View Full Version : Jester Base Class D&D 3.5 (PEACH)

2013-10-28, 05:04 PM

The Jester

"¿uʍop ǝpısdn ןןɐ noʎ ǝɹɐ ʎɥʍ"


Jesters are the kings party makers, but not only are they established performers and magicians, they are also 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 and business travels.

(Paragraph involving circus performers, yada yada)

Making A Jester

Adventures: Many jesters adventure because they are either bored with their current way of life, or because they desire the fame and fortune of an adventurer. Jesters will often accept any job they first see regardless of the danger (This often results in them getting over their heads).

Characteristics: (What your class is capable of)

Alignment: Nearly all jesters have a chaotic alignment. Those who don't are either retired or traumatized. (Will add more info later)

Religion: Most jesters worship Olidammara, the laughing rogue, and have been known to occasionally perform at his temples without payment. Other jesters travel in large groups across the world. These jesters set up tents while visiting various towns and showcase their performances to the citizens, for a fee of course.

Background: Many jesters start at a young age. Fascinated by the performances of other jesters, children and young adults will sometimes run away to join one of the many traveling bands of entertainers at one of their tents. If they show some talent, they may be persuaded to join.

Races: Most jesters are either human, gnome, or halfling. Elven jesters aren't very commonplace but can be found occasionally. Warforged jesters rarely exist as they can find it difficult to understand the concept of humor. Dwarven, orcish, and kobold jesters are all but unheard of, if they even exist at all.

Other Classes: Jesters get along fantastically with bards, as their chaotic natures tend to mesh well together. Typically many classes don't much mind a jester, besides the fact that they can be a little annoying. Paladins, however, see jesters as fools. They believe that too much do jesters make light of situations that are quite serious. In reality, they are merely trying to ease the tensions of the party.

Role: A jester can fill many roles in a party. Often a high intelligence and charisma results in a jester being the face of one's party, talking to higher ups or bluffing enemies when in a sticky situation. A jester's illusions and charms also make for quite the disturbance when in a battle, drawing attention away from her allies. While its true that many jesters aren't very durable, they are still capable of dealing alot of damage from the shadows.

Abilities: Intelligence is a jester's main ability. It helps a jester learn more languages, as many of her abilities are language dependent. She also uses it to gain more skill points (which are needed to "purchase" the skill tricks that she will later use). Finally, a high intelligence grants a bonus to AC which will come in handy. Charisma is a good secondary choice. The DC of all her spell-like abilities are dependent on it, as well as some other class features. Dexterity would be a helpful third option, which also increases AC. This helps offset the jester's low amount of hitpoints.

Adaptation: A variant on jesters can be applied to players who are in a campaign setting that is devoid of magic. A non-spellcasting jester loses all spell-like abilities, Charm Potency, and Illusionary Magnificence. She receives Improved Uncanny Dodge (The barbarian class feature) at 6th level, Improved Evasion (The monk class feature) at 9th level, and Skill Mastery (All Skills, otherwise works as the rogue class feature) at 20th level.

Game Information

Alignment: Any Chaotic
Starting Gold: 6d4 x 10gp (150gp)
Starting Age: Adult (As barbarian)
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), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (All) (Cha), Profession (Comedian) (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) x 4

Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Jester

{table=head]Level|BAB|Fort|Ref|Will|Special|Parlor Tricks Known|AC Bonus

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

2nd|+1|+0|+3|+0|Sneak Attack 1d6, Chaotic Aura |1|1

3rd|+2|+1|+3|+1|Uncanny Dodge, bonus feat |2|1

4th|+3|+1|+4|+1|Trick Aptitude +1 |2|1

5th|+3|+1|+4|+1|Sneak Attack 2d6, Trick Mastery +1 |3|2

6th|+4|+2|+5|+2|Lucky Break +1, bonus feat, Lesser Parlor Trick |3|2

7th|+5|+2|+5|+2|Trick Aptitude +2 |4|2

8th|+6/+1|+2|+6|+2|Sneak Attack 3d6 |4|2

9th|+6/+1|+3|+6|+3|Charm Potency, bonus feat |5|2

10th|+7/+2|+3|+7|+3|Trick Aptitude +3, Trick Mastery +2 |5|3

11th|+8/+3|+3|+7|+3|Sneak Attack 4d6, Greater Parlor Trick |6|3

12th|+9/+4|+4|+8|+4|Lucky Break +2, bonus feat |6|3

13th|+9/+4|+4|+8|+4|Trick Aptitude +4 |7|3

14th|+10/+5|+4|+9|+4|Sneak Attack 5d6 |7|3

15th|+11/+6/+1|+5|+9|+5|Trick Mastery +3, bonus feat |8|4

16th|+12/+7/+2|+5|+10|+5|Trick Aptitude +5, Greatest Parlor Trick |8|4

17th|+12/+7/+2|+5|+10|+5|Sneak Attack 6d6 |9|4

18th|+13/+8/+3|+6|+11|+6|Lucky Break +3, bonus feat |9|4

19th|+14/+9/+4|+6|+11|+6|Trick Aptitude +1/2Lvl |10|4

20th|+15/+10/+5|+6|+12|+6| Sneak Attack 7d6, Illusionary Magnificence, Trick Mastery +4 |10|5


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 Blade (DU120p35), Foot Spike (RotW p165), Quickrazor*, Ribbon Dagger (DU118p42), Flutterblade (Drow p64), Quickblade Rapier (CAdv p116), Whip, and Spiked Chain.

*Homebrewed Item: Same as Gnome Quickrazor (RoS p155), but built for medium creatures.

Weapon Proficiencies
{table=head]Weapon|Size|Damage|Critical|Type|Cost|Weight|Hardn ess|Hitpoints|Special

Cutlass |Light |1d6 |19-20/x2 |Slashing |15gp |3lbs |5 |2 |+2 to resist being Disarmed

Disguised Dagger |Light |1d4 |19-20/x2 |Piercing or Slashing |52gp |1lb |10 |2 |+7 bonus on Sleight of Hand checks to Conceal

Poison Ring |Light |1d1 |20/x2 |Piercing |45gp |
-|10 |2 |Touch Attack, Ring can hold one dose of Injury Poison. Needle on palm side of ring can be extended as a Standard Action.

Rapier |1 Handed |1d6 |18-20/x2 |Piercing |20gp |2lbs |10 |5 |Does not add 1.5x strength modifier to damage when wielded with two hands.

Barbed Dagger |Light |1d4 |19-20/x2 |Piercing |35gp |1lb |5 |2 |A proficient user with 5+ ranks of Sleight of Hand does +2 damage on a Sneak Attack.

Braid Blade |Light |1d3 |18-20/x3 |Slashing |10gp |1/2lb |5 |2 |Blade attached at the end of a long hair braid, Feint +2. As a Full Round Attack, you can make a bonus attack with the Braid Blade at –5 (or –2 if you have 5+ ranks of Tumble)

Foot Spike |Light |1d6 |18-20/x2 |Piercing |8gp |1lb |5 |2 |Spikes can be folded into boot (for walking) or extended (for fighting) with the same effort it takes to draw a weapon. If on the ground, –4 penalty & land speed is reduced to 5’.

Quickrazor |Light |1d4 |19-20/x2 |Slashing |45gp |1lb |10 |2 |Feint +2. Normally drawn from wrist sheath (as a Free Action) at the start of a round and stored (also as a Free Action) at the end of the round. If simply held, it has a –2 penalty. +4 bonus to conceal on body

Ribbon Dagger |Light |1d4 |20/x4 |Slashing |50gp |1lb |10 |2 |Disarm +2

Flutterblade |1 Handed |1d4 |19-20/x2 |Piercing or Slashing |15gp |2lbs |10 |5 |Can switch between Slashing & Piercing as a Move Action
Quickblade Rapier |1 Handed |1d6 |18-20/x2 |Piercing |75gp |3lbs |10 |5 |Finesse, Disarm +2, Feint +2. Does not add 1.5x strength modifier to damage when wielded with two hands.

Whip |1 Handed |1d3§ |20/x2 |Slashing |1gp |2lbs |2 |5 |Trip, Disarm +2, Subdual, Finesse, Reach 15’ & Threaten Adjacent. Attacking generates an Attack of Opportunity. Cannot damage an opponent with an Armor bonus of +1 or higher, or, a Natural Armor bonus of +3 or greater

Spiked Chain |2 Handed |2d4 |20/x2 |Piercing |25gp |10lbs |10 |10 |Reach 10’ & Threaten Adjacent, Finesse, Trip, Disarm +2

§ = Subdual

Parlor Tricks (Sp): 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. She 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; Least, Lesser, Greater, Greatest, and Epic

A jester begins with knowledge of one parlor trick, which must be of the lowest grade. As a jester gains levels, he learns new parlor tricks. A complete description of each parlor trick can be found in the very next post.

