zabbarot
2013-05-11, 11:22 PM
Welcome to the Circus :D
So this started as a joke about a rogue spending all his money on torches. It has evolved into something that I basically would compare to an improved version of multiweapon fighting. But while we were making the juggler other ideas came up. Initially they were possible prestige classes for the juggler, but then they evolved into their own concepts.
The circus classes might just be a rogue for every role...
The juggler was intended to be the rogueish class of the set, though the parlour magician may have him beat : |
Juggler
http://i.imgur.com/MbLBehL.jpg?1
"Catch!" - Four Fingers the Juggler
A general description of what your class is!
Role: A jugglers role in the party is primarily as a damage dealer, but also as a skill monkey or a face.
GAME RULE INFORMATION
Juggler's have the following game statistics.
Abilities: Dexterity is the primary ability score for a juggler, with intelligence being a close second. Charisma and strength
Alignment: Any
Hit Die: d6
Starting Age: As bard
Starting Gold: As cleric (alternatively as many d8s as you can juggle x 10gp)
Class Skills
The Juggler's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier
CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Max Weapons Juggled
1st|
+1|
+0|
+2|
+2|Juggling, Nothing Up My Sleeves, Torchlight|
3
2nd|
+2|
+0|
+3|
+3|Uncanny Dodge, Unforgettable Act|
4
3rd|
+3|
+1|
+3|
+3|Catch Anything, Juggler's Secret|
4
4th|
+4|
+1|
+4|
+4|Evasion|
5
5th|
+5|
+1|
+4|
+4|Bounce, Blind Sense|
5
6th|
+6/+1|
+2|
+5|
+5|Improved Uncanny Dodge, Juggler's Secret|
6
7th|
+7/+2|
+2|
+5|
+5|Fascinate|
6
8th|
+8/+3|
+2|
+6|
+6|I'll Take That|
7
9th|
+9/+4|
+3|
+6|
+6|All Part of the Act, Juggler's Secret|
7
10th|
+10/+5|
+3|
+7|
+7|Bounce 2|
8
11th|
+11/+6/+1|
+3|
+7|
+7|Show Must Go On|
8
12th|
+12/+7/+2|
+4|
+8|
+8|Juggler's Secret|
9
13th|
+13/+8/+3|
+4|
+8|
+8|Improved Evasion|
9
14th|
+14/+9/+4|
+4|
+9|
+9|Wall of Knives|
10
15th|
+15/+10/+5|
+5|
+9|
+9|Bounce 3, Juggler's Secret|
10
16th|
+16/+11/+6/+1|
+5|
+10|
+10|Juggler's Assistant|
11
17th|
+17/+12/+6/+2|
+5|
+10|
+10|Wall of Knives 2|
11
18th|
+18/+13/+7/+3|
+6|
+11|
+11|Juggler's Secret|
12
19th|
+19/+14/+8/+4|
+6|
+11|
+11|Journeyman Assistant|
12
20th|
+20/+15/+10/+5|
+6|
+12|
+12|Bounce 4|
13
[/table]
Class Features
All of the following are class features of the Juggler.
Weapon and Armor Proficiencies:
Juggler's are proficient with club, dagger, morning star, torches, all axes, all hammers, and all swords. Juggler's are not proficient with any double or reach weapons.
JUGGLER WEAPONS
{table=head]Weapon Name|Light|One-handed|Two-handed
Axe, Throwing|
X||
Battleaxe||
X|
Club||
X|
Dagger|
X||
Falchion¹|||
X
Greataxe¹|||
X
Greatclub¹|||
X
Greatsword¹|||
X
Hammer, Light|
X||
Handaxe|
X||
Kukri|
X||
Longsword||
X|
Mace, Light|
X||
Mace, Heavy||
X|
Morningstar||
X|
Pick, Light|
X||
Pick, Heavy||
X|
Sap|
X||
Scimitar||
X|
Sickle|
X||
Sword, bastard¹²|||
X
Sword, short|
X||
Splash Weapons|
X||
Torch|
X||
Waraxe, dwarven¹²|||
X
Warhammer||
X|
[/table]
¹Two-handed weapons can only be juggled by juggler with the Hefty Handler Juggler's Secret
²These weapons may be juggled as one-handed weapons if the juggler has the relevant exotic weapon feat.
