ForzaFiori
2010-07-28, 09:19 PM
Background:
This class is based off of the Fool’s Guild, from the series of books by Alan Gordon. For those of you unfamiliar with the books, they follow a fool who’s guild name is Theophilos as he solves various mysteries. For it turns out that the various jesters around the world are all actually part of a “Fool’s Guild”, who are dedicated to helping keep the peace. Among other things, he investigates the death of the Duke of Orsino (for it turns out that one of Theophilos’ Alter Ego’s was Feste from Shakespeare’s Twelfth Night), Solves a murder in Constantinople, Tells the true story of Hamlet, and solves the murder of a monk. In the series, the guild is tied to the Catholic church, however, in DnD, I doubt there would be such a bond. Due to the missions they must complete at times, Fools tended to be able to do many skills. In fact, all the skills on the skill list (save Concentration, Craft, and Profession, which are always on a class list) have been performed by Feste. Guild Ranks are also taken from the books.
The use of a Marotte as a weapon, as well as the basic design and implementation are also based off of the books.
I would appreciate any form of criticism of the class, and especially from those who have read the books, as they would probably be able to tell better than others if I have managed to keep the idea intact as I brought it over.
Picture:
http://www.philosophyblog.com.au/images/court-jester1.jpg
A Fool in motley and make-up, complete with matching marotte.
Alignment: Any non-evil. While many fools may lose their want to change the world, the Fool’s Guild does not allow evil, and in fact seeks to get rid of evil.
HD: D6
Skill Points: 8+Int, x4 at first level.
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Knowledge (All skills, taken separately), Listen, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Tumble, Use Rope
Table:
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|[Connections|Identities|Rank
1st|
+0|
+0|
+2|
+0|Skill Bonus, Connections, Identities, Guild Member, Motley, Sneak Attack +1d8|1|1|Novitiate
2nd|
+1|
+0|
+3|
+0|Bonus Language, Weapon Finesse, Throwing Finesse |1|1|
---
3rd|
+2|
+1|
+3|
+1|Quick Draw, Trapfinding |1|1|
---
4th|
+3|
+1|
+4|
+1|Bonus Language, Improvise!, Sneak Attack +2d8|1|1|
---
5th|
+3|
+1|
+4|
+1|Double Throw |1|2|
---
6th|
+4|
+2|
+5|
+2|Bonus Language |1|2|Jester
7th|
+5|
+2|
+5|
+2| Fool’s Knowledge, Improved Improvisation |2|2|
---
8th|
+6/1|
+2|
+6|
+2| Bonus Language, Sneak Attack +3d8, Poison Use |2|2|
---
9th|
+6/1|
+3|
+6|
+3| Long Throw |2|2|
---
10th|
+7/2|
+3|
+7|
+3| Bonus Language, Greater Improvisation |2|3|
---
11th|
+8/3|
+3|
+7|
+3| Fool’s Luck, Marotte Veteran |2|3|Chief Jester, City
12th|
+9/4|
+4|
+8|
+4| Bonus Language, Sneak Attack +4d8|2|3|
---
13th|
+9/4|
+4|
+8|
+4| Pinpoint Throw |2|3|
---
14th|
+10/5|
+4|
+9|
+4| Bonus Language |3|3|
---
15th|
+11/6/1|
+5|
+9|
+5| Marotte Expertise |3|4|
---
16th|
+12/7/2|
+5|
+10|
+5| Bonus Language Sneak Attack +5d8|3|4|Chief Jester, Region
17th|
+12/7/2|
+5|
+10|
+5| Throwing Mastery |3|4|
---
18th|
+13/8/3|
+6|
+11|
+6| Bonus Language |3|4|
---
19th|
+14/9/4|
+6|
+11|
+6| Marotte Master |3|4|
---
20th|
+15/10/5|
+6|
+12|
+6| Bonus Language, Sneak Attack +6d8, Routine 11|3|5|
--- [/table]
Class Abilities:
Weapon and Armor Proficiency: Fools are proficient with the Dagger, Punching Dagger, Club, Quarterstaff, Sling, Sap, Whip, and Hand Crossbow. They are not proficient with any armor, and loose several class abilities when wearing any armor.