At 6th level, a jester can replace a least parlor trick she knows with a different least parlor trick and can replace another with a lesser parlor trick. At 11th level, a jester can replace a least or lesser parlor trick she knows with another parlor trick of the same or a lower grade, in addition to learning a new parlor trick, which could be least, lesser, or greater. At 16th level, a jester can replace a least, lesser, or greater invocation she knows with another parlor trick of the same or a lower grade and can replace another with a greatest parlor trick.

Finally, unlike other spell-like abilities, parlor tricks are subject to arcane spell failure chance. Jesters can qualify for some prestige classes usually intended for spellcasters.

AC Bonus (Su): 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 her Int Modifier to her AC as a Luck bonus. In addition, a jester gains an additional +1 luck bonus to AC at 1st level. This bonus increases to +2 at 5th level and increases by one 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, when she carries a heavy shield, or when she carries a medium or heavy load.

Evasion (Ex): At 1st 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.

Bonus feats (Ex): At 1st level, a jester gets a bonus skills-oriented feat in addition to any feat that a character would normally get. The jester gains an additional bonus feat at 3rd level and every three jester levels thereafter (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.

Sneak Attack (Ex): If a jester can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the jester's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the jester flanks her target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every three jester levels thereafter. Should the jester score a critical hit with a sneak attack, this extra damage is not multiplied. (See Table 8—5: Attack Roll Modifiers and Table 8—6: Armor Class Modifiers, page 151, for combat situations in which the jester flanks an opponent or the opponent loses his Dexterity bonus to AC.) Ranged attacks can count as sneak attacks only if the target is within 30 feet. A jester can't strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, a jester can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual —4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack. (See Nonlethal Damage, page 146.)

A jester can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The jester must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A jester cannot sneak attack while striking a creature with concealment (see page 152) or striking the limbs of a creature whose vitals are beyond reach.

Chaotic Aura (Su): Starting at 2nd level, a jester gains a chaotic aura out to 30' with a strength equal to that of a chaotic cleric of the same level. All non-lawful allies, including her, within her chaotic aura gain a bonus to bluff, intimidate, sense motive, and sleight of hand checks equal to her AC bonus.

Uncanny Dodge (Ex): At 3rd level, a jester cannot be caught flat-footed and reacts 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 (Ex): After years of performing, a jester is more naturally inclined to perform skill tricks. Starting at 4th level, the maximum number of skill tricks she can learn increases by 1. This number increases by 1 every three levels thereafter, until at 19th level when her maximum number of skill tricks becomes always 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 five jester levels thereafter.

Lucky Break (Su): At 6th level a jester gain a +1 Luck bonus to each save and initiative checks. This bonus increases by 1 every six jester levels thereafter. A jester loses these bonuses when she's helpless, wears any medium or heavy armor, when she carries a heavy shield, or when she carries a medium or heavy load.

Charm Potency (Su): At 9th level a jester has gotten so adept at charm spells that creatures normally immune to her mind affecting abilities lose their immunities. However, these creatures receive a +4 bonus on their save for each immunity to mind-affecting abilities that they have. (For example a lich has the protection from chaos spell active, making it immune to mind effecting spells from being undead, and from the spell, it would receive a +8 bonus on its save to resist a jester's mind affecting abilities) Mindless creatures and creatures with an Int of 2 or less are not affected. This is a language dependent supernatural ability. Additionally, the DC of all of her lesser Parlor tricks increase by 1.

Illusionary Magnificence (Su): By 20th level, a jester's illusions have gotten so powerful that they start to permeate the prime material plane. Creatures with magical ways of discerning your illusions need to make a caster check (DC = 5 + Jester level + Charisma modifier) whenever they would normally negate the properties of your illusions.


A jester who ceases to be of a chaotic alignment or willingly harms the lord or king in which she is in service to (This can be avoided by ending her service beforehand), loses her spell-like abilities and may not progress any farther in levels as a jester. However, she still retains all other class features and may regain her abilities and advancement potential if she becomes chaotic once more. If she became an ex-jester through harming her lord or king she must not only become of a chaotic alignment, but also serve out the appropriate sentencing for harming said person.