A juggler may only juggle weapons noted as juggle weapons in the list above. One-handed weapons count as two light weapons, and two-handed weapons count as four. All juggler weapons gain a 30ft range increment on top of any range they may have already had while being used in a juggle.
Juggler's are not proficient with any armor or shields.
Juggling (Ex):
A juggler is able to juggle a number of light weapons equal to 3 + 1/2 his Juggler class level rounded down. This number is referred to as his juggler pool. Initiating a juggle is a full round action that requires a Perform(Juggle) check, during which the juggler draws and begins to juggle his maximum juggle pool worth of weapons. The DC for this check is 10 + juggle pool. Maintaining a juggle is a free action, and does not require an additional check under normal circumstances. While juggling, all juggling weapons gain a 30ft range in addition to any range they already had and the juggler may make a normal attack with any of them as a thrown weapon. A juggler is also able to draw and add weapons to an ongoing juggle any time he would be allowed to draw a weapon so long as he does not exceed his juggling pool. A juggler using at least 1 less weapons juggled than his max is considered to have an empty hands for any actions that require a free hand.
A juggler must be juggling in order to use many of his special abilities. At level 1 he is able to make a Jugglers Full Attack. First he must make a Perform(Juggle) check, if he succeeds as a full round action he throws everything he is juggling at a single target. This is rolled as a normal attack, and does damage equal to all weapons thrown + 1.5 Dexterity modifier.
Four Fingers is juggling two daggers and a torch when he initiates a Juggler's Full Attack against a goblin. He rolls to hit and exceeds the goblin's AC. The attack does 2d4(daggers)+1d4(torch)+6(1.5 Dex)
Certain Juggler abilities will require a Perform(Juggle) check. If a juggler fails a Perform(Juggle) check at any time while juggling, or is subject to any effect that causes him to lose the use of his arms for a round* he drops everything he is currently juggling. This does weapon damage to anything in the square he is in, including himself. Avoiding this damage is a reflex save for half with a of DC (10 + the number of weapons dropped).
Example: Four Fingers is juggling five daggers and fails his Perform(Juggle) check on a Juggler's Full Attack. All five knives come crashing down. Dealing 5d4 damage in the square Four Fingers is standing in. Luckily he makes his reflex save (DC 15) and thanks to evasion manages to avoid damage.
*Cowering, Dazed, Dazzled, Disabled, Dying, Grappling, Nauseated, Panicked, Paralyzed, Petrified, Pinned, Prone, Stunned, Unconscious
A juggler considers Perform(Juggle) a Dexterity based skill.
Nothing Up My Sleeves (Su):
A juggler is able to hide an incredible number of items up his sleeves. They actually create an extradimensional space, similar to a bag of holding, in which they may store a number of juggler weapons equal to 10 + their ranks in sleight of hand. A juggler is able to draw a weapon from or stow a weapon to this space as a free action. This counts as Quickdraw for the sake of prerequisites. This ability doesn't actually require sleeves.
Torchlight(Ex):
Do to their great experience with torches, juggler's are able to light them as a free action while drawing them. Additionally, juggled torches deal 1d4 fire damage instead of their usual 1d3 normal + 1 fire damage.
Uncanny Dodge (Ex):
At 2nd level, a juggler retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a juggler already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Unforgettable Act (Ex):
Anytime a juggler uses a perform check to earn money he receives double the amount rolled.
Juggler's Secret:
At levels 3, 6, 9, 12, 15, and 18 a juggler may select a juggler's secret from the list below.
Torch Expert: Torch damage upped to 1d6 +1(fire) damage and can light people and objects on fire.
Torch Master: Choose one of the following torch alternatives. You may now create them for 10gp a piece and use them as juggling weapons.
Prerequisite: Torch Master
Special: You may choose this more than once. select a different alternative each time.
Alchemical Torch: Torch damage changed to 1d6 acid and can apply a -2 penalty to AC.