Skill Bonus: At first level, pick 5 skills from the following list. These 5 skills receive an untyped bonus equal to your class level. Balance, Disguise, Escape Artist, Gather Information, Perform (a Fool may choose more than one Perform skill), Sleight of Hand, Tumble
Connections: At first level, and again at seventh and fourteenth level, a fool gains influence over someone important, either by doing them a favor, knowing something that they want kept quiet, or being a trusted confidant. The Fool gets to choose who their connections are, (subject to DM approval) and can attempt to ask for favors from their patrons. Whether the patron gives the favor, however, is another story. In addition, the ability to drop names into a conversation grants a bonus to gather information checks equal to the number of connections you have.
Identities: As a fool travels, he changes names and make up frequently. At first level, and again at fifth and every five levels afterwards (10th, 15th, and 20th) A fool gains a new Identity. This Identity does not have to be a Jester. They can be a traveling salesman, a pilgrim, or a sailor. The exception to this is the Identity gained at first level. This Identity MUST be as a Jester
Guild Member: At first level, a Fool is inducted into the Jester’s Guild as a Novitiate. You have a room reserved for you at the Fool’s Guild, as well as a supply of free disguise kits (however, you must still be at the guild to collect them). As time progresses, the Fool will advance in rank, gaining new abilities and responsibilities. The ranks are as follows:
Guild Ranks:
Novitiate: The Fool learns a password for recognizing another fool (one fool begins with “Stultorum numerous” and the second responds “Infinitus Est”)
Jester: The Fool is given a Marotte, and immediately gains proficiency in it. His foolery repertoire is also large enough to perform a Tenso, a call and response routine, with another jester. The jester can currently only use it for identification (if you’re looking for the closest jester, you sing the first part of a particular song, and a nearby jester will finish it.) Your Tenso can be heard by anyone who could hear you scream, and the range is doubled if have a musical instrument in accompaniment.
Chief Jester, City: You are appointed a city’s “Chief Jester”. All other Jesters in the city report to you when they arrive, and if they have any missions in the city given to them by the guild, they come to you for help. Choose a city. Subject to DM approval, you become Chief Jester of this city. You are expected to perform for the leader of the city (be it a mayor, city council, or king) at least once a month, and for a public location at least one a month. You may call upon 1 fool (level equal to 5 less than yours) for every 10,000 people in the city (minimum 1) to assist you with tasks. However, if a sub-fool dies, they are not replaced for a year and a day. Your ability to perform a Tenso has also increased, and you can now send coded messages through Tenso to other fools. Someone attempting to break your code must make a Sense Motive check (DC=10+Levels in Fool+Wis) in order to understand that it is more than a simple song. You are also given a house in the city you are chief of.
Chief Jester, Region: Much like the chief jester of a city, except it is now for a region. Choose a region. Subject to DM approval, you become chief jester of this region. As before, you are expected to perform for the ruler of the region at least once a month, and to make a public performance once a month. You may now call upon 2 fools for each city in your region (any settlement classified as a small city, large city, or metropolis). You now have a house in the capital of the region you are chief of. The fool’s guild also supplies you with any needed equipment costing 100 GP or less. However, all of the equipment is marked with the guild seal, and cannot be sold without repercussions. It is also possible for the guild to provide you with a more expensive piece of equipment. For any non-magical equipment, roll 1d%. on a result of 70-100, the guild can provide the equipment. For magical equipment, do the same. On a result of 95-100, they can provide the equipment. You may only ask for special equipment once/month.
Motley: At first level, a fool is given his Motley. An outfit made entirely of scraps of cloth, it is the typical outfit of a fool. It provides a +5 to disguising your true identity, but anyone attempting to gather information on your fool identity gains a +5 to their check.
Sneak Attack: Fools fight very strangely. Due to this, they are often able to strike vulnerable places. Any attack made against an opponent who is flat footed (or has lost their dexterity bonus to AC for any other reason) gains the indicated amount of bonus precision damage. This stacks with any Sneak Attack damage gained from another class. Sneak Attacks only apply to ranged attacks within 30’.
Bonus Language: At 2nd level, and every other level after, the Fool gains a bonus language, chosen from any non-secret language.
Weapon Finesse: The Fool gains Weapon Finesse as a bonus feat, even if they do not meet the requirements. In addition, they can use this feat with any weapon on the class list.
Throwing Finesse: The Fool may use their dexterity modifier on attack and damage rolls made with a thrown weapon.
Quick Draw: The Fool gains Quick Draw as a bonus feat, regardless of whether they meet the requirements.
