PDA

View Full Version : First Attempt! Jester



Legendxp
2013-10-21, 02:01 PM
This will be my first attempt at making a homebrew character class. It will take awhile for me to get my first draft going. Also if you have any ideas feel free to post them now. I am planning to create a skill monkey with at will mind affecting abilities. It will be a combination of a bard, monk, rogue, and fortune's friend. I am hoping for at around a tier 3 base class (Plus or minus 1 tier).


http://fc08.deviantart.net/fs4/i/2004/200/5/2/Jester_Girl.jpg

The Jester

"I used to be in the catapult business. It had its ups and downs."

-Jester

When you are a king and you have an entire country doing your every bidding what happens? You become bored. So hire a jester! Jesters are the kings party makers, but not only are they established performers and magicians, they also are prominent bodyguards as well. A king can never be left defenseless, especially in a throne room or on the road. Many jesters are hired on as bodyguards to both entertain and protect kings during their important diplomatic or business travels.

Abilities:

Races: Usually human, gnome, or halfling. Incredibly rare for dwarves, orcs, goblins, and kobolds. Not unheard of for elves, though not very common.

Alignment: Any chaotic

Starting Gold: 6d4 x 10gp

Starting Age: Pre-Adulthood, Adulthood, or Middle Age

Hit Die: d6

Class Skills

The Jester's class skills (and the key ability for each skill) are; Balance (Dex), Bluff (Cha), Climb (Str), Concentrate (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform Any (Cha), Profession (Comedian) (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Skill Points at 1st Level: (8 + Int modifier) x 4

Skill Points at Each Additional Level: 8 + Int modifier.


Table: The Jester

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+1|+2|+2|AC bonus, bonus feat,

2nd|+1|+1|+3|+3|Chaotic Aura, Evasion, bonus feat

3rd|+2|+2|+3|+3| Uncanny Dodge, Trick Aptitude +1

4th|+3|+2|+4|+4|bonus feat

5th|+3|+3|+4|+4|Trick Mastery, bonus feat

6th|+4|+3|+5|+5|Trick Aptitude +2

7th|+5|+3|+5|+5|Charm Potency, bonus feat

8th|+6/+1|+4|+6|+6|bonus feat

9th|+6/+1|+4|+6|+6|Trick Aptitude +3

10th|+7/+2|+5|+7|+7|Trick Mastery, bonus feat

11th|+8/+3|+5|+7|+7|bonus feat

12th|+9/+4|+6|+8|+8|Trick Aptitude +4

13th|+9/+4|+6|+8|+8|bonus feat

14th|+10/+5|+6|+9|+9|bonus feat

15th|+11/+6/+1|+7|+9|+9|Trick Mastery, Trick Aptitude +5

16th|+12/+7/+2|+7|+10|+10|bonus feat

17th|+12/+7/+2|+8|+10|+10|bonus feat

18th|+13/+8/+3|+8|+11|+11|Trick Aptitude +1/2Lvl

19th|+14/+9/+4|+8|+11|+11|bonus feat

20th|+15/+10/+5|+9|+12|+12|Trick Mastery, bonus feat

[/table]


Class Features

All of the following are class features of the jester.

Weapon and Armor Proficiency: Jesters are proficient with all light armor and all shields that grant an AC bonus of +1 or less (Bucklers, Light Shields, Cloaks, etc, etc...). Jesters are proficient with all simple weapons plus the Cutlass (Storm p107), Disguised Dagger (DR316p46), Poison Ring (DR316p46), Rapier, Barbed Dagger (CAdv p115), Braid Blaid (DU120p35), Foot Spike (RotW p165), Quickrazor*, Ribbon Dagger (DU118p42), Flutterblade (Drow p64), Quickblade Rapier (CAdv p116), Whip, and Dueling Cloak (DR335p77).

*Same as Gnome Quickrazor (RoS p155) but built for medium creatures.

Parlor Tricks: A jester does not prepare or cast spells as other wielders of arcane magic do. Instead, she possesses a repertoire of abilities known as parlor tricks. A jester may use any parlor trick she knows at will, with the following qualifications:

A jester's parlor tricks are spell-like abilities; using a parlor trick is therefore a standard action that provokes attacks of opportunity. A parlor trick can be disrupted, just as a spell can be ruined during casting. A jester is entitled to a Concentration check to successfully use a parlor trick if he is hit by an attack while conjuring, just as a spellcaster would be. A jester can choose to use a parlor trick defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A jester's parlor tricks are subject to spell resistance unless a parlor trick's description specifically states otherwise.

The save DC for a parlor trick (if it allows a save) is 10 + equivalent spell level + the jester's Charisma modifier. Since spell-like abilities are not actually spells, a jester cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

The five grades of parlor tricks, in order of their relative power, are;

Leest
Kinda
Moar
Reelly
Supah
(Please note that I AM going to change these)

A jester begins with knowledge of (?) parlor tricks, which must be of the lowest grade. As a jester gains levels, he learns new parlor tricks. A list of available parlor tricks can be found following this class description, and a complete description of each invocation can be found in the very next post.

At any level when a jester learns a new parlor trick, she can also replace a parlor trick she already knows with another parlor trick of the same or a lower grade. Jesters can qualify for some prestige classes usually intended for spellcasters.