Coldflame Torch: Torch damage is changed to 1d6 cold, deals a -1 penalty to Dex (Fort save Ends.) on hit, but does not stack.
Electro Torch: Torch damage changed to 1d6 Electricity damage, dazes for 1 round on crit.
Bell: Torch damage changed to 1d6 Sonic damage and can deafen for 1 round on hit, fort save to negate.
Sneak Attack: Sneak attack of 1d4 per item thrown when attacking a foe who you have fascinated. This breaks the fascinate.
Prerequisite: Fascinate
Play it off: Once a day reroll failed juggle.
Hefty Handler: You may juggle two handed weapons. They count as 4 light weapons for the sake of your juggling pool.
Prerequisite: Juggling Pool of 8 or greater
Tightrope Juggler: Can always take 10 on balance checks.
Shaken, not Stirred: Allows you to bounce potions dealing 1d2 damage to intermediary targets, applies potion effect to final target.
Ricochet: once per attack you may bounce a single weapon off the ground, a wall, or a similar flat surface.
Prerequisite: Bounce
High throw: when attacking directly above yourself range is doubled.
Deep Sleeves: +4 bonus to Sleight of Hand checks, and adds +4 to your Nothing up my Sleeves by extension.
Encore!: Provides a +10 bonus to Perform(Juggle) checks when attempting to earn money. And a +4 otherwise.
Prerequisite: Level 10
Tumbler: Add a +4 to Tumble checks, Also allows you to tumble to your feet if knocked down without provoking attacks of opportunity with a DC 15 Tumble check.
Strong Arm: Works as power attack, cannot be used on more than one thrown weapon per round.
Fake out: With a sucessful DC 10 Bluff check you get a +1 to a single attack roll per turn. Every 5 you surpass the DC by you gain an additional +1, cannot be used for the same attack as Strongarm.
Ventriloquist: Allows you to speak through your Juggler's assistant, or throw your voice up to 30 feet. This also allows your assistant to fascinate.
Catch Anything (Ex):
Once per round a Juggler who would normally be hit by a ranged attack can make a Reflex save to add it to his juggling pool as a free action. The DC is 15 for a light weapon, 20 for a one-handed weapon, and 25 for a two-handed weapon. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The juggler must be ready for and aware of the attack in order to make a catch anything attempt.
If this would cause the juggler to exceeded the limits of his juggling pool the attack is simply deflected.
Evasion (Ex):
At 4th level and higher, a juggler can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the juggler is wearing light armor or no armor. A helpless juggler does not gain the benefit of evasion.
Bounce (Ex):
Starting at 5th level, a juggler is able to ricochet his attacks off a target to give them another full range increment. He can use this to attack an additional target or bounce his weapons back to himself. The juggler must make an attack roll at each target in succession. As long as the juggler hits the weapon continues along to it's next target. Bouncing weapons deal damage to each target they hit as a regular thrown weapon. Weapons bounced back to the juggler can be caught (and added back to the juggle pool) with a free action and do not require an attack roll to get to him. The juggler gains an additional bounce every 5 levels with a max of 4 bounces at level 20.
Splash weapons will break on the first target they hit and cannot be bounced, unless you take the relevant juggler's secret.
A Juggler's Full Attack cannot be bounced until level 10, and then it can only be bounce directly back to the juggler.
Blind Sense (Ex):
A 5th level juggler is so in tune with the whirling blades around him that he begins to expand his senses. He gains blindsense out to 30 ft.
Improved Uncanny Dodge (Ex):
A juggler of 6th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Fascinate (Sp):
At 7th level a juggler gains the ability to fascinate an audience with his juggling. Each creature to be fascinated must be within 90 feet, able to see the juggler, and able to pay attention to him. The juggler must also be able to see the creature.
To use the ability, a juggler makes a Perform(Juggle) check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Juggler cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the show, taking no other actions, for as long as the juggler continues to concentrate (up to a maximum of 1 round per Juggler level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Juggler to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
I'll Take That (Ex):
At 8th level, as a special use of the disarm attack a juggler is able to attempt to take a an attackers weapon and add it to their juggling pool as long as they have a free hand. This works as a standard disarm but does not invoke an attack of opportunity.
