the fool benefits as if they had used Deus Ex Machina for the ability.

Roll Enhancement: The Fool adds 3+class level to one d20 roll, AC vs an attack, or CMD vs one check.

Evasion: Starting at the 3rd level the fool gains evasion, as rogue class feature of the same name.

Uncanny Dodge: Starting at the 5th level the fool gains uncanny dodge, as rogue class feature of the same name.

Mettle: Starting at the 7th level the fool gains mettle, as the hexblade class feature of the same name.

Improved Evasion: Starting at the 9th level the fool gains improved evasion, as rogue class feature of the same name.

Improved Uncanny Dodge: Starting at the 11th level the fool gains improved uncanny dodge, as rogue class feature of the same name.

Improved Mettle: Starting at the 13th level the fool can resist magical and unusual attacks with great willpower or fortitude. If they fail a Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), they instead suffer the effect of a normal successful save. An unconscious or sleeping fool does not gain the benefit of improved mettle.

The Wanderer: At the 20th level the fool's type changes to outsider, and all abilities that use Deus Ex Machina charges cost one less(min 1), the bonus gained from Deus Ex Machina are increased by 10.


Fool's Talent:

Blind Conviction Strike: The fool spends a use of Deus Ex Machina declaring an enemy his nemesis, this enemy must have wronged the fool or someone the fool considers an ally. The fool subtractss their wisdom modifier to attack rolls and CMB checks against their nemesis and +1d6/3 class levels to damage. The benefit lasts 5 rounds. The fool must have the Charlatan or Warrior path to take this talent.

Critical Gamble: The Fool adds 1/4 class level (min 1) to crit success and failure ranges for 1 round, so at level 1 a crit failure would be 1-2 and crit success would be 19-20, 19 being treated as 20 to determine auto hits.

Combat Talent: The fool fell into a better way of fighting gaining a fighter(combat) feat, tactical, or style they qualify for. If the fool is of warrior path they gain 2 combat feats. This may be taken multiple times.

Falling Up or Down, Sideways? The Fool can negate all falling damage by expending a use of Deus Ex Machina as long as they are with in 10 ft of a surface during the fall. Starting at the 7th level the fool does not require any surface nearby during the fall. at the 13th level the fool no longer needs to expend a use it just happens.

Fateful Companion (Ex): This poor sod has been with the fool through thick and thin, but the fool some how is the guy that is known while companion is the guy that does things. The fool gains a leadership score for gaining cohorts. The Fool gains a companion that is also their cohort, the companion is uncommonly loyal to the Fool but may still leave if things get bad enough. Fateful Companions have a max level of Character level -1. Feats that modify cohort max level stack with this benefit. The Fool may only have 1 Fateful Companion at a time. Any modifier that would increase the cohort score normally decreases the faithful companions loyalty to adventure, but not their friendship. If the total loyalty penalty for a fateful companion exceeds the fools class level they leave the fool. (IE great renown would provide a -2 penalty)

Foolishly Lovable: The Fool adds class level to charisma to determine leadership score, and may expend a use of Deus Ex Machina to to add their class level to their charisma for 5 rounds.

From the Mind of Babes?: The Fool adds class level to wisdom to determine will save and sense motive, and may expend a use of Deus Ex Machina to to add their class level + 5 to their wisdom for 5 rounds.

Gravity is Just a Suggestion: The Fool may expend a use of Deus Ex Machina to gain the benefit of Airwalk spell that is dismissed if they look down. The fool must be 6th level for this talent.

I Perceive no Reality: The fool does not become comatose at 0 wisdom instead they continue to function and can have a score lower than 0, but is limited as if in a barbarian rage. They may spend 1 point of Deus Ex Machina to act clearly for a round as if their wisdom was greater than 0. The fool must be 10th level to take this talent.

Idiot Savant: The Fool learns a new language every level, and may expend a use of Deus Ex Machina to to add their class level to their Intelligence for 5 rounds.

Jar Jar is a Jedi: The Fool adds class level to dexterity to AC vs traps, and may expend a use of Deus Ex Machina to to add their class level to their dexterity for 5 rounds.

Magic Discovery: The Fool choose an Divine or Arcane spell casting class with a max spell level 4. The fool gains spells per day and spells known at Paladin progression, however they are limited to 1st level spells and cannot learn spells higher than 1st level. Zealot or Magician path cannot gain this talent. The fool must be 4th level to choose this talent.

Magic Talent: The Fool gains access to the next spell level up to 6th level spells or 4th level spells with magic discovery. The fool must be 4th level and have the magician or zealot, or have magic discovery and be 7th level. This may be taken an additional time four levels after 4th or 7th if they have magic discovery.

Minor Miracle: The Fool may spend a use of Deus Ex Machina gain a feat they qualify for, for 3 rounds. This feat cannot allow the fool to qualify for any other feat.

No: The Fool may spend 2 uses of Deus Ex Machina to negate one effect that would harm them regardless of source. This only effects the how the fool interacts with the effect everyone else is effected by it normally. For instance if a fireball is cast it would still hit all their allies, and circle of death would still kill anyone who qualified and failed their save. If the effect the fool is negating was an attack or has an attack roll it just misses including a Coup De Grace, as long as a miss would negate all effects on the fool.