Trapfinding: As Rogue
Improvise!: The Fool gains proficiency with Improvised Weapons, and therefore no longer takes a -4 penalty on attacks with such weapons.
Double Throw: A Fool may attack with two thrown weapons at the same time as a standard action. They may attack two targets, but they must be within 10’ of each other. They may also attack the same target twice. The attacks are rolled and resolved separately, and you may not add any form of precision damage to the attack. Each attack takes a -2 penalty to their attack
Fool’s Knowledge: Standing around a throne room all day has its benefits, and one of them is in picking up tidbits of information. Fool’s Knowledge is exactly
like Bardic Knowledge, save that it is based off of Fool levels, rather than bard.
Improved Improvisation: A fool gains a +1 to attack and damage with improvised weapons, and their ciritical range is doubled.
Poison Use: Due to frequent use of poisons, the Fool no longer risks poisoning themself when applying poison to a weapon.
Long Throw: A fool’s range increment is doubled when using a thrown weapon.
Greater Improvisation: A fool’s bonus to attack and damage with improvised weapons increases to +3. Their critical multiplier is raised by one.
Fool’s Luck: A fool gains a +2 to all saving throws
Marotte Veteran: A fool’s range increment on a Marotte is doubled. They also gain +2 to attack when using the Marotte
Pinpoint Throw: When using a thrown weapon within 30’, the fool gains a +2 to attack and damage. This cannot be used with Double Throw
Marotte Expertise: A fool’s damage with the Marotte increases die size by one (1D2 to 1D4, 1D4 to 1D6).
Throwing Mastery: A fool gains a +5 bonus to critical confirmations with thrown weapons. In addition, Double throw no longer causes an attack penalty, and can be used with precision damage and Pinpoint throw.
Marotte Master: Attacks with a Marotte are now resolved as touch attacks.
Routine 11: The Fool begins to juggle several weapons, tossing them high, low, around his leg, and balancing them on his nose. Just as the enemy is enthralled in the performance, the dagger that was once on the fool’s nose is now buried to the hilt in an enemy. As a full round action, you may target any number of enemies, as long as all are within the range of a thrown weapon you posses, and you have at least one weapon for each enemy. You must declare which weapon is being used on each enemy. Make a Dexterity check (DC = 15+1 for each enemy targeted by routine 11). If you succeed, make a bluff check. Each enemy targeted by the attack then makes a Sense Motive check (DC = your bluff check). The results are as follows:
Enemy beats your check by 5 or more: The enemy dodges the attack completely, taking no damage.
Enemy beats your check by less than five: The enemy nearly dodges the attack, and takes half the normal damage from the weapon
Enemy ties your check: The enemy takes normal damage from your attack, and is flat footed for the remainder of your turn.
Enemy fails the check by less than five: The enemy takes double damage from the weapon, is Flat Footed for the remainder of your turn, and is stunned for 1 round
Enemy Fails the check by more than five: The enemy is killed
No matter which even happens, the weapon used for that enemy winds up on the ground in the square they were in when the attack took place.
The Marotte:
Marotte (Exotic Ranged Weapon) 50 GP. 1D2 +poison (small) 1D4 + poison (medium) Critical: x2 damage and +5 to poison DC. 15’ range. Piercing. 1 lb
The marotte is a small staff, made to look like a mockery of a kings scepter. It is typically topped with a fool’s head. A weaponized Marotte fires small darts from the mouth of the fool, activated by a switch on the handle. Darts are loaded into the bottom of the marotte (3 can be held at a time). Due to the inconspicuous nature of the marotte, it is not confiscated when normal weapons are, and when used in battle, grants a +5 to bluff checks in all turns before its first use. In addition, due to the strange firing mechanism, non-proficient users suffer a -6 penalty, rather than -4. Finally, any critical miss (A 1 on a D20 attack roll) causes the user to shoot themself, taking damage as normal for the weapon. Due to its small size, a marotte doesn’t do much damage, but the darts are usually poisoned. (You can get poison at the Fool’s Guild.) It is a move action to reload a marotte. Rapid Reload drops this to a free action.
Marotte Darts (50). 1GP. 1Lb
Marotte darts are tiny, and cannot be used as weapons unless fired from a marotte.
This is my first homebrew, so I apologize if the class is absolutely wretched or broken. I am aiming for Teir 3 or 4, with the main abilities being skills, being good at throwing anything, and the marotte as a special weapon.
