zenanarchist
2010-06-22, 09:37 PM
Jester
http://www.elfwood.com/art/l/i/lisaeakin/jester.jpg
“Can’t sleep, clown will eat me!”
-Child to mother
“Ohh pretty goblin… ohhh om nom nom…oh tasty goblin!”
-A jester
Hit Die: 1d6 (Jesters should try and avoid melee combat where possible, relying on use of their illusions and spell cards to confuse and astound the enemy).
Alignment: Any chaotic
Weapon and Armour Proficiencies: The Jester is proficient with simple with light armour and simple weapons.
Jesters are maniacal, twisted, humerous, jovial characters who thrive in insanity. They laugh maniacally at the most fearsome of creatures, running in to battle where they should run away. Jesters often cower at the sight of the strangest things, chickens, shadows or flowers, claiming to see the Unseen. While the jester looks hilarious and dresses lavishly and in the oddest and most eccentric items of clothing, he is nonetheless a deadly foe. One must most beware of his card tricks and his jesters staff. All is not what it seems with the jester.
Jester of the Laughing Skull Circus
{table=head]Level|BAB|Fort|Ref|Will|Special|Cards
1st|
+1|
+2|
+0|
+2|Staff of the Laughing Skull 1D6, Masterwork, Deck of Cards (Minor Tricks)|
7|
2nd|
+2|
+3|
+0|
+3| Spell Cards|
14|
3rd|
+3|
+3|
+1|
+3|Staff of the Laughing Skull (Retracting Expanded Extension)|
21|
4th|
+4|
+4|
+1|
+4| |
28|
5th|
+5|
+4|
+1|
+4|Staff of the Laughing Skull (Weapon Deformity) 1d8 +2 enchantment, Deck of Cards (Major Tricks)|
35|
6th|
+6/+1|
+5|
+2|
+5| Acrobatic Master|
42|
7th|
+7/+2|
+5|
+2|
+5|Staff of the Laughing Skull (Stop) |
49|
8th|
+8/+3|
+6|
+2|
+6| House of Mirrors|
56|
9th|
+9/+4|
+6|
+3|
+6|Staff of the Laughing Skull (Beacon of Insanity) 1d10 +3 enchantment|
62|
10th|
+10/+5|
+7|
+3|
+7| Deck of Cards (Greater Tricks)Bouncing Ball|
69|
11th|
+11/+6/+1|
+7|
+3|
+7|Staff of the Laughing Skull (Laughing Skulls)|
76|
12th|
+12/+7/+2|
+8|
+4|
+8| |
83|
13th|
+13/+8/+3|
+8|
+4|
+8|Staff of the Laughing Skull (Airborne Violence)-1d10+4 enhancement|
90|
14th|
+14/+9/+4|
+9|
+4|
+9| |
97|
15th|
+15/+10/+5|
+9|
+5|
+9| Staff of the Laughing Skull (Draw), Deck of Cards (Greatest Tricks)|
104|
16th|
+16/+11/+6/+1|
+10|
+5|
+10| |
111|
17th|
+17/+12/+7/+2|
+10|
+5|
+10|Maniacal Laughter |
118|
18th|
+18/+13/+8/+3|
+11|
+6|
+11| |
125|
19th|
+19/+14/+9/+4|
+11|
+6|
+11| |
132|
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Enter the Circus |
146|[/table]
Class Features
Staff of the Laughing Skull (Ex)
The Laughing Skull circus issues all of it’s jesters and ring masters with these staves. At first level the staff deals 1d6 damage and is considered a Masterwork weapon. At progressively higher levels the staff gains more abilities and does more damage. All abilities are a standard action unless stated otherwise.
Retracting expanded extension: The Jesters staff can extend and change shape. It can either...
Gain 15 feet reach
Act as any shield
Provide 25% concealment
Turn into any simple or martial weapon..
Stop- The Jester may choose to plant the staff on the ground or against a wall, base down, to create an effect similar to that of an immovable rod. No amount of force will move the Rod and only the Jester may deactivate this.