All Part of the Act (Ex):
By 9th level a juggler is so used to recovering from their near misses and playing them off that they are able to extend this capability to other aspects of their lives. Once per day the juggler is able to reroll any failed skill check. They must take the result of the reroll even if it is worse, but the reroll does get a +2 luck bonus.
Show Must Go On (Ex):
A 11th level juggler is very proficient at staying out of harms way. When he is the target of a charge or bullrush attempt he may make a Tumble check to take a 5 foot step out of the way of the attacker. The DC for this check is equal to the Attack roll. A juggler may not attempt this any time they are denied their dexterity to AC or if they do not have an available place to step to.
Improved Evasion (Ex):
As evasion, except that while the juggler still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless juggler does not gain the benefit of improved evasion.
Wall of Knives (Sp):
At 14th level any time the juggler uses a Juggler's Full Attack he creates an affect as the spell Blade Barrier in a line between himself and his target. At level 17 he is able to sustain a Blade Barrier effect around him as part of a full defense action. The juggler may not attack while using his blade barrier defensively.
Juggler's Assistant (Su):
At 16th level a juggler is able to summon an assistant as a standard action. This assistant can be summoned anywhere that the Juggler has line of sight to within 90ft of the juggler. The assistant looks exactly like the juggler but is unable to move or take any actions other than catching bounced weapons and redirecting them to the next target. When targeting the assistant as part of a bounce attack you do not need to roll an attack against him.
Journeyman Assistant (Su):
At level 19 the juggler's assistant is now able to sustain a juggle of his own with as many weapons as the juggler can juggle. Since the assistant does not carry any of it's own equipment these items must be thrown to it. Weapons thrown to the assistant are automatically entered into a juggle unless bounced again. As a full round action the juggler may use a Juggler's Full Attack from the assistant using it's juggle pool.
Additionally as a sign of his mastery of the art of juggling the juggler is able to juggle himself. That is to say he can trade places with his assistant with a DC 35 Perform(Juggle) check. The juggler must be within 100ft of his assistant to attempt this. When he successfully swaps places with his assistant they each gain control of the other's juggle.
So this started as a joke about a rogue spending all his money on torches. It has evolved into something that I basically would compare to an improved version of multiweapon fighting. But while we were making the juggler other ideas came up. Initially they were possible prestige classes for the juggler, but then they evolved into their own concepts.
The circus classes might just be a rogue for every role...
The juggler was intended to be the rogueish class of the set, though the parlour magician may have him beat : |
Juggler
http://i.imgur.com/MbLBehL.jpg?1
"Catch!" - Four Fingers the Juggler
A general description of what your class is!
Role: A jugglers role in the party is primarily as a damage dealer, but also as a skill monkey or a face.
GAME RULE INFORMATION
Juggler's have the following game statistics.
Abilities: Dexterity is the primary ability score for a juggler, with intelligence being a close second. Charisma and strength
Alignment: Any
Hit Die: d6
Starting Age: As bard
Starting Gold: As cleric (alternatively as many d8s as you can juggle x 10gp)
Class Skills
The Juggler's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier
CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Max Weapons Juggled
1st|
+1|
+0|
+2|
+2|Juggling, Nothing Up My Sleeves, Torchlight|
3
2nd|
+2|
+0|
+3|
+3|Uncanny Dodge, Unforgettable Act|
4
3rd|
+3|
+1|
+3|
+3|Catch Anything, Juggler's Secret|
4
4th|
+4|
+1|
+4|
+4|Evasion|
5
5th|
+5|
+1|
+4|
+4|Bounce, Blind Sense|
5
6th|
+6/+1|
+2|
+5|
+5|Improved Uncanny Dodge, Juggler's Secret|
6
7th|
+7/+2|
+2|
+5|
+5|Fascinate|
6
8th|
+8/+3|
+2|
+6|
+6|I'll Take That|
7
9th|
+9/+4|
+3|
+6|
+6|All Part of the Act, Juggler's Secret|
7
10th|
+10/+5|
+3|
+7|
+7|Bounce 2|
8
11th|
+11/+6/+1|
+3|
+7|
+7|Show Must Go On|
8
12th|
+12/+7/+2|
+4|
+8|
+8|Juggler's Secret|
9
13th|
+13/+8/+3|
+4|
+8|
+8|Improved Evasion|
9
14th|
+14/+9/+4|
+4|
+9|
+9|Wall of Knives|
10
15th|
+15/+10/+5|
+5|
+9|
+9|Bounce 3, Juggler's Secret|
10
16th|
+16/+11/+6/+1|
+5|
+10|
+10|Juggler's Assistant|
11
17th|
+17/+12/+6/+2|
+5|
+10|
+10|Wall of Knives 2|
11
18th|
+18/+13/+7/+3|
+6|
+11|
+11|Juggler's Secret|
12
19th|
+19/+14/+8/+4|
+6|
+11|
+11|Journeyman Assistant|
12
20th|
+20/+15/+10/+5|
+6|
+12|
+12|Bounce 4|
13
[/table]
Class Features
All of the following are class features of the Juggler.