{table=head]Level|Leest|Kinda|Moar|Reelly|Supah

1st|2?|0|0|0|0

[/table]


AC Bonus (Ex): A jester is highly trained at anticipating attacks, and happens to be incredibly lucky in combat. When wearing light or no armor and unencumbered, the Jester adds a mental modifier bonus to her AC as a Luck bonus (Your choice of Int, Wis, or Cha). In addition, a jester gains an additional +1 luck bonus to AC at 1st level. This bonus increases to +2 at 5th level and every 5 levels thereafter. These bonuses to AC apply even against touch attacks or when the Jester is flat-footed. She loses these bonuses when she's helpless, wears any medium or heavy armor, or when she carries a medium or heavy load. This ability is similar to the monk class feature and you may add your levels of monk to your jester level when determining your AC bonus. You may not however have an AC bonus from multiple ability scores (i.e. a +3 bonus from Int and a +2 bonus from Wis, or +2 from Wis twice).

Bonus feats: At 1st level, a jester gets a bonus skills-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The jester gains an additional bonus feat at 2nd level and every jester level thereafter, skipping numbers divisible by 3, (3rd level, 6th level, 9th level, etc, etc, see table "The Jester"). These bonus feats must be drawn from the feats noted as jester bonus feats. A jester may ignore all racial, regional, and level prerequisites for a bonus feat.

Chaotic Aura (Su): Starting at 2nd level, a jester gains a chaotic aura equal to her class level plus her charisma modifier out to 30ft. This aura increases in power as she gains in level, increasing by 1 each level. (For example, you are a level 7 jester with 18 charisma. A caster using detect chaos would notice a level 11 chaotic aura which would place you in the "Moderate" category for aura power) All non-lawful allies within your chaotic aura gain a bonus to bluff, intimidate, sense motive, and sleight of hand checks equal to your charisma modifier.

Evasion: At 2nd level, a jester can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the jester is wearing light armor or no armor. A helpless jester (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Uncanny Dodge (Ex): At 3rd level, a jester can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a jester already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Trick Aptitude: After years of performing, a jester is naturally inclined to perform skill tricks. Starting at 3rd level, the maximum number of skill tricks she can learn increases by 1. This number increases by 1 every three levels thereafter (6th level, 9th level, 12th level, etc...), until at 18th level her maximum number of skill tricks becomes equal to her level.

Trick Mastery (Ex): Starting at 5th level a jester's mind and muscles become more suited to the harsh strain of certain skills. She may use skill tricks one additional time per encounter. This ability increases by one every 5 jester levels thereafter (10th level, 15th level, etc...) until at 20th level, when she may use skill tricks at will.

Charm Potency(Su): At 7th level a jester has gotten so adept at charm spells that creatures normally immune to her mind affecting abilities aren't (This includes spells that make their casters immune). However, those creatures receive a +4 bonus on their save. This effect is cumulative for each immunity. (For example a lich has the protection from chaos spell active, making it immune to mind effecting spells twice (once from being undead, once from the spell), it would receive a +8 bonus on its save to resist your mind affecting abilities) Mindless creatures and creatures with an Int of 3 or less that that have immunities are still not affected. This is a language dependent supernatural ability.


Negate True Seeing: At 20th level, creatures with magical ways of seeing through your illusions need to make a caster check (vs DC?) or that ability is useless against you for that encounter. (This ability still needs work)


Class Features (That I have no idea where to put)

Special Attack: Deals 1d4 damage every two levels. Melee dependent, don't know what the drawback should be.

Don't know what to call this skill: Gain bonuses to initiative and saves at certain level intervals.



Invocation-Like Powers

Leest Powerful Parlor Tricks

Animate Rope: Makes a rope move at your command.
Confusion, Lesser: One creature is confused for 1 round.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Dancing Lights: Creates torches or other lights.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Ghost Sound: Figment sounds.
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.
Jump: Subject gets bonus on Jump checks.
Magic Mouth: Speaks once when triggered.
Obscuring Mist: Fog surrounds you.
Prestidigitation: Performs minor tricks.
Silent Image: Creates minor illusion of your design.
Undetectable Alignment: Conceals alignment for 24 hours.
Ventriloquism: Throws voice for 1 min./level.

Kinda Powerful Parlor Tricks

Calm Emotions: Calms creatures, negating emotion effects.
Darkness: 20-ft. radius of supernatural shadow.
Detect Thoughts: Allows “listening” to surface thoughts.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Glitterdust: Blinds creatures, outlines invisible creatures.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Minor Image: As silent image, plus some sound.
Phantom Trap: Makes item seem trapped.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scare: Panics creatures of less than 6 HD.
Silence: Negates sound in 20-ft. radius.
Spider Climb: Grants ability to walk on walls and ceilings.
Suggestion: Compels subject to follow stated course of action.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

Explosive Runes: Deals 6d6 damage when read.
Nondetection: Hides subject from divination, scrying.
Tongues: Speak any language.
Suggestion: Compels subject to follow stated course of action.
Blacklight: 20-ft. radius of darkness.
Shrink Item: Object shrinks to one-sixteenth size.


Moar Powerful Parlor Tricks

Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Daylight: 60-ft. radius of bright light.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haste:One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
See Invisibility: Reveals invisible creatures or objects.
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.

Dimensional Anchor: Bars extradimensional movement.
Fire Trap: Opened object deals 1d4 damage +1/level.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Feeblemind: Subject’s Int and Cha drop to 1.
Bigby's Interposing Hand: Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Mirage Arcana: As hallucinatory terrain, plus structures.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
True Seeing: Lets you see all things as they really are.
Bigby's Forceful Hand: Hand pushes creatures away.
Transformation: You gain combat bonuses.


Reelly Powerful Parlor Tricks

Dominate Person: Controls humanoid telepathically.
Freedom of Movement: Subject moves normally despite impediments.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Hold Monster: As hold person, but any creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Rainbow Pattern: Lights fascinate 24 HD of creatures.