Beacon of Insanity- The Jester holds his staff high in the air, as he does so the head of the staff bursts into hideous laughter. All hostile creatures within 25 ft must make a Will check (DC 10+1/2 Jesters level+Cha Modifier). If unsuccessful they roll a D10 and the effects take place as follows:
1-2: Rooted to the ground, eyes wide, unable to take actions, speak or move for two rounds.
3-4: The hostile creature runs as fast as they can in the opposite direction of the staff at their full movement rate. This lasts for 3 rounds.
5-6: The creature enters a hostile frenzy and attacks their allies, gaining a +1 to hit and +1 to damage against all those creatures hostile to the Jester. This lasts for 2 rounds.
7-8: All creatures target the Jester instead of anyone else for 3 rounds, if they are not within range they move to get close enough at their full movement rate.
9-10: Nothing occurs
Laughing Skulls: The Jester may 1/day X 1/2 Class Levels point his staff at a designated spot. One round later a smiling laughing skull appears. This skull explodes when anyone comes within a 10ft proximity. It deals 1d10 per Jesters class levels. Reflex save (DC10+1/2 Jesters class level+Cha Modifier) for half damage. Even if the Reflex save is successful the victim must then make a Will save (DC10+1/2 Jesters class level+Cha Modifier) or be Feared as per the spell.
Airborne Violence: The Jester may choose to do one of two things. First, he may choose to distribute one skull. This skull is under the effect of Greater Invisibility for 4 rounds, cannot cause damage and has a fly speed of 30ft (poor). The Jester sees everything that this skull sees. He may summon only one skull every five rounds and the Skulls last for a total of 6 rounds. He may do this four times per day. Secondly, he may choose to aim his staff at an enemy and make one attack at his highest base attack level, a laughing screaming hysterical skull is immediately fired at the hostile creature. If struck the creature undergoes a Will save (DC 15+1/2 Jesters level+Cha Modifier) or become Confused, as per the spell as well as take 1d6 damage per every second level of Jester the character has.
Draw: Twice per day the Jester may spend four rounds drawing an object. This may create the base version of that object. He may create a sword, a crate, a pencil, a shield, a broom, a net etc. He may spend eight rounds drawing larger items such as a boat (not a ship), a cart, a barrel etc. He may spend fifteen rounds drawing a much larger object such as a house, a ship, a battering ram etc. The duration is 5 rounds per class level, the objects disappear if the Jester attempts to sell them and no creature with class levels may be created.
Deck of Cards (Su)
The Deck of Cards is a magically enhanced Deck that rejuvenates after the Jester completes one sleep cycle. He may utilise one Trick per round (however some Tricks allow the combination of two or more other Tricks) Each trick costs one standard action unless stated otherwise.
Minor Tricks
Defender
One card to gain +1 AC bonus for 1 round to a maximum of +10. Useable once per day. You may use more than 1 card to gain a higher bonus.
Alter
One card to alter one facial feature on the Jesters face for 1 round/Jester Level.
Skilful
Two cards to gain a +1 enhancement bonus to a skill check to a maximum of +3 for one action.
Combatant
Three cards to give a +1 untyped bonus to a weapon for 1d4 rounds + the Jesters Charisma modifier. 1/day X 1/2 Jester class lebels.
Card Strike
Three cards to deal 1d6 ranged untyped magic damage to an opponent. To a maximum of 4d6.
Card Flurry
Eight Cards to deal 1d6 slashing damage per jester level to a maximum of 10d6. At level 10 the Jester may throw sixteen cards and double this.
Card Gamble
The Jester flips a coin and destroys all his cards. If the flip lands on heads, the Jester doubles his cards. If the Flip lands on tails, the cards are destroyed until the Jester spends eight hours resting. He may destroy a maximum of 34 cards 2/day.
Debuff Glory
The jester spends up to 15 cards, these cards minus the amount spent on a creatures next attack, which incurs a penalty equal to the cards used. Will Save (DC 10+1/2 Jester level+Cha Modifier) for half.