Epic Jesters

{table=head]Level|BAB|Fort|Ref|Will|Special|Parlor Tricks Known|AC Bonus

21st|+16/+11/+6|+6|+12|+6|Bonus feat, Epic Parlor Trick|10|5

22nd|+16/+11/+6|+7|+13|+7|Greater Charm Potency|11|5

23rd|+17/+12/+7|+7|+13|+7|Sneak Attack 8d6|11|5

24th|+17/+12/+7|+8|+14|+8|Lucky Break +4, bonus feat|12|5

25th|+18/+13/+8|+8|+14|+8|Trick Mastery (At Will)|12|6

26th|+18/+13/+8|+9|+15|+9|Sneak Attack 9d6|13|6

27th|+19/+14/+9|+9|+15|+9|Bonus feat|13|6

28th|+19/+14/+9|+10|+16|+10|Lucky Break +5|14|6

29th|+20/+15/+10|+10|+16|+10|Sneak Attack 10d6|14|6

30th|+20/+15/+10|+11|+17|+11|Bonus feat|15|7


Epic Class Features

All of the following are epic class features of the jester.

Parlor Tricks (Sp):At 21st level, a jester can replace a least, lesser, greater, or greatest invocation she knows with another parlor trick of the same or a lower grade and can replace another with an epic parlor trick.

AC Bonus (Ex): A jester's AC bonus further increases beyond 20th level (see table "Epic Jesters"). This bonus increases to +6 at 25th level and increases by one every 5 levels thereafter.

Bonus feats (Ex): At 21st level, a jester gets a bonus skills-oriented feat in addition to any feat that a character would normally get. The jester gains an additional bonus feat at 3rd level and every three jester levels thereafter (see table "Epic Jesters"). 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.

Sneak Attack (Ex): A jester's sneak attack damage further increases beyond 20th level. This extra damage is 8d6 at 23rd level, and it increases by 1d6 every three jester levels thereafter.

Greater Charm Potency (Su): At 22nd level, a jester's mind-affecting abilities now affect any sentient being -or- anything with an intelligence score. The bonus these creatures receive is reduced to +2 (Instead of +4) per immunity. This is a language dependent supernatural ability. Additionally, the DC of all of her non-epic parlor tricks increase by 1.

Lucky Break (Su): A jester's Lucky Break bonus further increases beyond 20th level. At 24th level a jester gain a +4 Luck bonus to reflex saves and initiative checks. This bonus increases by 1 every six jester levels thereafter.

Trick Mastery (Ex): At 25th level a jester may now use skill tricks at will. They still normally take a swift action to use.

2013-10-28, 05:05 PM
Parlor Tricks

Least Parlor Tricks

Firecracker Flash
Hat Trick
Twilight Powder
Acrobatic Agility
Mind Reading
Jeering Taunt
Alignment Shift
Hide Item
Treat Transmutation

Name: Mimicry
Range: Close (25 ft. + 5 ft./2 levels)
Target: Self
Duration: 1 round/level
Saving Throw: Will DC 11 + Cha
Most Similar Spell(s): Ghost sound, Ventriloquism
Equivalent Spell Level: 1

You may recreate any sound that you've heard before, or create your own, projecting it in any way you so choose. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans).

Name: Firecracker Flash
Range: 25' radius
Target: 25' burst centered on self
Duration: Instantaneous; See text
Saving Throw: Fort DC 11 + Cha
Most Similar Spell(s): Flare, ColorSpray
Equivalent Spell Level: 1

A vivid flash of clashing colors springs forth from your hand, causing hostile creatures within 30' to become stunned, dazzled, and possibly blinded. Each creature within the radius is affected according to its Hit Dice;

<3HD-Target is dazzled for 1 minute, blinded and stunned for 2d4+1 rounds.

3-4HD - Target is dazzled for 1 minute, blinded and stunned for 1d4+1 rounds.

>4HD - Target is dazzled for 1 minute and stunned for 1 round. Sightless creatures are not affected by firecracker flash.