Instant Summons: Prepared object appears in your hand.
Phase Door: Creates an invisible passage through wood or stone.
Insanity: Subject suffers continuous confusion.
Grasping Hand: Hand provides cover, pushes, or grapples.
Prismatic Spray: Rays hit subjects with variety of effects.
Statue: Subject can become a statue at will.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Prismatic Wall: Wall’s colors have array of effects.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Maddening Scream: Forces subject to scream and drop defenses.
Bigby's Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.


Supah Dupah Powerful Parlor Tricks

Bigby's Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Foresight: “Sixth sense” warns of impending danger.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Persistent Image: As major image, but no concentration required.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Shadow Walk: Step into shadow to travel rapidly.
Song of Discord: Forces targets to attack each other.
Suggestion, Mass: As suggestion, plus one subject/level.
Find the Path: Shows most direct way to a location.
Irresistible Dance: Forces subject to dance.
Permanent Image: Includes sight, sound, and smell.




Any ideas? Feel free to post!

Legendxp
2013-10-21, 02:02 PM
Jester Bonus Feats

{table=head]Feat Name|Prerequisites|Effect

Acrobatic (PHp89) |
-|+2 bonus to Jump & Tumble checks
Agile (PHp89) |
-|+2 bonus to Balance & Escape Artist checks.
Agile Athlete (RotW p148) |Climb: 1 rank, Jump: 1 rank |When making Climb and Jump checks, add your Dexterity modifier instead of your Strength modifier.
Alertness (PHp89) |
-|+2 bonus to Listen & Spot checks.
Animal Affinity (PHp89) |
-|+2 bonus to Handle Animal & Ride checks.
Athletic (PHp89) |
-|+2 bonus to Climb & Swim checks
Complementary Insight (RoD p150)|Half-Elf only |Having 5 or more ranks gives you a +3 bonus on skill checks with each of its synergistic skills, instead of the usual +2.
Daredevil Athlete (CSco p076) |
-|As an Immediate Action, gain a +5 Competence bonus on one Balance, Climb, Escape Artist, Jump, Ride, Swim, or Tumble check. Usable 3/day.
Deceitful (PH p93) |
-|+2 bonus to Disguise & Forgery checks.
Defensive Climber (DR343 p32) |Dexterity 15, Athletic |By taking a –10 penalty on your Climb check, you retain your Dexterity bonus to AC while climbing –and– you do not need to make a Climb check each time you are hit.
Deft Hands (PH p93) |
-|+2 bonus to Sleight of Hand & Use Rope checks.
Diligent (PH p93) |
-|+2 bonus to Appraise & Decipher Script checks.
Education (Eb p52) |1st Level Only |All Knowledge skills are added to your In-Class Skill List. +1 bonus on two specific Knowledge skills of your choice.
Flexible Mind (DR326 p80) |Chaotic alignment |Choose two skills that you have ranks in. These skills are always in-class for you from now on. Both skills receive a +1 bonus. You gain a Chaotic Aura equal to your Character level. It can be discerned by a Detect Chaos spell or ability.
Hard to Fool (DR317 p82) |
-|+2 bonus on Will saves vs. Illusion. +2 bonus on Sense Motive checks.
Haunting Similarity (DU127 p49) |Ability to alter appearance, either naturally or magically |+2 bonus on Disguise checks to impersonate a specific individual. If the creature you are impersonating damages you, he/she is Shaken for 1 round (no save). This is a Fear effect.
High Society (DR333 p89) |Diplomacy: 4 ranks |+3 bonus on Bluff, Diplomacy, & Disguise checks made when interacting with members of the highest level of society.
Improved Disguise (DR335 p92) |Charisma 13, Disguise: 7 ranks, Sense Motive: 5 ranks |You do not suffer the normal –2 penalty when disguising yourself as another gender, race, or age category. You can don a disguise in half the normal time.
Improved Diversion (CAdv p110) |Bluff: 4 ranks |You can use Bluff to create a diversion as a Move Action. You gain a +4 bonus when doing so.
Investigator (PH p97) |
-|+2 bonus to Gather Information & Search checks.
Jack of All Trades (CAdv p110) |Intelligence 13 |You can use any skill as if you had trained ½ rank in that skill.
Magical Aptitude (PH p97) |
-|+2 bonus to Spellcraft & Use Magical Device checks.
Master Swimmer (DR343 p32) |Strength 15, Athletic |When swimming, you only take the normal Armor Check penalty & Encumbrance penalty (instead of 2x).
Menacing Demeanor (RoS p142) |Orc or Orc blood only |+4 bonus on Intimidate checks.
Negotiator (PH p98) |
-|+2 bonus to Diplomacy & Sense Motive checks.
Nimble Fingers (PH p98) |
-|+2 bonus to Disable Device & Open Lock checks.
Passive Reconnoiter (DR346 p87) |Survival: 4 ranks |When you spend a Full Round Action looking for opponents, you receive a +3 Circumstance bonus on Listen and Spot checks.
Persuasive (PH p98) |
-|+2 bonus to Bluff & Intimidate checks.
Polyglot' (DR323 p90) |
-|Gain one language immediately upon taking this feat. Speak Language is always a Class skill for you.
Quick Reconnoiter (CAdv p112) |Listen: 5 ranks, Spot: 5 ranks|You can make one Spot check and one Listen check each round as a Free Action.
Recognize Impostor (Eb p58) |Sense Motive: 3 ranks, Spot: 3 ranks |+4 bonus on Spot check to oppose Disguise checks. +4 bonus on Sense Motive checks to oppose Bluff checks.
Savvy Swimmer (DR323 p90) |Swim: 4 ranks |When swimming in armor that you have proficiency with, you only receive ½ the Armor Check Penalty (instead of 2x) on your Swim check.
Self-Sufficient (PH p100) |
-|+2 bonus to Heal & Survival checks.
Skill Focus (PH p100) |
-|+3 bonus to all checks involving one skill. This feat may be taken multiple times, once per skill.
Sociable Personality (RoD p153) |Half-Elf only, Charisma 13 |You may reroll any Diplomacy or Gather Information check. You must take the new result.
Steady Concentration (RoS p144) |Concentration: 8 ranks |You can always ‘Take 10’ on Concentration checks.
Steady Mountaineer (RoS p144) |Climb: 8 ranks, Jump: 8 ranks |You can always ‘Take 10’ on Climb checks.
Stealthy (PH p101) |
-|+2 bonus to Hide & Move Silently checks.
Tactile Trapsmith (CAdv p112) |
-|Use your Dexterity modifier instead of your Intelligence modifier for Disable Device and Search checks. You receive no penalty on these checks due to darkness or blindness.
Tutor (DR310 p70) |
-|You grant another character a +2 Competence bonus in a skill that you have at least one rank in (including cross-class skills) by training him/her for 4 days. Your trainee loses the bonus if you do not spend one hour each day refreshing his/her knowledge. You may have your Intelligence modifier in trainees at one time & each trainee may only have such a bonus in one skill.
Urban Stealth (RoD p154) |Know (local): 4 ranks |+3 bonus to Hide and Move Silently checks in a small city (or larger) community.
Versatile Performer (CAdv p112) |Perform: 5 ranks |Pick a number of Perform categories equal to your Intelligence modifier (minimum 1). When making skill checks, treat all skills as if they had as many ranks as your highest-ranked skill. You gain a +2 bonus to check when using more than one of these Performance categories together.