<TO BE EDITED AND ADDED TO>
Major Tricks
<TO BE ADDED>
Greater Tricks
<TO BE ADDED>
Greatest Tricks
<TO BE ADDED>
Spell Cards (Su)
The Jester may use his cards to cast spells off of his own spell list. It costs 1 card per spell level plus the Caster level he wishes to cast that spell as. For example if a Jester wanted to cast a level 9 spell as a 20th level caster, that would cost him 29 cards to cast. (Almost one quarter of his cards). Once a spell has been cast in this way, the Jester may not cast it again until he has slept and rejuvenated his deck. The Jester gains access to spell levels at the same rate as a wizard of equivalent level.
Acrobatic Master (Ex)
The Jester gains double his normal modifier on all Tumble, Jump, Escape Artist and Use Rope checks.
House of Mirrors (Su)
This grants the Jester Greater Mirror Image as per the spell as if cast by a wizard of equivalent level three times per day.
Bouncing Ball (Su)
From 10th level onward the Jester is constantly circled by a Bouncing Ball. This ball has a number of effects. Firstly, it absorbs one targeted spell of up to 6th level 2/day at the Jesters discretion. Secondly, the ball automatically strikes any hostile creature within 10ft of the jester for 1d6 per Jester level bludeoning damage once per round. Thirdly, it absorbs one Attack of Opportunity against the Jester for every three class levels the Jester has (rounded down) while it exists. Finally, twice per day as a standard action, with a duration of 1d6 rounds, the Jester may command the ball to Spin. While spinning the ball loses all of its other abilities but may deflect all spells with the Jester as a target to one creature within 15ft of the ball. The ball is a permanent companion, has hit points equivalent to the Jester and if destroyed may be summoned again 24 hours later. The ball has a move speed equivalent to that of the Jester, and may only travel 10 ft away from the Jester. If the ball should extend beyond this limit it becomes entirely non magical and loses all abilities.
Maniacal Laughter
The Jester may (3/day) burst into hideous maniacal laughter. All hostile creatures must make a Will save (DC 10+1/2 Jester Class levels+Cha Modifier) or come under a number of effects.
Firstly, they are immediately deafened for one round times the Jesters Charisma Modifier.
Secondly, they fall to the floor in a hideous fit of laughter for two rounds, unable to move, take actions, or draw items/weapons and all spells . All items and weapons in the creatures hand/s are dropped, spells may be cast but suffer a 75% spell failure chance.
Finally, any victims who are still remaining after the laughing fit gain another Will save (DC 5+1/2 Jester Class levels) come under the effects of Confusion as per the Spell, cast as if the Jester were an equal level arcane spell caster. These effects last for two rounds.
Enter the Circus (Su)
As a full round action the Jester may warp all individuals within 30ft of his person into the Circus of Laughing Skulls. Reflex Negates (DC 10+1/2 Jesters Class Levels+Cha Modifier). Time in the Circus is not relative to time in the real world and for every 5 rounds that pass in the circus, one round of real time passes outside.
While warped into the circus every hostile creature undergoes a barrage of flying screaming skulls, these deal 1d8 damage per round to every hostile creature in the circus. These skulls cause a 50% failure rate to cast Arcane and Divine spells due to the disruptive painful nature of the attacks.
All the Jesters illusion and enchantment spells use half the usual amount of cards to be fuelled, and where possible are treated as Empowered and/or Maximised. However, any spells cast in the circus dissipate immediately upon being returned to the real world.
All the Jesters attacks are made with +2 to hit and gain a +2 damage bonus.
The Jester may also use his staff to draw (As per the Class Feature draw) one creature with a CR level equivalent to ½ his jester level using a full round action.
All Jester abilities force the victims to incur a -5 penalty to all Saves.
The circus warp lasts for 1d4 rounds X the Jesters Charisma modifier.
Spell List
0- Level
Daze, Dancing Lights, Ghost Sound, Mage Hand, Prestidigitation.
1- Level
Grease, Charm Person, Hypnotism, Sleep, Colour Spray, Disguise Self, Silent Image, Ventrioquism, Animate Rope, Feather Fall, Reduce Person.