Name: Tomfoolery
Range: Target touched
Target: Self
Duration: 1 hour
Saving Throw: None
Most Similar Spell(s): Prestidigitation
Equivalent Spell Level: 0

Once cast, this ability enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift 1 pound of material. You can color, clean, or soil items in a 1-foot cube each round. You can chill, warm, or flavor 1 pound of nonliving material. You cannot deal damage or affect the concentration of spellcasters. This ability can create small objects, but they look crude and artificial. The materials created by this ability are extremely fragile, and cannot be used as tools, weapons, or spell components. Finally, a this ability lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Name: Hat Trick
Range: Close (25 ft. + 5 ft./2 levels)
Target: Object; See text
Duration: Instantaneous
Saving Throw: Reflex Partial; See text (DC11 + Cha)
Most Similar Spell(s): Mage Hand, ?
Equivalent Spell Level: 1

You may reach into a hat, helmet, or small bag to grab an item within your line of sight. The item cannot be sentient, magical, psionic, or currently worn or wielded by another creature. It must be able to be picked up in one hand and must be capable of fitting through whatever portal you are using (A large chair and an incredibly heavy sack, most likely wouldn't work). An enemy who notices both you and the object you are attempting to retrieve is entitled to a reflex save (DC11 + Cha) to grab the item, but only if that creature is within reach of said item and is actually capable of grabbing it (A bound creature, or a creature without limbs would not be entitled to a reflex save).

Name: Twilight Powder
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft.-radius spread
Duration: 1 round/level
Saving Throw: None
Most Similar Spell(s): Glitterdust, ?
Equivalent Spell Level: 2

A cloud of gold and red hued particles covers everyone and everything in the area, visibly outlining invisible things for the duration of the spell and igniting flammable materials. All enemies within the area are covered by the dust which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes 1d4 fire damage a round (plus 1d4 damage per three levels above 1st, max 4d4 at 10th level), a –40 penalty on Hide checks, and the DC required to track that creature decreases by 20.

Name: Acrobatic Agility
Range: Touch
Target: Self
Duration: 1 round/level
Saving Throw: Will DC11 + Cha (Harmless)
Most Similar Spell(s): Jump, Feather Fall
Equivalent Spell Level: 1

Gain a +5 enhancement bonus on jump, balance, and tumble checks. The enhancement bonus increases to +10 at caster level 5th, and to +15 (the maximum) at caster level 9th. Treat any jump checks as if you had a running start. Your jumping distance is not limited by your movement speed or your height when making these checks, but is still counted against your normal maximum movement in a round (A player who's movement speed is 30' may jump 40' but it takes an entire move action. If that same player only jumps 20' they may move 10' more as part of their move action). Additionally, treat yourself as if under the effects of a Feather Fall spell when falling more than 10'.

Name: Mind Reading
Range: 80'
Target: 1 living creature
Duration: Concentration, 1 min/level
Saving Throw: Will DC 12 + Cha
Most Similar Spell(s): Detect Thoughts
Equivalent Spell Level: 2

As Detect Thoughts except as noted. You skip right to the 3rd round of effects, you may only read the thoughts of one creature at a time, and you are not stunned by creatures of intelligence 26 or higher. Switching the target of this ability is a swift action. If a creature that does not notice you makes its save, it does not realize that it has been targeted by this effect.

Name: Jeering Taunt
Range: Medium (100 ft. + 10 ft./level)
Target: 1 living creature
Duration: 1 round/level
Saving Throw: Will DC 12 + Cha
Most Similar Spell(s): Rage, ?
Equivalent Spell Level: 2

Insult and heckle another target creature into attacking you. That creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical to a barbarian’s rage, except that the affected creature must attack you each round if able. They may use any means available to them to do so (Such as ranged weaponry) and will not follow obviously suicidal actions to reach you (Such as attempting to jump a ravine or rush past a group of red dragons). They may not target any other creatures for the duration of this effect, but may include other targets in an area if you are centered in it. If at any point the affected creature is unable to discern your location, the effect ends. This is a language-dependent, mind-affecting ability.

Name: Alignment Shift
Range: Target touched
Target: Self
Duration: 1 hour/level
Saving Throw: None
Most Similar Spell(s): Undetectable Alignment
Equivalent Spell Level: 2

Your alignment appears as the type you specify to all forms of divination. You may not pick any neutral alignment. All magical items treat you as if you were this new alignment (If your new alignment is lawful good when your previous alignment was chaotic evil, you may now wield holy items without penalty for the duration of this ability). Planar traits still affect you as previously without regards as to your newly perceived alignment.

