A solitary wagon drawn by a couple mules drags slowly along the road, kicking up clouds of dust. A solitary cloaked figure walks lightly alongside, and the faded sound of humming drifts through the still landscape The wagon is gaudy and painted in faded rainbow colors, and the legend "Talgot the Talented's Sublime Circus!" can barely be seen below the dust that settles over everything like a shroud.
The Bugbears were practiced ambushers, charging from the hilltop with clubs and axes at the ready, but they weren't prepared for what happened next. The hooded figure, taking notice, flung his cloak away, revealing a jangling costume of bright red and black cloth and a face painted bone-white with disturbing sworls of blue. Faster than the eye could follow, the strange man dipped a hand into a pouch at his waist and produced a handful of knives and clubs and vials and began tossing them into the air with fluid ease. Grugtooth the Basher fell victim first, clawing at the knife that had sprouted from his throat as he toppled over. Big Bub and Muknuk went next, consumed by two flaming vials. Hubru the Fearless, strongest and biggest of the bunch, charged towards the man so calmly juggling wicked-looking knives and clubs and, with a roar, latched his arms around him, pinning the strange man's arms to his sides.
"Puny Human! I'll crush the life from your lungs!" Hubru roared. The man simply looked up at the bugbear's livid face with eerie golden eyes and smiled.
"Funny Man, huh?" snarled Hubru, "I'll rip off your nose an-"
|Fort Save||Ref Save||Will Save||Special|
|Juggling 1,Adaptable Finesse|
|Firey Show, Masterful Manipulation|
|Quick as a Wink|
|Juggling 4 Boomerang Backstab|
Juggling is a hallmark skill of performers and acrobats the world over, providing a display of amazing skill and coordination for the audience, and a living for the performer. Amidst this motley crew, however, are a few masters of the craft who have taken the training of a juggler and applied it to combat. Infernal Jugglers are tricky and deceptive opponents, and often don't seem to be an opponent at all until a rain of juggling clubs and knives descends upon her often bewildered foes. Some Infernal Jugglers act as assassins, using the pretense of a circus to travel and gain access to their targets. Others are simply wandering performers seeking to provide themselves with some security through their own skill, and a few view the deadly nature of their juggling as part of an elaborate demonstration of skill, something to be perfected through practice.
To qualify to become an Infernal Juggler, a character must fulfill the following criteria:
Base Attack Bonus:
Sleight of Hand 8 ranks, Bluff 8 ranks
Weapon Finesse, Quick Draw
The Infernal Juggler's class skills (and the ability linked to each skill) are
Balance(Dex), Bluff(Cha), Climb(Str), Disguise(Cha),Escape Artist(Dex), Listen(Wis), Perform(Cha), Sense Motive(Wis), Spot(Wis), Tumble(Dex), Use Magic Device(Cha)
Skill Points per level:
Armor and Weapon Proficiencies
: Infernal Jugglers have proficiency with all simple weapons, but gain no new proficiency with any type of armor.
An Infernal Juggler has taken the performer's craft and turned it into a deadly discipline. As a move action, an Infernal Juggler may begin a cascade of up to three Diminutive or smaller inanimate objects. The usual choices are knives and clubs, but other objects (such as keys, stones and fruit) may also be used. As a standard action, The Infernal Juggler can shift her routine slightly and hurl one of these items as a ranged weapon with a range of 30'. This attack is treated as a Feint at a penalty of -4 added to the bluff check for each successive projectile per round.
An Infernal Juggler may maintain a number of items in her cascade less than or equal to 3+ her class level. Adding items to a cascade can be done with a move action.
The concentration required to maintain this cascade imposes a -2 penalty to AC while juggling.
At 3rd-level, and for every 3rd level beyond that, the number of projectiles that can be thrown per standard action increases by 1 to a maximum of 4 at 9th level.
The Infernal Juggler must have both hands free to use this ability.
If the Infernal Juggler is damaged while maintaining a cascade, she must make a perform(Juggling) check at a DC equal to the damage dealt in order to prevent dropping the cascade.