2- Level
Fog Cloud, Glitterdust, Daze Monster, Hideous Laughter, Touch of Idiocy, Blur, hypnotic Pattern, Magic Mouth, Minor Image, Mirror Image, Misdirection, Scare, Spectral Hand, Levitate, Rope Trick.
3- Level
Clairaudience/Clairvoyance, Deep Slumber, Displacement, Suggestion, Major Image, Blink, Gaseous Form, Secret Page, Shrink Item, Slow
4- Level
Dimension Door, Minor Creation, Solid Fog, Charm Monster, Confusion, Crushing Despair, Hallucinatory Terrain, Illusory Wall, Rainbow Pattern, Shadow Conjuration, Fear, Reduce Person-Mass
5- Level
Major Creation, Dominate Person, Feeblemind, Mind Fog, Symbol of Sleep, Interposing Hand, Dream, Nightmare, Mirage Arcana, Persistant Image, Seeming
6- Level
True Seeing, Suggestion-Mass, Symbol of Persuasion, Forceful Hand, Mislead, Permanent Image, Programmed Image, Veil, Eyebite, Symbol of Fear
7- Level
Vision, Insanity, Symbol of Stunning, Grasping Hand, Prismatic Spray, Project Image, Simulacrum (No use of abilities or spells), Reverse Gravity, Limited Wish
8- Level
Prismatic Wall, Maze, Demand, Irresistible Dance, Symbol of Insanity, Scintillating Pattern
9- Level
Shades, Weird
Author Note: Card Tricks are to be added, any and all suggestion to tricks are welcome. I also want to add some insanity theme mechanic into the class but am stumped, offers of advice are, again, welcome. Made sure that his list included almost nil damaging spells and focused purely on creating illusions, noises, light shows and messing with his opponents mind or body. Also, I want him to have full BAB as his cards will run out reasonably fast and his most often Per day ability is three. He'll quickly run out of options other than hitting things whilst in combat. To counteract I gave him low hit die, and proficiency only with simple weapons and poor armour choices.
Let me know how the balance works out?
http://www.elfwood.com/art/l/i/lisaeakin/jester.jpg
“Can’t sleep, clown will eat me!”
-Child to mother
“Ohh pretty goblin… ohhh om nom nom…oh tasty goblin!”
-A jester
Hit Die: 1d6 (Jesters should try and avoid melee combat where possible, relying on use of their illusions and spell cards to confuse and astound the enemy).
Alignment: Any chaotic
Weapon and Armour Proficiencies: The Jester is proficient with simple with light armour and simple weapons.
Jesters are maniacal, twisted, humerous, jovial characters who thrive in insanity. They laugh maniacally at the most fearsome of creatures, running in to battle where they should run away. Jesters often cower at the sight of the strangest things, chickens, shadows or flowers, claiming to see the Unseen. While the jester looks hilarious and dresses lavishly and in the oddest and most eccentric items of clothing, he is nonetheless a deadly foe. One must most beware of his card tricks and his jesters staff. All is not what it seems with the jester.