Weapon and Armor Proficiencies:
Juggler's are proficient with club, dagger, morning star, torches, all axes, all hammers, and all swords. Juggler's are not proficient with any double or reach weapons.
JUGGLER WEAPONS
{table=head]Weapon Name|Light|One-handed|Two-handed
Axe, Throwing|
X||
Battleaxe||
X|
Club||
X|
Dagger|
X||
Falchion¹|||
X
Greataxe¹|||
X
Greatclub¹|||
X
Greatsword¹|||
X
Hammer, Light|
X||
Handaxe|
X||
Kukri|
X||
Longsword||
X|
Mace, Light|
X||
Mace, Heavy||
X|
Morningstar||
X|
Pick, Light|
X||
Pick, Heavy||
X|
Sap|
X||
Scimitar||
X|
Sickle|
X||
Sword, bastard¹²|||
X
Sword, short|
X||
Splash Weapons|
X||
Torch|
X||
Waraxe, dwarven¹²|||
X
Warhammer||
X|
[/table]
¹Two-handed weapons can only be juggled by juggler with the Hefty Handler Juggler's Secret
²These weapons may be juggled as one-handed weapons if the juggler has the relevant exotic weapon feat.
A juggler may only juggle weapons noted as juggle weapons in the list above. One-handed weapons count as two light weapons, and two-handed weapons count as four. All juggler weapons gain a 30ft range increment on top of any range they may have already had while being used in a juggle.
Juggler's are not proficient with any armor or shields.
Juggling (Ex):
A juggler is able to juggle a number of light weapons equal to 3 + 1/2 his Juggler class level rounded down. This number is referred to as his juggler pool. Initiating a juggle is a full round action that requires a Perform(Juggle) check, during which the juggler draws and begins to juggle his maximum juggle pool worth of weapons. The DC for this check is 10 + juggle pool. Maintaining a juggle is a free action, and does not require an additional check under normal circumstances. While juggling, all juggling weapons gain a 30ft range in addition to any range they already had and the juggler may make a normal attack with any of them as a thrown weapon. A juggler is also able to draw and add weapons to an ongoing juggle any time he would be allowed to draw a weapon so long as he does not exceed his juggling pool. A juggler using at least 1 less weapons juggled than his max is considered to have an empty hands for any actions that require a free hand.
A juggler must be juggling in order to use many of his special abilities. At level 1 he is able to make a Jugglers Full Attack. First he must make a Perform(Juggle) check, if he succeeds as a full round action he throws everything he is juggling at a single target. This is rolled as a normal attack, and does damage equal to all weapons thrown + 1.5 Dexterity modifier.
Four Fingers is juggling two daggers and a torch when he initiates a Juggler's Full Attack against a goblin. He rolls to hit and exceeds the goblin's AC. The attack does 2d4(daggers)+1d4(torch)+6(1.5 Dex)
Certain Juggler abilities will require a Perform(Juggle) check. If a juggler fails a Perform(Juggle) check at any time while juggling, or is subject to any effect that causes him to lose the use of his arms for a round* he drops everything he is currently juggling. This does weapon damage to anything in the square he is in, including himself. Avoiding this damage is a reflex save for half with a of DC (10 + the number of weapons dropped).