[/table]

Regional Feats
(Also Jester bonus feats)

You may have only one regional feat regardless of how you acquired it. See "Player’s Guide to Faerûn" for specifics.

{table=head]Feat Name|Prerequisites|Effect

Artist (PGF p33) |Must be from a specific race and region | +2 bonus on all Perform checks. +2 bonus on checks with one Craft skill involving art (such as painting. If you have the Bardic Music class ability, you receive 3 extra uses of it per day.
Blooded (PGF p35) |Must be from a specific race and region |+2 bonus on Initiative checks +2 bonus on Spot checks. Cannot be Shaken, though you can still be Frightened or Panicked.
Cosmopolitan (PGF p37) |Must be from a specific race and region |+2 bonus on Bluff, Gather Information & Sense Motives checks.

[/table]


Custom Feats

{table=head]Feat Name|Prerequisites|Effect

Power Mastery |Jester level 3rd |Gain an extra at will power. This feat may not be taken more than once.
Chorus Jester |Jester level 1, Bardic Music ability |Add your levels of jester to your levels of bard when determining your bardic music abilities.

[/table]


Skill Tricks

{table=head]Feat Name|Prerequisites|Effect

Acrobatic Backstab |Test |Test


[/table]


Custom Skill Tricks

{table=head]Feat Name|Prerequisites|Effect

Hypnotic Dance |Jester class, Perform (dance) 3 ranks |One target creature becomes fascinated for 1d4 rounds (DC=10+1/2Lvl+Cha)

[/table]


References


PH – Player’s Handbook v.3.5
PH2 – Player’s Handbook 2
DMG – Dungeon Master’s Guide v.3.5
DMG2 – Dungeon Master’s Guide 2
MM – Monster Manual v.3.5
MM2 – Monster Manual II
MM3 – Monster Manual III
MM4 – Monster Manual IV
MM5 – Monster Manual V

CWar – Complete Warrior
CDiv – Complete Divine
CArc – Complete Arcane
CAdv – Complete Adventurer
CSco – Complete Scoundrel

RoS – Races of Stone
RoD – Races of Destiny
RotW – Races of the Wild
RoE – Races of Eberron
RotD – Races of the Dragon

Dcn – Draconomicon
LM – Libris Mortis
LoM – Lords of Madness
HotA – Fiendish Codex 1: Hoards of the Abyss
Tot9H – Fiendish Codex 2: Tyrants of the 9 Hells
Drow – Drow of the Underdark
BoED – Book of Exalted Deeds
FF – Fiend Folio
UA – Unearthed Arcana

Frost – Frostburn
Storm – Stormwrack
Sand – Sandstorm

FR – Forgotten Realms Campaign Setting
MoF – Magic of Faerûn
LoD – Lords of Darkness
RoF – Races of Faerûn
SM – Silver Marches
Und – Underdark
PGF – Player’s Guide to Faerûn

Eb – Eberron Campaign Setting
PGE – Player’s Guide to Eberron
FoE – Faiths of Eberron
RoE – Races of Eberron
SoX – Secrets of Xen’drik
5Nat – Five Nations

DR### – Dragon Magazine (with issue number)
(e.g., DR343 is Dragon Magazine #343)

DU### – Dungeon Magazine (with issue number)

Vadskye
2013-10-21, 02:09 PM
I am planning a skill monkey with possibly some mind affecting abilities.
What's the mechanical difference between what you will make and a Beguiler?

Legendxp
2013-10-21, 02:18 PM
They will be spell like or extraordinary abilities that are at will instead of cast. I am having trouble deciding if this should be a base or prestige class.

EDIT: I have decided to make this a base class.

TheFamilarRaven
2013-10-24, 04:33 PM
Saw your post in the PEACH exchange, I don't really have anything the needs PEACHing right now so consider this a freebee

Looking it over. I would have opted the class to be a PrC for Bards, because Bards in DnD is a general term for travelling minstrel, jester, crier, etc.