This class is based off of the Fool’s Guild, from the series of books by Alan Gordon. For those of you unfamiliar with the books, they follow a fool who’s guild name is Theophilos as he solves various mysteries. For it turns out that the various jesters around the world are all actually part of a “Fool’s Guild”, who are dedicated to helping keep the peace. Among other things, he investigates the death of the Duke of Orsino (for it turns out that one of Theophilos’ Alter Ego’s was Feste from Shakespeare’s Twelfth Night), Solves a murder in Constantinople, Tells the true story of Hamlet, and solves the murder of a monk. In the series, the guild is tied to the Catholic church, however, in DnD, I doubt there would be such a bond. Due to the missions they must complete at times, Fools tended to be able to do many skills. In fact, all the skills on the skill list (save Concentration, Craft, and Profession, which are always on a class list) have been performed by Feste. Guild Ranks are also taken from the books.
The use of a Marotte as a weapon, as well as the basic design and implementation are also based off of the books.
I would appreciate any form of criticism of the class, and especially from those who have read the books, as they would probably be able to tell better than others if I have managed to keep the idea intact as I brought it over.
Picture:
http://www.philosophyblog.com.au/images/court-jester1.jpg
A Fool in motley and make-up, complete with matching marotte.
Alignment: Any non-evil. While many fools may lose their want to change the world, the Fool’s Guild does not allow evil, and in fact seeks to get rid of evil.
HD: D6
Skill Points: 8+Int, x4 at first level.
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Knowledge (All skills, taken separately), Listen, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Tumble, Use Rope
Table:
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|[Connections|Identities|Rank
1st|
+0|
+0|
+2|
+0|Skill Bonus, Connections, Identities, Guild Member, Motley, Sneak Attack +1d8|1|1|Novitiate
2nd|
+1|
+0|
+3|
+0|Bonus Language, Weapon Finesse, Throwing Finesse |1|1|
---
3rd|
+2|
+1|
+3|
+1|Quick Draw, Trapfinding |1|1|
---
4th|
+3|
+1|
+4|
+1|Bonus Language, Improvise!, Sneak Attack +2d8|1|1|
---
5th|
+3|
+1|
+4|
+1|Double Throw |1|2|
---
6th|
+4|
+2|
+5|
+2|Bonus Language |1|2|Jester
7th|
+5|
+2|
+5|
+2| Fool’s Knowledge, Improved Improvisation |2|2|
---
8th|
+6/1|
+2|
+6|
+2| Bonus Language, Sneak Attack +3d8, Poison Use |2|2|
---
9th|
+6/1|
+3|
+6|
+3| Long Throw |2|2|
---
10th|
+7/2|
+3|
+7|
+3| Bonus Language, Greater Improvisation |2|3|
---
11th|
+8/3|
+3|
+7|
+3| Fool’s Luck, Marotte Veteran |2|3|Chief Jester, City
12th|
+9/4|
+4|
+8|
+4| Bonus Language, Sneak Attack +4d8|2|3|
---
13th|
+9/4|
+4|
+8|
+4| Pinpoint Throw |2|3|
---
14th|
+10/5|
+4|
+9|
+4| Bonus Language |3|3|
---
15th|
+11/6/1|
+5|
+9|
+5| Marotte Expertise |3|4|
---
16th|
+12/7/2|
+5|
+10|
+5| Bonus Language Sneak Attack +5d8|3|4|Chief Jester, Region
17th|
+12/7/2|
+5|
+10|
+5| Throwing Mastery |3|4|
---
18th|
+13/8/3|
+6|
+11|
+6| Bonus Language |3|4|
---
19th|
+14/9/4|
+6|
+11|
+6| Marotte Master |3|4|
---
20th|
+15/10/5|
+6|
+12|
+6| Bonus Language, Sneak Attack +6d8, Routine 11|3|5|
--- [/table]
Class Abilities:
Weapon and Armor Proficiency: Fools are proficient with the Dagger, Punching Dagger, Club, Quarterstaff, Sling, Sap, Whip, and Hand Crossbow. They are not proficient with any armor, and loose several class abilities when wearing any armor.