Jester of the Laughing Skull Circus
{table=head]Level|BAB|Fort|Ref|Will|Special|Cards
1st|
+1|
+2|
+0|
+2|Staff of the Laughing Skull 1D6, Masterwork, Deck of Cards (Minor Tricks)|
7|
2nd|
+2|
+3|
+0|
+3| Spell Cards|
14|
3rd|
+3|
+3|
+1|
+3|Staff of the Laughing Skull (Retracting Expanded Extension)|
21|
4th|
+4|
+4|
+1|
+4| |
28|
5th|
+5|
+4|
+1|
+4|Staff of the Laughing Skull (Weapon Deformity) 1d8 +2 enchantment, Deck of Cards (Major Tricks)|
35|
6th|
+6/+1|
+5|
+2|
+5| Acrobatic Master|
42|
7th|
+7/+2|
+5|
+2|
+5|Staff of the Laughing Skull (Stop) |
49|
8th|
+8/+3|
+6|
+2|
+6| House of Mirrors|
56|
9th|
+9/+4|
+6|
+3|
+6|Staff of the Laughing Skull (Beacon of Insanity) 1d10 +3 enchantment|
62|
10th|
+10/+5|
+7|
+3|
+7| Deck of Cards (Greater Tricks)Bouncing Ball|
69|
11th|
+11/+6/+1|
+7|
+3|
+7|Staff of the Laughing Skull (Laughing Skulls)|
76|
12th|
+12/+7/+2|
+8|
+4|
+8| |
83|
13th|
+13/+8/+3|
+8|
+4|
+8|Staff of the Laughing Skull (Airborne Violence)-1d10+4 enhancement|
90|
14th|
+14/+9/+4|
+9|
+4|
+9| |
97|
15th|
+15/+10/+5|
+9|
+5|
+9| Staff of the Laughing Skull (Draw), Deck of Cards (Greatest Tricks)|
104|
16th|
+16/+11/+6/+1|
+10|
+5|
+10| |
111|
17th|
+17/+12/+7/+2|
+10|
+5|
+10|Maniacal Laughter |
118|
18th|
+18/+13/+8/+3|
+11|
+6|
+11| |
125|
19th|
+19/+14/+9/+4|
+11|
+6|
+11| |
132|
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Enter the Circus |
146|[/table]
Class Features
Staff of the Laughing Skull (Ex)
The Laughing Skull circus issues all of it’s jesters and ring masters with these staves. At first level the staff deals 1d6 damage and is considered a Masterwork weapon. At progressively higher levels the staff gains more abilities and does more damage. All abilities are a standard action unless stated otherwise.
Retracting expanded extension: The Jesters staff can extend and change shape. It can either...
Gain 15 feet reach
Act as any shield
Provide 25% concealment
Turn into any simple or martial weapon..
Stop- The Jester may choose to plant the staff on the ground or against a wall, base down, to create an effect similar to that of an immovable rod. No amount of force will move the Rod and only the Jester may deactivate this.
Beacon of Insanity- The Jester holds his staff high in the air, as he does so the head of the staff bursts into hideous laughter. All hostile creatures within 25 ft must make a Will check (DC 10+1/2 Jesters level+Cha Modifier). If unsuccessful they roll a D10 and the effects take place as follows:
1-2: Rooted to the ground, eyes wide, unable to take actions, speak or move for two rounds.
3-4: The hostile creature runs as fast as they can in the opposite direction of the staff at their full movement rate. This lasts for 3 rounds.
5-6: The creature enters a hostile frenzy and attacks their allies, gaining a +1 to hit and +1 to damage against all those creatures hostile to the Jester. This lasts for 2 rounds.
7-8: All creatures target the Jester instead of anyone else for 3 rounds, if they are not within range they move to get close enough at their full movement rate.
9-10: Nothing occurs
Laughing Skulls: The Jester may 1/day X 1/2 Class Levels point his staff at a designated spot. One round later a smiling laughing skull appears. This skull explodes when anyone comes within a 10ft proximity. It deals 1d10 per Jesters class levels. Reflex save (DC10+1/2 Jesters class level+Cha Modifier) for half damage. Even if the Reflex save is successful the victim must then make a Will save (DC10+1/2 Jesters class level+Cha Modifier) or be Feared as per the spell.
Airborne Violence: The Jester may choose to do one of two things. First, he may choose to distribute one skull. This skull is under the effect of Greater Invisibility for 4 rounds, cannot cause damage and has a fly speed of 30ft (poor). The Jester sees everything that this skull sees. He may summon only one skull every five rounds and the Skulls last for a total of 6 rounds. He may do this four times per day. Secondly, he may choose to aim his staff at an enemy and make one attack at his highest base attack level, a laughing screaming hysterical skull is immediately fired at the hostile creature. If struck the creature undergoes a Will save (DC 15+1/2 Jesters level+Cha Modifier) or become Confused, as per the spell as well as take 1d6 damage per every second level of Jester the character has.