On the Invocations. You probably need make them as leveled invocations. I.e, 1st level invocation, 2nd level invocations ... The reason is, well mainly Rope Trick and Dancing Lights are not the same spell level. Also, it'll help you fill in dead levels. I recommend up to level 6th, 9th is possible I suppose. You going to have to make the class choose one ability that they learn, and they have to stick with that ability, otherwise, there would be no mechanical difference between this and the Beguiler.

Also, change the name to something that fits better. Invocation sounds like a an all powerful caster. While "Acts" or 'Jokes" fits better with the theme of the class.

In regards to the feats, Chorus Jester needs to be reworded. It should read "Levels of Jester and Bard stack when determining the strength of Bardic Music", the original wording implied that as the Jester levels up, they also get the abilities of a Bard, if they have levels in Bard. At least to me it did, so I'm sure other people will read it like that as well.

Also, maybe take a letter out of the truenamer books, Have all Acts/Jokes/abilities require a perform (Act) or perform (Comedy) check with the DC being 15 + act level + 2 for every use of the same act in the encounter. Just a suggestion, (not the spell, an actual suggestion :smalltongue:)

Also, you're giving him disable device, but not trapfinding, which is required to find traps above a DC 20 Search check, and disable Magic traps above a DC 25 Disable Device check.

In addition, it seems a little over powered to give a class a feet every level. Sure, most of them are limited to skill based feats, but even a Fighter doesn't get a feat every level. Sure, the Fighter gets a lot of Feats, but that's ALL they get. Jesters right now get a feat at every level, spell-like abilities, plus you're giving them a Sneak Attack like ability, that, combined with the eminence amount of skills a Jester can do, makes Rogues worthless, except for finding Traps, and Bards worthless, except for a few songs.

Suggestions for rework
-Reduce the number of feats this class gets, because they have access to spells, or spell-like abilities.
- Spread out CF's like Uncanny Dodge, Evasion, etc, so they don't get everything at level 1 & 2.
-Add the Acts CF to the class table. They begin with access to first level Acts at level 1. A Jester learns one and only act per level, at level 3 they get access to 2nd level acts, and every three levels after they get access to another level of acts, capping at 6th level at level 15.
-Give this class Acrobatic Charge.
-Make the Sneak Attack like ability require a Tumble check, moving over 15ft, also, make it a weaker progression than the Rogue verison

Rizban
2013-10-27, 04:16 AM
First Thoughts
First thing that jumps out at me: It gets 3 more bonus feats than a Fighter AND has significant class features. Now, I'm not saying that feats are the greatest things, but that's pretty well over the top.

3/4 BAB, 2 good saves, and a 3/4(?) save. Plus all the other stuff on the class table seems pretty potent.

The shock to me was that parlor tricks were spells. I was expecting more mundane "tricks" or abilities, especially given that you claimed this was to be a skill monkey type character. I see now that the Jester is an invocation user like the warlock. While not the direction I would have taken, I think it could work.


Skills, Weapons, and Armor
I'm a bit leery of the 8+int skills per level and the invocation use. While I have not yet looked at the invocation list, this gives me pause. Other invocation users (warlock and dragonfire adept) are pretty decent skill monkeys already with the right invocation selections.

I think the weapon selection is thematically very nice, but I doubt most people are going to have access to all of those books. I would suggest either creating your own homebrew variants or selecting a different weapon list.


Parlor Tricks
The basic information about parlor tricks seems pretty standard. Though, it seems like you've added one more tier of invocations than warlocks get. There's nothing wrong with adding more tiers, but I do hope to see some sort of justification for it other than just having it for the sake of being different.

I wouldn't limit tricks by level. Take a cue from warlock and just give a maximum number known and indicate the levels at which higher order invocations parlor tricks are available. That allows a player to pick a lower order trick if they think it better rather than being restricted to a higher order one.

Also, you should include the progression in the class table rather than elsewhere in the write up. It just makes it easier to find.


AC Bonus
What is a "mental modifier bonus"? I see you specified a Luck bonus, but that doesn't seem very "mental" to me. Perhaps you meant "insight bonus"?
Otherwise, this seems standard for the monk/ninja/swordsage.


Bonus Feats
As stated above, that's a LOT of feats. :smalleek: It makes even the Fighter feel feat starved by comparison.
Also, your description is... complicated. It would probably be better to just say something like, "At 1st level and at levels thereafter as indicated on the class table."


Chaotic Aura
At first glance, I was trying to figure out why a skill monkey had an aura. Now that I see the invocations, it makes sense. It's a bit stronger than usual though, so...
My reservation, based entirely on fluff, is that this is supposed to be the "secret" defender of the king. Right? Well, with a massive chaotic aura, he's not doing very well at hiding his powers. Heck, with such a chaotic demeanor, I'm surprised he can be trusted to defend the king rather than join with the enemy for the sake of getting a good laugh. Just a thought...


Evasion, Uncanny Dodge
Seems about standard and as expected.


Trick Aptitude/Mastery
My hesitation on this one is that not all people use skill tricks or have access to that book. I tend to think homebrew should be created based on SRD + this one homebrew. While not necessarily bad class features, they are effectively worthless if the play group doesn't have access to Complete Scoundrel.


Charm Potency
Seems like an okay idea, but I'm a bit leery of giving a blanket revocation of immunity to mind-affecting. Does this, for example, let a jester charm oozes? With the way you have extra saves tabulated, it seems like this will lead to frequent cases of "He fails, oh, no, wait... Um... He doesn't. No, he does. Wait... I missed that one. He saves." You might want to make that a little simpler.