Example: Four Fingers is juggling five daggers and fails his Perform(Juggle) check on a Juggler's Full Attack. All five knives come crashing down. Dealing 5d4 damage in the square Four Fingers is standing in. Luckily he makes his reflex save (DC 15) and thanks to evasion manages to avoid damage.
*Cowering, Dazed, Dazzled, Disabled, Dying, Grappling, Nauseated, Panicked, Paralyzed, Petrified, Pinned, Prone, Stunned, Unconscious
A juggler considers Perform(Juggle) a Dexterity based skill.
Nothing Up My Sleeves (Su):
A juggler is able to hide an incredible number of items up his sleeves. They actually create an extradimensional space, similar to a bag of holding, in which they may store a number of juggler weapons equal to 10 + their ranks in sleight of hand. A juggler is able to draw a weapon from or stow a weapon to this space as a free action. This counts as Quickdraw for the sake of prerequisites. This ability doesn't actually require sleeves.
Torchlight(Ex):
Do to their great experience with torches, juggler's are able to light them as a free action while drawing them. Additionally, juggled torches deal 1d4 fire damage instead of their usual 1d3 normal + 1 fire damage.
Uncanny Dodge (Ex):
At 2nd level, a juggler retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a juggler already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Unforgettable Act (Ex):
Anytime a juggler uses a perform check to earn money he receives double the amount rolled.
Juggler's Secret:
At levels 3, 6, 9, 12, 15, and 18 a juggler may select a juggler's secret from the list below.
Torch Expert: Torch damage upped to 1d6 +1(fire) damage and can light people and objects on fire.
Torch Master: Choose one of the following torch alternatives. You may now create them for 10gp a piece and use them as juggling weapons.
Prerequisite: Torch Master
Special: You may choose this more than once. select a different alternative each time.
Alchemical Torch: Torch damage changed to 1d6 acid and can apply a -2 penalty to AC.
Coldflame Torch: Torch damage is changed to 1d6 cold, deals a -1 penalty to Dex (Fort save Ends.) on hit, but does not stack.
Electro Torch: Torch damage changed to 1d6 Electricity damage, dazes for 1 round on crit.
Bell: Torch damage changed to 1d6 Sonic damage and can deafen for 1 round on hit, fort save to negate.
Sneak Attack: Sneak attack of 1d4 per item thrown when attacking a foe who you have fascinated. This breaks the fascinate.
Prerequisite: Fascinate
Play it off: Once a day reroll failed juggle.
Hefty Handler: You may juggle two handed weapons. They count as 4 light weapons for the sake of your juggling pool.
Prerequisite: Juggling Pool of 8 or greater
Tightrope Juggler: Can always take 10 on balance checks.
Shaken, not Stirred: Allows you to bounce potions dealing 1d2 damage to intermediary targets, applies potion effect to final target.
Ricochet: once per attack you may bounce a single weapon off the ground, a wall, or a similar flat surface.
Prerequisite: Bounce
High throw: when attacking directly above yourself range is doubled.
Deep Sleeves: +4 bonus to Sleight of Hand checks, and adds +4 to your Nothing up my Sleeves by extension.
Encore!: Provides a +10 bonus to Perform(Juggle) checks when attempting to earn money. And a +4 otherwise.
Prerequisite: Level 10
Tumbler: Add a +4 to Tumble checks, Also allows you to tumble to your feet if knocked down without provoking attacks of opportunity with a DC 15 Tumble check.
Strong Arm: Works as power attack, cannot be used on more than one thrown weapon per round.
Fake out: With a sucessful DC 10 Bluff check you get a +1 to a single attack roll per turn. Every 5 you surpass the DC by you gain an additional +1, cannot be used for the same attack as Strongarm.
Ventriloquist: Allows you to speak through your Juggler's assistant, or throw your voice up to 30 feet. This also allows your assistant to fascinate.
Catch Anything (Ex):
Once per round a Juggler who would normally be hit by a ranged attack can make a Reflex save to add it to his juggling pool as a free action. The DC is 15 for a light weapon, 20 for a one-handed weapon, and 25 for a two-handed weapon. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The juggler must be ready for and aware of the attack in order to make a catch anything attempt.
