Hat-Trick
2009-08-08, 10:24 PM
THE WISE FOOL
"All powerful mage? Oh! you mean the little man in the pajamas! You have an odd definition of all powerful."
-- Azriel Torr, a Wise Fool
Many quake at the thought of mocking those trained in the arts of magic. Others are fool hardy enough to do it. It is a select few, however, that can survive a mages wrath and come back for a rematch. And win. In fact none are known in all of history that weren't a mage themselves. Oddly enough, there has been a rise of normal beings taunting those well versed in the ways of magic with their unsettling laughter and eerily chipper mood, all of which claim to have been nearly destroyed by the very powers they now mock. These few have been labeled collectively as Wise Fools, for reasons explainable only by those who have met them.
Hit Dice: d8
Requirements
To qualify to become a Wise Fool, a character must fulfill the all the following criteria.
Base Attack Bonus: +3
Skills: Intimidate 8ranks
Feats: Iron Will
Special: Must have been taken into negative hit points, or died, due to magic, either directly or indirectly.
Class Skills
The Wise Fool's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge Arcana (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Use Rope (Dex)
Skill Points at Each Level: 4+Int Modifier
Class Features
All the Following are class features of the Wise Fool.
Weapon and Armor Proficiency: Wise Fools are proficient with simple weapons, with light armor, and shields (except tower shields).
Unsettling Laughter (Ex): At first level, A Wise Fool has an oddly creepy laugh that sets most people on edge, so creepy, in fact that spellcasters are known to lose concentration on spells they try to cast. Any time a spellcaster tries to cast a spell while with in hearing distance, they must first make a successful opposed Concentration check against the Wise Fool's Intimidate Check or automatically lost the spell. This ability works even if magically unable to speak, but the Wise Fool must be able to vocalize otherwise, so a gag or similar will stop the effect.
Confident Chuckle (Ex): at second level, Wise Fools are so confident in their victory over any spellcaster, that a small chuckle can free them from adverse effects caused by spells. The Wise Fool takes a swift action to force an opposed Intimidate Check against the caster's Concentration check to remove any spell effect currently affecting him. He can take this action, even if he magically couldn't otherwise act and when paralyzed or under similar conditions, but not while unconscious and can't remove the effect unless it's magical in origin.
Ever Smiling (Ex): At third level, Wise Fools are almost always smiling or cheerful in some way, and this allows them to potentially ignore all magic attacks directed at them. Any time a Wise Fool would be adversely effected by a spell, they may force an opposed Intimidate Check against the offending Spellcaster's Concentration Check to negate any effect it would have had on the Wise Fool. This ability automatically dispels any summoned or animated creature, substance, or object that attacks the Wise Fool if it's summoner fails the opposed roll. The roll is repeated every time the Wise Fool is attacked by such entities. This ability also grants the Wise Fool immunity to fear of any kind, or any effect that would negatively affects the Wise Fool's mood.
Baleful Howl (Ex): At fourth level, a Wise Fool becomes so insanely unsettling, that they can disrupt magical effects affecting other beings. This ability works the same as Confident Chuckle, but may be used to remove any effect currently affecting any ally within hearing range.
Snickering Hell (Ex): At fifth level, a Wise Fool finds magic so humorous, that they can break out in a fit of laughter that severely disrupts all magic near-by. By taking a full round action, a Wise Fool suppresses all magical effects currently active and makes casting of any sort impossible within a 120ft radius. This effect stays active for ten rounds or until the Wise Fool is made unable to continue laughing in any mundane fashion, such as being gagged, knocked unconsious, stunned, dazed or similar, although the he is free to avoid such attempts to the best of his abilities.
Yeah... This class brings the food chain full circle, I believe. It was made to make magic relatively irrelevant, while keeping the character mildly squishy to everything else. Please, any constructive comments are welcome.
"All powerful mage? Oh! you mean the little man in the pajamas! You have an odd definition of all powerful."
-- Azriel Torr, a Wise Fool
Many quake at the thought of mocking those trained in the arts of magic. Others are fool hardy enough to do it. It is a select few, however, that can survive a mages wrath and come back for a rematch. And win. In fact none are known in all of history that weren't a mage themselves. Oddly enough, there has been a rise of normal beings taunting those well versed in the ways of magic with their unsettling laughter and eerily chipper mood, all of which claim to have been nearly destroyed by the very powers they now mock. These few have been labeled collectively as Wise Fools, for reasons explainable only by those who have met them.
Hit Dice: d8
Requirements
To qualify to become a Wise Fool, a character must fulfill the all the following criteria.
Base Attack Bonus: +3
Skills: Intimidate 8ranks
Feats: Iron Will
Special: Must have been taken into negative hit points, or died, due to magic, either directly or indirectly.
Class Skills
The Wise Fool's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge Arcana (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Use Rope (Dex)
Skill Points at Each Level: 4+Int Modifier
Class Features
All the Following are class features of the Wise Fool.
Weapon and Armor Proficiency: Wise Fools are proficient with simple weapons, with light armor, and shields (except tower shields).
Unsettling Laughter (Ex): At first level, A Wise Fool has an oddly creepy laugh that sets most people on edge, so creepy, in fact that spellcasters are known to lose concentration on spells they try to cast. Any time a spellcaster tries to cast a spell while with in hearing distance, they must first make a successful opposed Concentration check against the Wise Fool's Intimidate Check or automatically lost the spell. This ability works even if magically unable to speak, but the Wise Fool must be able to vocalize otherwise, so a gag or similar will stop the effect.
Confident Chuckle (Ex): at second level, Wise Fools are so confident in their victory over any spellcaster, that a small chuckle can free them from adverse effects caused by spells. The Wise Fool takes a swift action to force an opposed Intimidate Check against the caster's Concentration check to remove any spell effect currently affecting him. He can take this action, even if he magically couldn't otherwise act and when paralyzed or under similar conditions, but not while unconscious and can't remove the effect unless it's magical in origin.
Ever Smiling (Ex): At third level, Wise Fools are almost always smiling or cheerful in some way, and this allows them to potentially ignore all magic attacks directed at them. Any time a Wise Fool would be adversely effected by a spell, they may force an opposed Intimidate Check against the offending Spellcaster's Concentration Check to negate any effect it would have had on the Wise Fool. This ability automatically dispels any summoned or animated creature, substance, or object that attacks the Wise Fool if it's summoner fails the opposed roll. The roll is repeated every time the Wise Fool is attacked by such entities. This ability also grants the Wise Fool immunity to fear of any kind, or any effect that would negatively affects the Wise Fool's mood.
Baleful Howl (Ex): At fourth level, a Wise Fool becomes so insanely unsettling, that they can disrupt magical effects affecting other beings. This ability works the same as Confident Chuckle, but may be used to remove any effect currently affecting any ally within hearing range.
Snickering Hell (Ex): At fifth level, a Wise Fool finds magic so humorous, that they can break out in a fit of laughter that severely disrupts all magic near-by. By taking a full round action, a Wise Fool suppresses all magical effects currently active and makes casting of any sort impossible within a 120ft radius. This effect stays active for ten rounds or until the Wise Fool is made unable to continue laughing in any mundane fashion, such as being gagged, knocked unconsious, stunned, dazed or similar, although the he is free to avoid such attempts to the best of his abilities.
Yeah... This class brings the food chain full circle, I believe. It was made to make magic relatively irrelevant, while keeping the character mildly squishy to everything else. Please, any constructive comments are welcome.