Negate True Seeing
Seems reasonable. I'd just have them make a save against the normal DC but allow the save just by viewing whatever true seeing would normally reveal.


Class Features (That I have no idea where to put)
I don't think that the extra damage, initiative bonus, and save bonuses are really necessary. I mean, you already give it a truckload of other features. I haven't even gotten to the invocations parlor tricks yet, and it's already a pretty solid tier 3. I fully expect those to push it up into a tier 2 without much difficulty. I'll reserve judgement until I actually read them though.


Parlor Tricks
Skimming the list, it seems that you just put together a list of spells and made them function as invocations. While there's nothing wrong with this approach, it definitely departs from the established invocation classes.

Looking over it, it seems like you have a nice mix of battlefield control spells. These are usually the most powerful and most useful. While you did avoid some of the most egregious offenders, you've got some really potent spells on this list. Making them at will with no use limits per day shoves this class very strongly into tier 2. Since this is just a spell list of standard spells, I don't really see a need to comment on each one specifically.


Jester Bonus Feats
Skimming the feats list, it seems fairly acceptable. I'm not sure of the sources for a number of them (again going back to the source limitations mentioned previously).

Daredevil Athlete, Defensive Climber, Master Swimmer, Savvy Swimmer, Steady Mountaineer - All seem thematically inappropriate, since this is a comedic spellcaster, not an acrobat.
Diligent, Nimble Fingers, Self-Sufficient, Stealthy, Urban Stealth - These just don't seem very likely on a happy-go-lucky super chaos jester. They just thematically seem a bit off.
Haunting Similarity - Source?
Improved Diversion - Source? Seems useless, since hiding is a move action. Reducing creating a diversion from a standard to a move action changes nothing.
Steady Concentration seems really off. I can't see this class having a steady, calm, calculating demeanor.
Tactile Trapsmith - Are you planning to give this trapfinding too? :smallconfused:
Tutor - Another that just seems odd. I can't see this class in a teaching position.
I don't see why Artist is a bonus feat, since it's pretty clearly meant only for bards with the bonuses to bardic music uses.
Blooded seems like you included it just because it was a strong feat and not because it has anything to do with the class.


I also do not like the removal of the limits on 1 regional feat per character or removing racial restrictions.


Final Thoughts
This makes the Bard cry due to being completely replaced.
This makes the Fighter cry due to the Fighter's lack of feats.
This makes the Sorcerer cry due to the Sorcerer's lack of spells.
This makes the Rogue jealous for skills and abilities and cry if you grant this a way to do trapfinding.
This makes the Monk cry (but, really, what doesn't?)
This makes the Warlock jealous for the extra class features and better spell list.

Overall, this needs toning down quite a bit to make it on par with a tier 3 as you said was your goal. This is solidly a tier 2, and potentially a very high tier 2 with some minor optimization. If it didn't have limited parlor tricks known (which I assumed based on the evidence but isn't clearly stated yet), this would be pushing tier 1.

Legendxp
2013-10-27, 07:59 PM
Originally Posted by Rizban
3/4 BAB, 2 good saves, and a 3/4(?) save.

The table maker I used had an option for medium saves. I guess I kind of assumed that they existed somewhere (I'll change the saves accordenly). Also, the jester's saves aren't as overpowered as some might think. A monk has 3 full save progressions, and a paladin might arguably be better, as they have divine grace. Both classes are tier 5.


Originally Posted by Rizban
I think the weapon selection is thematically very nice, but I doubt most people are going to have access to all of those books. I would suggest either creating your own homebrew variants or selecting a different weapon list.

Anything I put down here that isn't from the Player's handbook I'm going to add to one of my posts. That is to say that they won't need the books because I'll have all the information typed down. I am going to source all the information, however, so that people can double check all of it if they so wish. (Not actually going to LINK it though, that would be a bad idea >_>)


Originally Posted by Rizban
There's nothing wrong with adding more tiers, but I do hope to see some sort of justification for it other than just having it for the sake of being different.

The main reason being that there are some rather high wizards spells in there and I felt that I couldn't do them justice by dividing them into only 4 tiers. I won't lie, I also like the variety. I honestly don't think there's anything wrong with adding a tier or two just for the sake of being different.

Keep in mind that this is the largest unfinished section. The spells I have listed there are just what the Parlor Tricks will be based off of. I haven't actually started making any of the tricks yet. All I've done so far is list spells that seem interesting.


Originally Posted by Rizban
Also, you should include the progression in the class table rather than elsewhere in the write up. It just makes it easier to find.

I would, but I'm not very table savvy. :smallfrown:


Originally Posted by Rizban
What is a "mental modifier bonus"? I see you specified a Luck bonus, but that doesn't seem very "mental" to me. Perhaps you meant "insight bonus"?

A mental modifier is the ability modifier of one of your mental ability scores (I know it is mentioned somewhere in the player's handbook but I can't remember where. Age section maybe?) As for the AC bonus, I did in fact mean a luck bonus. The problem being, what ability score most signifies luck? I decided that it wasn't any of the physical ability scores and I wanted to give the players a choice as to what ability granted their AC bonus.


Originally Posted by Rizban
As stated above, that's a LOT of feats. It makes even the Fighter feel feat starved by comparison.
Also, your description is... complicated. It would probably be better to just say something like, "At 1st level and at levels thereafter as indicated on the class table."

Keep in mind that 90% of these feats aren't combat related, and that the Fighter is a tier 5 character. That being said I am going to reduce the amount of bonus feats a jester gets significantly, I don't think it needs them. Also, the reason I had such a complicated phrasing in the class features section was to alleviate confusion of text vs table in the event of me making a mistake.