While Juggling, the Infernal Juggler may only wear light or no armor.
At first level, an Infernal Juggler has learned to harness her natural dexterity beyond what others normally could. She can now apply Weapon Finesse to all simple weapons (including improvised weapons).
at second level, an Infernal Juggler learns to adjust her throws such that her projectiles return to her. Any projectile thrown by an Infernal Juggler may be treated as if it had the returning
special ability, at the Infernal Juggler's option. This ability does not actually confer magical power to the projectile, but is instead a hallmark of the Infernal Juggler's skill.
Starting at 4th level, an Infernal Juggler gains the ability to handle things that would ordinarily be too dangerous to juggle. She can now incorporate fragile items such as flasks of Alchemists' Fire and Thunderstones into her cascade without breaking them. These items may be flung as part of a Juggling attack with a range increment of 30'. Note that if an Infernal Juggler drops her cascade then these items affect her as if thrown into the square she occupies.
starting at 5th level, an Infernal Juggler learns to tap into an internal reserve of power. Once per round, any projectiles the Infernal Juggler flings burst into magical flames. These weapons may be treated as if they had the flaming
special ability. This ability is usable a number of times per day equal to half the Infernal Juggler's class level plus her Charisma modifier (+0 minimum)
At 5th level, the Infernal Juggler gains greater mastery of her craft in battle. She no longer suffers the -2 penalty to AC while maintaining a cascade, and starting a cascade can now be combined with a move action. Furthermore, an Infernal Juggler can maintain a cascade even while running.
at 7th level, An Infernal Juggler's eyes take on a slightly yellow glow as her vision becomes supernaturally sharp. The Infernal Juggler gains Darkvision out to 30' (or adds 30' to any existing Darkvision). In addition, her ranged attacks ignore any thing but total concealment.
Quick as a Wink(Su):
at 8th level, an Infernal Juggler gains the ability to act as if under the influence of a haste
spell for a number of rounds per day equal to half her class level plus her Charisma bonus (if any). These rounds need not be continuous, and may be split up between uses as the Infernal Juggler sees fit. Activating and this ability is a free action.
No juggler enjoys being handled roughly while in the middle of an act. at 9th level, whenever an opponent successfully initiates a grapple on the Infernal Juggler, she can fling her entire cascade from herself all at once. Scything away and then returning, each of these projectiles attacks the grappler as if he were flat-footed. Roll a separate attack for each type of projectile. An Infernal Juggler cannot apply any extra damage to these attacks from her strength bonus, nor extra damage resulting from a flat-footed opponent. This attack counts as a swift action.
Example: Talgot the Talented, a Rogue 5/9th-level Infernal Juggler, is facing an otyugh. The Otyugh attacks and hits Talgot with a tentacle and immediately initiates a grapple. Talgot (who made his save to retain his cascade after the tentacle's damage) activates his boomerang backstab, and flings his entire cascade (3 medium daggers, 4 clubs, and 5 alchemist's fires.) Since Talgot had earlier in the round used his Fiery Show ability, the projectiles are all counted as being flaming. Talgot succeeds on his ranged attack against the Otyugh's flat-footed AC with the daggers and alchemists fire, but misses with the clubs, dealing 3d4 slashing+5d6 fire+8d6 fire damage to the Otyugh and forcing both Talgot and the creature to make a Reflex save or catch fire. Note that Talgot cannot apply his sneak attack damage to any of these projectiles.
: At 10th level, the Infernal Juggler has reached the pinnacle of her unique art. Her skill is such that she can maintain a cascade with only hand free, and any weapon she throws is treated as adamantine for the purposes of overcoming damage reduction. Furthermore, as a free action once per day, the Infernal Juggler may whirl her weapons around her such that all of her threatened squares are treated as if under the effects of a blade barrier
spell (caster level 10th, REF DC 20 for half) until the beginning of her next turn. Lastly, the Infernal Juggler gains the ability, once per day, to fling her entire cascade at an opponent within 30 ft, as a Boomerang Backstab.
Suggestions are welcome!