Draw: Twice per day the Jester may spend four rounds drawing an object. This may create the base version of that object. He may create a sword, a crate, a pencil, a shield, a broom, a net etc. He may spend eight rounds drawing larger items such as a boat (not a ship), a cart, a barrel etc. He may spend fifteen rounds drawing a much larger object such as a house, a ship, a battering ram etc. The duration is 5 rounds per class level, the objects disappear if the Jester attempts to sell them and no creature with class levels may be created.
Deck of Cards (Su)
The Deck of Cards is a magically enhanced Deck that rejuvenates after the Jester completes one sleep cycle. He may utilise one Trick per round (however some Tricks allow the combination of two or more other Tricks) Each trick costs one standard action unless stated otherwise.
Minor Tricks
Defender
One card to gain +1 AC bonus for 1 round to a maximum of +10. Useable once per day. You may use more than 1 card to gain a higher bonus.
Alter
One card to alter one facial feature on the Jesters face for 1 round/Jester Level.
Skilful
Two cards to gain a +1 enhancement bonus to a skill check to a maximum of +3 for one action.
Combatant
Three cards to give a +1 untyped bonus to a weapon for 1d4 rounds + the Jesters Charisma modifier. 1/day X 1/2 Jester class lebels.
Card Strike
Three cards to deal 1d6 ranged untyped magic damage to an opponent. To a maximum of 4d6.
Card Flurry
Eight Cards to deal 1d6 slashing damage per jester level to a maximum of 10d6. At level 10 the Jester may throw sixteen cards and double this.
Card Gamble
The Jester flips a coin and destroys all his cards. If the flip lands on heads, the Jester doubles his cards. If the Flip lands on tails, the cards are destroyed until the Jester spends eight hours resting. He may destroy a maximum of 34 cards 2/day.
Debuff Glory
The jester spends up to 15 cards, these cards minus the amount spent on a creatures next attack, which incurs a penalty equal to the cards used. Will Save (DC 10+1/2 Jester level+Cha Modifier) for half.
<TO BE EDITED AND ADDED TO>
Major Tricks
<TO BE ADDED>
Greater Tricks
<TO BE ADDED>
Greatest Tricks
<TO BE ADDED>
Spell Cards (Su)
The Jester may use his cards to cast spells off of his own spell list. It costs 1 card per spell level plus the Caster level he wishes to cast that spell as. For example if a Jester wanted to cast a level 9 spell as a 20th level caster, that would cost him 29 cards to cast. (Almost one quarter of his cards). Once a spell has been cast in this way, the Jester may not cast it again until he has slept and rejuvenated his deck. The Jester gains access to spell levels at the same rate as a wizard of equivalent level.
Acrobatic Master (Ex)
The Jester gains double his normal modifier on all Tumble, Jump, Escape Artist and Use Rope checks.
House of Mirrors (Su)
This grants the Jester Greater Mirror Image as per the spell as if cast by a wizard of equivalent level three times per day.
Bouncing Ball (Su)
From 10th level onward the Jester is constantly circled by a Bouncing Ball. This ball has a number of effects. Firstly, it absorbs one targeted spell of up to 6th level 2/day at the Jesters discretion. Secondly, the ball automatically strikes any hostile creature within 10ft of the jester for 1d6 per Jester level bludeoning damage once per round. Thirdly, it absorbs one Attack of Opportunity against the Jester for every three class levels the Jester has (rounded down) while it exists. Finally, twice per day as a standard action, with a duration of 1d6 rounds, the Jester may command the ball to Spin. While spinning the ball loses all of its other abilities but may deflect all spells with the Jester as a target to one creature within 15ft of the ball. The ball is a permanent companion, has hit points equivalent to the Jester and if destroyed may be summoned again 24 hours later. The ball has a move speed equivalent to that of the Jester, and may only travel 10 ft away from the Jester. If the ball should extend beyond this limit it becomes entirely non magical and loses all abilities.
Maniacal Laughter
The Jester may (3/day) burst into hideous maniacal laughter. All hostile creatures must make a Will save (DC 10+1/2 Jester Class levels+Cha Modifier) or come under a number of effects.