Originally Posted by Rizban
My reservation, based entirely on fluff, is that this is supposed to be the "secret" defender of the king. Right? Well, with a massive chaotic aura, he's not doing very well at hiding his powers. Heck, with such a chaotic demeanor, I'm surprised he can be trusted to defend the king rather than join with the enemy for the sake of getting a good laugh. Just a thought...

This is a very reasonable and valid point. I might have to redesign the fluff a bit or just take out the aura in general. I wanted the aura to be less powerful than a cleric devoted to a chaotic deity, but more powerful than the average chaotic creature.


Originally Posted by Rizban
My hesitation on this one is that not all people use skill tricks or have access to that book. I tend to think homebrew should be created based on SRD + this one homebrew. While not necessarily bad class features, they are effectively worthless if the play group doesn't have access to Complete Scoundrel.

I plan on posting all skill tricks and the basic rules for them. (Are there skill tricks from other sources? I wasn't able to find anything)


Originally Posted by Rizban
I don't think that the extra damage, initiative bonus, and save bonuses are really necessary. I mean, you already give it a truckload of other features.

I'm going to be taking out some bonus feats and restructuring the Parlor Tricks section. I'll probably ditch the movement speed increase as well. I think this should be enough to add in more class features especially when considering what a warlock gets (Damage Reduction, Energy Resistance, Eldritch Blast).


Originally Posted by Rizban
Parlor Tricks
*Snip*

I'm largely unfinished with these, but I plan on moving them around so that you would gain access to these abilities at levels later than a spellcaster normally would.

Also just reiterating this;

"Keep in mind that this is the largest unfinished section. The spells I have listed there are just what the Parlor Tricks will be based off of. I haven't actually started making any of the tricks yet. All I've done so far is list spells that seem interesting."


Originally Posted by Rizban
This makes the Bard cry due to being completely replaced.
This makes the Fighter cry due to the Fighter's lack of feats.
This makes the Sorcerer cry due to the Sorcerer's lack of spells.
This makes the Rogue jealous for skills and abilities and cry if you grant this a way to do trapfinding.
This makes the Monk cry (but, really, what doesn't?)
This makes the Warlock jealous for the extra class features and better spell list.

Bard cry? Probably, still have some kinks to work out.
Fighter cry? Tier 5, just saying...
Sorcerer cry? Hardly, sorcerers are very powerful.
Rogue jealous? Maybe, definitely not going to give the jester trapfinding.
Monk Cry? Ehh, go right ahead. (Poor monk, he gets no love :smallbiggrin:)
Warlock Jealous? Maybe a little, but I still feel like a warlock would be better in straight up "shoot it out" combat. Keep in mind, I also still have to redo my spell list Parlor Trick list.

Rizban
2013-10-28, 12:33 AM
Note that I did a little rearranging of your replies to group similar items together rather than approaching it in a linear fashion as I did on the initial review.


The table maker I used had an option for medium saves. I guess I kind of assumed that they existed somewhere (I'll change the saves accordenly).They don't actually exist in any official book; however, a number of people do use them. I have used them in a couple of homebrews myself, but they're definitely not official.


Also, the jester's saves aren't as overpowered as some might think. A monk has 3 full save progressions, and a paladin might arguably be better, as they have divine grace. Both classes are tier 5.
Keep in mind that 90% of these feats aren't combat related, and that the Fighter is a tier 5 character. That being said I am going to reduce the amount of bonus feats a jester gets significantly, I don't think it needs them. Also, the reason I had such a complicated phrasing in the class features section was to alleviate confusion of text vs table in the event of me making a mistake.Taking what are arguably the best features of weak classes and smashing them together does not necessarily make a weak class. True good saves or bonus feats alone don't make a powerhouse, but you've got both plus a slew of class features, particularly spellcasting. Just because a class is weak doesn't mean a particular feature of that class is weak. For example, both Monk and Swordsage get AC bonuses from Wisdom. The two classes are clearly not on the same level despite having the same basic ability.

What you are essentially saying with your statements is that an elephant is a weak animal because it has 4 legs and and a tail just like a gerbil has 4 legs and a tail. The logic doesn't work, because it ignores many other significant factors.

On a separate note, being chaotic, this massive stack of "weak" bonus feats is just a few chaos shuffles away from getting any feats the jester wants.



Anything I put down here that isn't from the Player's handbook I'm going to add to one of my posts. That is to say that they won't need the books because I'll have all the information typed down. I am going to source all the information, however, so that people can double check all of it if they so wish. (Not actually going to LINK it though, that would be a bad idea >_>)
I plan on posting all skill tricks and the basic rules for them. (Are there skill tricks from other sources? I wasn't able to find anything)If it's not officially open content, i.e. included in the the SRD (http://www.d20srd.org/), then that's still a very bad idea. Whether you copy/paste it in full or post a link to the original, it's still in violation of the terms of the Open Game License and a violation of copyright. If you want to use those kinds of things, you'll need to homebrew your own similar items.



The main reason being that there are some rather high wizards spells in there and I felt that I couldn't do them justice by dividing them into only 4 tiers. I won't lie, I also like the variety. I honestly don't think there's anything wrong with adding a tier or two just for the sake of being different.

Keep in mind that this is the largest unfinished section. The spells I have listed there are just what the Parlor Tricks will be based off of. I haven't actually started making any of the tricks yet. All I've done so far is list spells that seem interesting.
I'm largely unfinished with these, but I plan on moving them around so that you would gain access to these abilities at levels later than a spellcaster normally would.Still, unlimited uses per day. Even if acquired later, they are unlimited uses.