Probability Strike: The Fool gains proficiency with improvised weapons and Improved Unarmed Strike, like a monk they may use any body part for unarmed strikes. Additionally by spending 1 use of Deus Ex Machina they may have their unarmed strikes and improvised weapons deal damage as a monk of their size, treating fool levels as monk levels for 1 minute. Improvised weapons wielded in 2 hands are use the chart for monk damage as if the fool was one size category larger, so a small fool would use a chair for a medium character and deal damage as if they were a medium monk using unarmed strike. The fool must be of the Charlatan or Warrior path to take this talent.

Paired Ally: The Fool and their Fateful Companion gain a teamwork feat one of them qualifies for. As long as the fool or the fateful companion qualify for the feat the other is treated as qualifying as well. This may be taken multiple times. Fools of the Zealot and Magician path are limited to teamwork feats related to spellcasting. Fools of the charlatan and warrior path may take any teamwork feat. The fool must have Fateful Companion talent.

Retard Strength: The Fool adds class level to strength for determining carry weights, and may expend a use of Deus Ex Machina to to add their class level to their strength for 5 rounds.

Skilled Compatriot: The Fool grants their charisma modifier to all of their fateful companion's skills. Additionally they may invest skill points in their fateful companions skills instead of their own. The fateful companion treats all the fools class skills as class skills and each skill point invested in the companion's skills counts as 2 ranks. The fool may only invest half their total skill ranks in their companion. Should a companion be lost the fool regains all skill ranks. The fool must be of the charlatan path to gain this talent.

Spells are Capricious Things: The Fool learns one epic level spell that doesn't want the fool to know anything else. The fool looses all other spells and ability to cast spells. This spell should be gained thematically and not just gained, such as a rare scroll or spell tome that wasn't suppose to be in this part of the library, using the spell as a plot point can make its presence important.. The player and DM should work together to define the spell, but the DM is the final arbiter of the spells nature, the player should never see the actual spell. The spell is quasisentient and will cast it self when it deems necessary, IE DM activates, when the spell casts it self it uses one of the fools uses of Deus Ex Machina, alternatively the fool can expend half of their uses, minimum of 5, to activate the spell forcefully. The fool must be of the Magician Path.

Too Stupid to Diei: The Fool adds class level to constitution to determine HP, and may expend a use of Deus Ex Machina to to add their class level to their constitution for 5 rounds.


Fate's Design (Su):



Blunt Force Stupidity: When using Deus Ex Machina for any purpose that uses strength score the bonus is doubled.

Dodging Snow in a Blizzard: When using Deus Ex Machina for any purpose that uses dexterity score the bonus is doubled.

Fated Companion: The Fool's fateful companion may now be one level higher than previous cap. Additionally they gain Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge, Mettle, and Improved Mettle as long as they are in the fools service. The fool must have fateful companion to take this design

Forcing the Capricious: The Fool may now expend 2 uses of Deus Ex Machina to activate their spell. The fool must have Spells are Capricious Things.

Imposing Juggernaut: The Fool gains class level to intimidate checks while in heavy armor. Additionally they gain DR 2/- per fighter or (combat) feat. The fool must be of the Warrior Path.

Love of the Mob: The Fool gains the epic leadership feat and adds their wisdom modifier x -1 to their leadership score. By expending all uses of Deus Ex Machina for a week searching among their followers the fool may replace a lost fated companion. If the new fated companion was a previous follower each time the fool gain xp they multiply xp gained by the fool's wisdom modifer x -1, but may never gain enough xp to exceed the fools current max cohort level. The fool must be of the Charlatan path. The fool must have Fateful Companion and Foolishly Loveable to take this design

Luck's Own: The Fool gains their wisdom mod X -1 to all rolls, AC, and CMD.

Machina Mastery: The Fool gains 3 uses of Deus Ex Machina

Making out with a Gorgon: When using Deus Ex Machina for any purpose that uses constitution score the bonus is doubled.

Miracle of Gods Chosen: The Fool may expend 3 uses of Deus Ex Machina to invoke limited miracle(limited wish limitations with miracles ability to exceed based on Diety and request) as a supernatural ability. The fool must be of the Zealot path

Revelations of a Mad God: When using Deus Ex Machina for any purpose that uses wisdom score the bonus is doubled.

Sleeping with the Queen, at the Kings Suggestion: When using Deus Ex Machina for any purpose that uses charisma score the bonus is doubled.

Telling Arthur Dent the Question: When using Deus Ex Machina for any purpose that uses intelligence score the bonus is doubled.

Poking Holes in Reality: The fool may expend 2 uses of to cast teleportation circle or 4 uses to cast gate.

Wish of a Fool: The Fool may expend 2 uses of Deus Ex Machina to invoke limited wish as supernatural ability. The fool must be of the Magician path.

King of Nowhere
2017-08-07, 12:48 PM
Really nice. I'm considering adding it to my campaign world