Firstly, they are immediately deafened for one round times the Jesters Charisma Modifier.
Secondly, they fall to the floor in a hideous fit of laughter for two rounds, unable to move, take actions, or draw items/weapons and all spells . All items and weapons in the creatures hand/s are dropped, spells may be cast but suffer a 75% spell failure chance.
Finally, any victims who are still remaining after the laughing fit gain another Will save (DC 5+1/2 Jester Class levels) come under the effects of Confusion as per the Spell, cast as if the Jester were an equal level arcane spell caster. These effects last for two rounds.
Enter the Circus (Su)
As a full round action the Jester may warp all individuals within 30ft of his person into the Circus of Laughing Skulls. Reflex Negates (DC 10+1/2 Jesters Class Levels+Cha Modifier). Time in the Circus is not relative to time in the real world and for every 5 rounds that pass in the circus, one round of real time passes outside.
While warped into the circus every hostile creature undergoes a barrage of flying screaming skulls, these deal 1d8 damage per round to every hostile creature in the circus. These skulls cause a 50% failure rate to cast Arcane and Divine spells due to the disruptive painful nature of the attacks.
All the Jesters illusion and enchantment spells use half the usual amount of cards to be fuelled, and where possible are treated as Empowered and/or Maximised. However, any spells cast in the circus dissipate immediately upon being returned to the real world.
All the Jesters attacks are made with +2 to hit and gain a +2 damage bonus.
The Jester may also use his staff to draw (As per the Class Feature draw) one creature with a CR level equivalent to ½ his jester level using a full round action.
All Jester abilities force the victims to incur a -5 penalty to all Saves.
The circus warp lasts for 1d4 rounds X the Jesters Charisma modifier.
Spell List
0- Level
Daze, Dancing Lights, Ghost Sound, Mage Hand, Prestidigitation.
1- Level
Grease, Charm Person, Hypnotism, Sleep, Colour Spray, Disguise Self, Silent Image, Ventrioquism, Animate Rope, Feather Fall, Reduce Person.
2- Level
Fog Cloud, Glitterdust, Daze Monster, Hideous Laughter, Touch of Idiocy, Blur, hypnotic Pattern, Magic Mouth, Minor Image, Mirror Image, Misdirection, Scare, Spectral Hand, Levitate, Rope Trick.
3- Level
Clairaudience/Clairvoyance, Deep Slumber, Displacement, Suggestion, Major Image, Blink, Gaseous Form, Secret Page, Shrink Item, Slow
4- Level
Dimension Door, Minor Creation, Solid Fog, Charm Monster, Confusion, Crushing Despair, Hallucinatory Terrain, Illusory Wall, Rainbow Pattern, Shadow Conjuration, Fear, Reduce Person-Mass
5- Level
Major Creation, Dominate Person, Feeblemind, Mind Fog, Symbol of Sleep, Interposing Hand, Dream, Nightmare, Mirage Arcana, Persistant Image, Seeming
6- Level
True Seeing, Suggestion-Mass, Symbol of Persuasion, Forceful Hand, Mislead, Permanent Image, Programmed Image, Veil, Eyebite, Symbol of Fear
7- Level
Vision, Insanity, Symbol of Stunning, Grasping Hand, Prismatic Spray, Project Image, Simulacrum (No use of abilities or spells), Reverse Gravity, Limited Wish
8- Level
Prismatic Wall, Maze, Demand, Irresistible Dance, Symbol of Insanity, Scintillating Pattern
9- Level
Shades, Weird
Author Note: Card Tricks are to be added, any and all suggestion to tricks are welcome. I also want to add some insanity theme mechanic into the class but am stumped, offers of advice are, again, welcome. Made sure that his list included almost nil damaging spells and focused purely on creating illusions, noises, light shows and messing with his opponents mind or body. Also, I want him to have full BAB as his cards will run out reasonably fast and his most often Per day ability is three. He'll quickly run out of options other than hitting things whilst in combat. To counteract I gave him low hit die, and proficiency only with simple weapons and poor armour choices.
Let me know how the balance works out?