Most standard spells, including many on your suggested list, are stronger than the standard invocations. Unless they're getting them a few spell levels (not character levels) late, unlimited uses per day is still very, very strong.

I mean, you're giving the class unlimited, at-will uses of haste, tenser's transformation, and prismatic sphere (a 9th-level spell!), for goodness sake. Not even a highly optimized wizard can do that!




A mental modifier is the ability modifier of one of your mental ability scores (I know it is mentioned somewhere in the player's handbook but I can't remember where. Age section maybe?)To my knowledge, this term is not in the 3.5 PHB.


As for the AC bonus, I did in fact mean a luck bonus. The problem being, what ability score most signifies luck? I decided that it wasn't any of the physical ability scores and I wanted to give the players a choice as to what ability granted their AC bonus.I asked because "mental" seems to imply Insight as opposed to Luck. *shrug*

But, really, being able to choose ANY of your mental abilities scores for the AC bonus ability is definitely strong.



I'm going to be taking out some bonus feats and restructuring the Parlor Tricks section. I'll probably ditch the movement speed increase as well. I think this should be enough to add in more class features especially when considering what a warlock gets (Damage Reduction, Energy Resistance, Eldritch Blast).
Well, let's look at the two as written, ignoring the "extra" things you haven't included yet.

{table=head]|Warlock|Jester||Winner
Hit Die|d6|d6||Tie
Base Attack Bonus|3/4|3/4||Tie
Saves|0/0/2|1/2/2||Jester
Skill Points|2|8||Jester
Skill List|13|23||Jester
InvocationsMax Level|9|9||Tie(?)
InvocationsNumber of "9th-level",|1|3||Jester
InvocationsTotal Number of,|50|95||Jester
[/table]

Let's looks at some other basic abilities that don't have direct correlations.

Damage Output
The warlock clearly wins here with little explanation, at least at early levels. It has eldritch blast and a number of invocation options to modify it. The jester lacks any similar ability, though it can pull ahead at later levels with a good selection of invocations, based on the current list.


Defensive Abilities
Warlock: DR 5/cold iron Energy Resistance (2 types) 10 Fast Healing 5
Jester: +8-10 Luck bonus to AC, stacks with monk levels. Evasion/Uncanny Dodge
Both have some resistance to taking damage.

The warlock has some minor DR and energy resistances. Unfortunately, by the time they're gained (level 19+), they are largely irrelevant. It does make up for this some with Fast Healing 5. The warlock can not wear heavy armor due to spell failure chances with his invocations.

The jester has a significant boost to AC. Unlike the warlock, he will likely also be wearing heavier armor due to a lack of a spell failure chance with his own invocations. In short, he has no need for the DR, as he'll be taking fewer hits. He does miss out on the energy resistances and Fast Healing.

Overall, I'd rank them about even on this point, but the Fast Healing does seem to make the warlock pull slightly ahead.


Invocations vs Parlor Tricks
As mentioned above, warlock invocations have a chance of spell failure.
A jester's parlor tricks do not.
This alone is a significantly powerful boost to the jester over the warlock.

The warlock has one 9th-level equivalent invocation: foresight.
The jester has three of them: foresight plus crushing hand, and prismatic sphere.

A warlock has a list of 50 invocations, 15 of which are modifications to his eldritch blast. This leaves him with effectively 35 "spells" from which to choose his maximum of 12 invocations. He has a few powerful options, but most aren't great.

A jester has 95 invocations, all of which replicate spells, many of which are significantly stronger than what a warlock can choose. I can't comment on the overall number learned yet, as that has not been posted.


Miscellaneous Class Features
Jester 14 bonus feats
10 bonus skill tricks
All skill tricks usable at will.
Warlock Take 10 on Use Magic Device checks
Make UMD checks to craft magic items without spells known

I think the differences in this category are fairly clear. A warlock has a bit better use of the UMD skill, but the jester has far more options available which can, with the right selections, get him in as good of a position, if not better, than the warlock in this category. The list of bonus feats and the possible skills tricks are quite potent.




Bard cry? Probably, still have some kinks to work out.Jester wins on skills, saves, melee combat, and spells.
Bard wins on bardic music.


Fighter cry? Tier 5, just saying...Jester still wins on number of feats, just saying...


Sorcerer cry? Hardly, sorcerers are very powerful.9th-level spells known
Sorcerer: 3.
Jester: 3.
9th-level spells/day
Sorcerer: 6.
Jester: unlimited.


Rogue jealous? Maybe, definitely not going to give the jester trapfinding.Rogue wins in sneak attack and trapfinding.
Jester wins in AC bonus, spells, bonus feats, earlier uncanny dodge, more class features overall.


Warlock Jealous? Maybe a little, but I still feel like a warlock would be better in straight up "shoot it out" combat. Keep in mind, I also still have to redo my spell list Parlor Trick list.Covered above.

Legendxp
2013-10-28, 01:02 AM
I believe I've covered repeatedly that I've yet to redo my spells and that my class isn't finished yet. Arguments based on the types of spells my class can cast are inherently flawed. Saying that my spells are still over powered is redundant as I still haven't changed them. I know you have some issues with this class but please wait a little longer until I've worked some kinks out.

Rizban
2013-10-28, 04:27 AM
I believe I've covered repeatedly that I've yet to redo my spells and that my class isn't finished yet. Arguments based on the types of spells my class can cast are inherently flawed. Saying that my spells are still over powered is redundant as I still haven't changed them. I know you have some issues with this class but please wait a little longer until I've worked some kinks out.
I touched on a number of things other than the spells. Still, the spells were there, and I thought I'd point out the issues with what has been presented.