Skill Bonus: At first level, pick 5 skills from the following list. These 5 skills receive an untyped bonus equal to your class level. Balance, Disguise, Escape Artist, Gather Information, Perform (a Fool may choose more than one Perform skill), Sleight of Hand, Tumble
Connections: At first level, and again at seventh and fourteenth level, a fool gains influence over someone important, either by doing them a favor, knowing something that they want kept quiet, or being a trusted confidant. The Fool gets to choose who their connections are, (subject to DM approval) and can attempt to ask for favors from their patrons. Whether the patron gives the favor, however, is another story. In addition, the ability to drop names into a conversation grants a bonus to gather information checks equal to the number of connections you have.
Identities: As a fool travels, he changes names and make up frequently. At first level, and again at fifth and every five levels afterwards (10th, 15th, and 20th) A fool gains a new Identity. This Identity does not have to be a Jester. They can be a traveling salesman, a pilgrim, or a sailor. The exception to this is the Identity gained at first level. This Identity MUST be as a Jester
Guild Member: At first level, a Fool is inducted into the Jester’s Guild as a Novitiate. You have a room reserved for you at the Fool’s Guild, as well as a supply of free disguise kits (however, you must still be at the guild to collect them). As time progresses, the Fool will advance in rank, gaining new abilities and responsibilities. The ranks are as follows:
Guild Ranks:
Novitiate: The Fool learns a password for recognizing another fool (one fool begins with “Stultorum numerous” and the second responds “Infinitus Est”)
Jester: The Fool is given a Marotte, and immediately gains proficiency in it. His foolery repertoire is also large enough to perform a Tenso, a call and response routine, with another jester. The jester can currently only use it for identification (if you’re looking for the closest jester, you sing the first part of a particular song, and a nearby jester will finish it.) Your Tenso can be heard by anyone who could hear you scream, and the range is doubled if have a musical instrument in accompaniment.
Chief Jester, City: You are appointed a city’s “Chief Jester”. All other Jesters in the city report to you when they arrive, and if they have any missions in the city given to them by the guild, they come to you for help. Choose a city. Subject to DM approval, you become Chief Jester of this city. You are expected to perform for the leader of the city (be it a mayor, city council, or king) at least once a month, and for a public location at least one a month. You may call upon 1 fool (level equal to 5 less than yours) for every 10,000 people in the city (minimum 1) to assist you with tasks. However, if a sub-fool dies, they are not replaced for a year and a day. Your ability to perform a Tenso has also increased, and you can now send coded messages through Tenso to other fools. Someone attempting to break your code must make a Sense Motive check (DC=10+Levels in Fool+Wis) in order to understand that it is more than a simple song. You are also given a house in the city you are chief of.
Chief Jester, Region: Much like the chief jester of a city, except it is now for a region. Choose a region. Subject to DM approval, you become chief jester of this region. As before, you are expected to perform for the ruler of the region at least once a month, and to make a public performance once a month. You may now call upon 2 fools for each city in your region (any settlement classified as a small city, large city, or metropolis). You now have a house in the capital of the region you are chief of. The fool’s guild also supplies you with any needed equipment costing 100 GP or less. However, all of the equipment is marked with the guild seal, and cannot be sold without repercussions. It is also possible for the guild to provide you with a more expensive piece of equipment. For any non-magical equipment, roll 1d%. on a result of 70-100, the guild can provide the equipment. For magical equipment, do the same. On a result of 95-100, they can provide the equipment. You may only ask for special equipment once/month.
Motley: At first level, a fool is given his Motley. An outfit made entirely of scraps of cloth, it is the typical outfit of a fool. It provides a +5 to disguising your true identity, but anyone attempting to gather information on your fool identity gains a +5 to their check.
Sneak Attack: Fools fight very strangely. Due to this, they are often able to strike vulnerable places. Any attack made against an opponent who is flat footed (or has lost their dexterity bonus to AC for any other reason) gains the indicated amount of bonus precision damage. This stacks with any Sneak Attack damage gained from another class. Sneak Attacks only apply to ranged attacks within 30’.
Bonus Language: At 2nd level, and every other level after, the Fool gains a bonus language, chosen from any non-secret language.
Weapon Finesse: The Fool gains Weapon Finesse as a bonus feat, even if they do not meet the requirements. In addition, they can use this feat with any weapon on the class list.
Throwing Finesse: The Fool may use their dexterity modifier on attack and damage rolls made with a thrown weapon.
Quick Draw: The Fool gains Quick Draw as a bonus feat, regardless of whether they meet the requirements.