Name: Hide Item
Range: Touch
Target: Object, 100 lb./level
Duration: 1 hour/level
Saving Throw: None
Most Similar Spell(s): Invisibility
Equivalent Spell Level: 2

As Invisibility except as noted. This ability is only usable on objects, not creatures (You may not use this spell on constructs). This spell also grants a +10 bonus on Sleight of Hand checks made to conceal an affected item. Invisible items cannot be targeted, preventing them from becoming sundered. Sentient creatures receive a -1 penalty to AC against attacks made from invisible weapons. Creatures with true seeing or some other way of noticing an invisible weapon in combat negate this penalty, and mindless creatures are immune to it.

Name: Treat Transmutation
Range: Close (25 ft. + 5 ft./2 levels)
Area: Up to one 5-ft. cube
Duration: Instantaneous
Saving Throw: Ref DC 12 + Cha; See text
Most Similar Spell(s): Soften Earth and Stone
Equivalent Spell Level: 2

You may turn some material into candy, tarts, cake, or some other sugary edible substance. You may only turn non-magical, non-intelligent, non-masterwork items into treats (You may not use this ability on a masterwork lock, but you could on the door frame around it). Consuming the treats does not sustain you but heals 1 hitpoint. You may eat one handful of treats as a move action but doing so a number of times more than twice your level in a day causes you to become sickened (no save) for 5 hours. The average 5-ft. cube has 8d6 (24) handfuls of treats.

Lesser Parlor Tricks

Minor Figment

Name: Minor Figment
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Four 10-ft. cubes + one 10-ft. cube/level
Duration: Concentration +3 rounds
Saving Throw: Will DC 13 + Cha
Most Similar Spell(s): Major Image
Equivalent Spell Level: 3

You create the visual illusion of an object, creature, or force, as visualized by you. The illusion does not include smell, texture, or temperature but can create sound. The illusion disappears when struck by an opponent unless you cause the illusion to react appropriately.

Name: Knockout
Range: Personal
Effect: 30' radius burst
Duration: 2 rounds; See Text
Saving Throw: Fort DC 13 + Cha
Most Similar Spell(s): Deep Slumber
Equivalent Spell Level: 3

A burst of force emanates from you, knocking all within its range into a coma, including you and your allies. Unconscious creatures are helpless. Wounding a creature awakens it, but shouting or shoving does not. Creatures immune to to sleep effects take non-lethal damage equal to their current hitpoints + 10. Both the coma and any non-lethal damage dealt by this spell persist only 3 rounds or until any affected creature awakens (whichever comes first). Creatures immune to non-lethal damage or mind-affecting abilities are immune to the affects of this ability.

Greater Parlor Tricks


Greatest Parlor Tricks

Last Laugh

Name: Last Laugh
Range: Personal
Target: Self
Duration: 24 hours
Saving Throw: See text; DC 16 + Cha
Most Similar Spell(s): Contingency
Equivalent Spell Level: 6

Treat this ability in all ways as if you have had the contingency spell cast on you except as noted here. The effect triggers whenever you are brought down to -1 or fewer hitpoints -or- you are slain. The spell cast is any offensive spell of 8th level or lower, except that it is now treated as a spell-like ability. For the purpose of this ability, an "offensive" spell is any spell that would end the effects of an invisibility spell. You may not use this ability on yourself while another contingency spell is in effect on you, nor may you use this ability while any Last Laugh ability is in effect on you.


Sample Parlor Trick Entry
Saving Throw:
Most Similar Spell(s):
Equivalent Spell Level:


Name: Set the Stage
Range: 0 ft.
Area: 1 cu. ft./level
Duration: 10 minutes/level
Saving Throw: None
Most Similar Spell(s): Minor Creation
Equivalent Spell Level: 4

You may create-

Grandeur: Makes an opponent(s) think he is stronger than he really is. Imparts an AC penalty and subject may make stupid choices. When cast on ally, they receive benefits as if fanatic, but may still make rational decisions.

Fire Breathing: Requires combustible material component. Breathes fire as dragon breath. Usable once every 1d4+1 rounds. Less damage than normal.

Juggling: Facinates creatures, as hypnotism. Slightly more powerful.

Bad Pun: As hideous laughter spell. Affects multiple creatures.