If this would cause the juggler to exceeded the limits of his juggling pool the attack is simply deflected.
Evasion (Ex):
At 4th level and higher, a juggler can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the juggler is wearing light armor or no armor. A helpless juggler does not gain the benefit of evasion.
Bounce (Ex):
Starting at 5th level, a juggler is able to ricochet his attacks off a target to give them another full range increment. He can use this to attack an additional target or bounce his weapons back to himself. The juggler must make an attack roll at each target in succession. As long as the juggler hits the weapon continues along to it's next target. Bouncing weapons deal damage to each target they hit as a regular thrown weapon. Weapons bounced back to the juggler can be caught (and added back to the juggle pool) with a free action and do not require an attack roll to get to him. The juggler gains an additional bounce every 5 levels with a max of 4 bounces at level 20.
Splash weapons will break on the first target they hit and cannot be bounced, unless you take the relevant juggler's secret.
A Juggler's Full Attack cannot be bounced until level 10, and then it can only be bounce directly back to the juggler.
Blind Sense (Ex):
A 5th level juggler is so in tune with the whirling blades around him that he begins to expand his senses. He gains blindsense out to 30 ft.
Improved Uncanny Dodge (Ex):
A juggler of 6th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Fascinate (Sp):
At 7th level a juggler gains the ability to fascinate an audience with his juggling. Each creature to be fascinated must be within 90 feet, able to see the juggler, and able to pay attention to him. The juggler must also be able to see the creature.
To use the ability, a juggler makes a Perform(Juggle) check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Juggler cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the show, taking no other actions, for as long as the juggler continues to concentrate (up to a maximum of 1 round per Juggler level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Juggler to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
I'll Take That (Ex):
At 8th level, as a special use of the disarm attack a juggler is able to attempt to take a an attackers weapon and add it to their juggling pool as long as they have a free hand. This works as a standard disarm but does not invoke an attack of opportunity.
All Part of the Act (Ex):
By 9th level a juggler is so used to recovering from their near misses and playing them off that they are able to extend this capability to other aspects of their lives. Once per day the juggler is able to reroll any failed skill check. They must take the result of the reroll even if it is worse, but the reroll does get a +2 luck bonus.
Show Must Go On (Ex):
A 11th level juggler is very proficient at staying out of harms way. When he is the target of a charge or bullrush attempt he may make a Tumble check to take a 5 foot step out of the way of the attacker. The DC for this check is equal to the Attack roll. A juggler may not attempt this any time they are denied their dexterity to AC or if they do not have an available place to step to.
Improved Evasion (Ex):
As evasion, except that while the juggler still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless juggler does not gain the benefit of improved evasion.
Wall of Knives (Sp):
At 14th level any time the juggler uses a Juggler's Full Attack he creates an affect as the spell Blade Barrier in a line between himself and his target. At level 17 he is able to sustain a Blade Barrier effect around him as part of a full defense action. The juggler may not attack while using his blade barrier defensively.
Juggler's Assistant (Su):
At 16th level a juggler is able to summon an assistant as a standard action. This assistant can be summoned anywhere that the Juggler has line of sight to within 90ft of the juggler. The assistant looks exactly like the juggler but is unable to move or take any actions other than catching bounced weapons and redirecting them to the next target. When targeting the assistant as part of a bounce attack you do not need to roll an attack against him.
Journeyman Assistant (Su):
At level 19 the juggler's assistant is now able to sustain a juggle of his own with as many weapons as the juggler can juggle. Since the assistant does not carry any of it's own equipment these items must be thrown to it. Weapons thrown to the assistant are automatically entered into a juggle unless bounced again. As a full round action the juggler may use a Juggler's Full Attack from the assistant using it's juggle pool.
Additionally as a sign of his mastery of the art of juggling the juggler is able to juggle himself. That is to say he can trade places with his assistant with a DC 35 Perform(Juggle) check. The juggler must be within 100ft of his assistant to attempt this. When he successfully swaps places with his assistant they each gain control of the other's juggle.