Trapfinding: As Rogue
Improvise!: The Fool gains proficiency with Improvised Weapons, and therefore no longer takes a -4 penalty on attacks with such weapons.
Double Throw: A Fool may attack with two thrown weapons at the same time as a standard action. They may attack two targets, but they must be within 10’ of each other. They may also attack the same target twice. The attacks are rolled and resolved separately, and you may not add any form of precision damage to the attack. Each attack takes a -2 penalty to their attack
Fool’s Knowledge: Standing around a throne room all day has its benefits, and one of them is in picking up tidbits of information. Fool’s Knowledge is exactly
like Bardic Knowledge, save that it is based off of Fool levels, rather than bard.
Improved Improvisation: A fool gains a +1 to attack and damage with improvised weapons, and their ciritical range is doubled.
Poison Use: Due to frequent use of poisons, the Fool no longer risks poisoning themself when applying poison to a weapon.
Long Throw: A fool’s range increment is doubled when using a thrown weapon.
Greater Improvisation: A fool’s bonus to attack and damage with improvised weapons increases to +3. Their critical multiplier is raised by one.
Fool’s Luck: A fool gains a +2 to all saving throws
Marotte Veteran: A fool’s range increment on a Marotte is doubled. They also gain +2 to attack when using the Marotte
Pinpoint Throw: When using a thrown weapon within 30’, the fool gains a +2 to attack and damage. This cannot be used with Double Throw
Marotte Expertise: A fool’s damage with the Marotte increases die size by one (1D2 to 1D4, 1D4 to 1D6).
Throwing Mastery: A fool gains a +5 bonus to critical confirmations with thrown weapons. In addition, Double throw no longer causes an attack penalty, and can be used with precision damage and Pinpoint throw.
Marotte Master: Attacks with a Marotte are now resolved as touch attacks.
Routine 11: The Fool begins to juggle several weapons, tossing them high, low, around his leg, and balancing them on his nose. Just as the enemy is enthralled in the performance, the dagger that was once on the fool’s nose is now buried to the hilt in an enemy. As a full round action, you may target any number of enemies, as long as all are within the range of a thrown weapon you posses, and you have at least one weapon for each enemy. You must declare which weapon is being used on each enemy. Make a Dexterity check (DC = 15+1 for each enemy targeted by routine 11). If you succeed, make a bluff check. Each enemy targeted by the attack then makes a Sense Motive check (DC = your bluff check). The results are as follows:
Enemy beats your check by 5 or more: The enemy dodges the attack completely, taking no damage.
Enemy beats your check by less than five: The enemy nearly dodges the attack, and takes half the normal damage from the weapon
Enemy ties your check: The enemy takes normal damage from your attack, and is flat footed for the remainder of your turn.
Enemy fails the check by less than five: The enemy takes double damage from the weapon, is Flat Footed for the remainder of your turn, and is stunned for 1 round
Enemy Fails the check by more than five: The enemy is killed
No matter which even happens, the weapon used for that enemy winds up on the ground in the square they were in when the attack took place.
The Marotte:
Marotte (Exotic Ranged Weapon) 50 GP. 1D2 +poison (small) 1D4 + poison (medium) Critical: x2 damage and +5 to poison DC. 15’ range. Piercing. 1 lb
The marotte is a small staff, made to look like a mockery of a kings scepter. It is typically topped with a fool’s head. A weaponized Marotte fires small darts from the mouth of the fool, activated by a switch on the handle. Darts are loaded into the bottom of the marotte (3 can be held at a time). Due to the inconspicuous nature of the marotte, it is not confiscated when normal weapons are, and when used in battle, grants a +5 to bluff checks in all turns before its first use. In addition, due to the strange firing mechanism, non-proficient users suffer a -6 penalty, rather than -4. Finally, any critical miss (A 1 on a D20 attack roll) causes the user to shoot themself, taking damage as normal for the weapon. Due to its small size, a marotte doesn’t do much damage, but the darts are usually poisoned. (You can get poison at the Fool’s Guild.) It is a move action to reload a marotte. Rapid Reload drops this to a free action.
Marotte Darts (50). 1GP. 1Lb
Marotte darts are tiny, and cannot be used as weapons unless fired from a marotte.
This is my first homebrew, so I apologize if the class is absolutely wretched or broken. I am aiming for Teir 3 or 4, with the main abilities being skills, being good at throwing anything, and the marotte as a special weapon.