Fake Out, Double Take, Deja Vu?: All members of your party look exactly like one member of your party.

Illusionary Spell: Copy the visual effects of one offensive spell, seemingly casting it. Deals 1d2 damage. If enemy is damaged, must make a save or believe that spell has been successfully cast. Spellcraft checks to determine this spell are fooled.

10th time's the charm: A charm spell which increases its own DC by 1 for every consecutive use on the same target.

Here are some more ideas by D20ragon:

1.pick a card,any card,they all say the same thing...
Make the victims next choice for them.

2.And for my next trick...
Choose two parlor tricks. As soon as you perform one, the next comes into
effect next turn,as a free action.

3.It's all in your head...
Can grant healing by convincing others that their wounds aren't real.

4. Laugh it off...
Heal yourself.

5. Killing Joke...
It's a Jesters version of explosive runes,but with a save/die effect.

7. Set the Stage...
You have anything(to a point) that you need for the situation.

8. I'll need a volunteer...
Can summon a creature(a volunteer)

9. A flash of light, a puff of smoke...
Teleport, combined with invisibility.

10. Mime...
Copy all the targets stats and abilitys.

11. Razzle Dazzle 'em...
Everything seems surreal to the target,and it is nigh impossible for him/her to
take things seriously.

12. Bring down the house...
Collapse a structure.

13. Slapstick...
You only take nonlethal damage,gain proficiency with improvised weapons
a damage bonus,and a knockback ability.

You likey? More forthcoming...

2013-10-28, 05:06 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 |-

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 |-

Daredevil Athlete (CSco p076) |

Deceitful (PH p93) |
-|+2 bonus to Disguise & Forgery checks.

Defensive Climber (DR343 p32) |Dexterity 15, Athletic |-

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 |-

Flexible Mind (DR326 p80) |Chaotic alignment |-

Hard to Fool (DR317 p82) |

Haunting Similarity (DU127 p49) |-

High Society (DR333 p89) |Diplomacy: 4 ranks |-

Improved Disguise (DR335 p92) |Charisma 13, Disguise: 7 ranks, Sense Motive: 5 ranks |-

Improved Diversion (CAdv p110) |Bluff: 4 ranks |-

Investigator (PH p97) |
-|+2 bonus to Gather Information & Search checks.

Jack of All Trades (CAdv p110) |Intelligence 13 |-

Magical Aptitude (PH p97) |
-|+2 bonus to Spellcraft & Use Magical Device checks.

Master Swimmer (DR343 p32) |Strength 15, Athletic |-

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 |-

Persuasive (PH p98) |
-|+2 bonus to Bluff & Intimidate checks.

Polyglot' (DR323 p90) |

Quick Reconnoiter (CAdv p112) |Listen: 5 ranks, Spot: 5 ranks|-

Recognize Impostor (Eb p58) |Sense Motive: 3 ranks, Spot: 3 ranks |-

Savvy Swimmer (DR323 p90) |Swim: 4 ranks |-

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 |-

Steady Concentration (RoS p144) |Concentration: 8 ranks |-

Steady Mountaineer (RoS p144) |Climb: 8 ranks, Jump: 8 ranks |-

Stealthy (PH p101) |
-|+2 bonus to Hide & Move Silently checks.

Tactile Trapsmith (CAdv p112) |

Tutor (DR310 p70) |

Urban Stealth (RoD p154) |Know (local): 4 ranks |-

Versatile Performer (CAdv p112) |Perform: 5 ranks |-


Regional 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 |-

Blooded (PGF p35) |Must be from a specific race and region |-

Cosmopolitan (PGF p37) |Must be from a specific race and region |-


Custom Feats

{table=head]Feat Name|Prerequisites|Effect

Extra Parlor Trick |Ability to use Parlor Tricks |You learn one additional Parlor Trick from the list available to you, choosing a Parlor Trick of one grade lower than the highest grade of Parlor Trick you know.


Other Feats

{table=head]Feat Name|Prerequisites|Effect

Ability Focus |Special attack |Add +2 to the DC for all saving throws against the special attack on which the creature focuses.


...more to come...

2013-10-28, 05:09 PM
Skill Tricks

Activating a skill trick is a swift action. A character may normally only have as many skill tricks as 1/2 their level rounded down. You must "buy" skill tricks with 2 skill points in order to receive their benefits.

{table=head]Trick Name|Trick Type|Prerequisites|Effect

Acrobatic Backstab |Movement |Tumble: 12 ranks |-

Assume Quirk |Interaction |Disguise: 5 ranks |-

Back on Your Feet |Movement |Tumble: 12 ranks |-

Clarity of Vision |Mental |Spot 12 Ranks |-

Clever Improviser |Manipulation |Disable Device: 5 ranks, Open Lock: 5 ranks |-

Collector of Stories |Mental |Knowledge (Any): 5 ranks |-

Conceal Spellcasting |Manipulation |Concentration: 1 rank, Sleight of Hand: 5 ranks, Spellcraft: 1 rank |-

Corner Perch |Movement |Climb: 8 ranks |-

Dismount Attack |Movement |Ride: 5 ranks |-

Easy Escape |Manipulation |Escape Artist: 8 ranks, Medium or Smaller |-

Escape Attack |Movement |Escape Artist: 8 ranks |-

Extreme Leap |Movement |Jump: 5 ranks |-

False Theurgy |Manipulation |Bluff/Sleight of Hand: 8 ranks, Spellcraft: 8 ranks |-

Group Fake-Out |Interaction |Bluff: 8 ranks |-

Healing Hands |Manipulation |Heal: 5 ranks|-

Hidden Blade |Manipulation |Sleight of Hand: 5 ranks, Quick Draw feat |-

Leaping Climber |Movement |Climb: 5 ranks, Jump: 5 ranks |-

Listen to This |Mental |Listen: 5 ranks |-

Magical Appraisal |Mental | Appraise: 5 ranks, Knowledge (Arcana): 5 ranks, Spellcraft: 12 ranks |-

Mosquito's Bite |Manipulation |Sleight of Hand: 5 ranks |-

Never Outnumbered |Interaction |Intimidate: 8 ranks |-

Nimble Charge |Movement |Balance: 5 ranks |-

Nimble Stand |Movement |Tumble: 8 ranks |-

Opening Tap |Manipulation |Open Lock: 12 ranks |-

Point it out |Mental |Spot: 8 ranks |-

Quick Escape |Manipulation |Escape Artist: 12 ranks |-

Quick Swimmer |Movement |Swim: 5 ranks |-

Second Impression |Interaction |Bluff: 5 ranks, Disguise: 5 ranks |-

Shrouded Dance |Manipulation |Hide: 8 ranks, Perform (Dance): 5 ranks |-

Social Recovery |Interaction |Bluff: 8 ranks, Diplomacy: 5 ranks |-

Slipping Past |Movement |Escape Artist: 5 ranks, Tumble: 5 ranks |-

Speedy Ascent |Movement |Climb: 5 ranks |-

Spot the Weak Point |Mental |Spot: 12 ranks |-

Sudden Draw |Manipulation |Sleight of Hand: 8 ranks, Quick Draw feat |-

Swift Concentration |Mental |Concentration: 12 ranks |-

Timely Misdirection |Interaction |Bluff: 8 ranks |-

Tumbling Crawl |Movement |Tumble: 5 ranks |-

Twisted Charge |Movement |Balance: 5 ranks, Tumble: 5 ranks |-

Up the Hill |Movement |Balance: 5 ranks, Jump: 5 ranks |-

Walk the Walls |Movement |Climb: 12 ranks, Tumble: 5 ranks |-

Walljumper |Movement |Climb: 5 ranks, Jump: 5 ranks |-

Whip Climber |Manipulation |Use Rope: 5 ranks, Whip Proficiency |-

Custom Skill Tricks

{table=head]Trick Name|Trick Type|Prerequisites|Effect

Filler Text|


2013-10-28, 05:10 PM
Change Log

10/28/2013 - Realized that I needed more space so created a new post.
10/29/2013 - Added some skill tricks.
11/1/2013 - Changed some class features around.
11/3/2013 - Finished the table "The Jester", added Ex-Jesters section.
11/5/2013 - Added more skill tricks. Did some formatting.
11/6/2013 - Finished skill tricks, did some minor formatting.
11/11/2013 - Adding some parlor tricks.
11/12/2013 - Put down entries in proficiency table.
11/15/2013 - Did formatting, saved a backup.
11/19/2013 - Added Epic Jesters section.
11/21/2013 - Updated some information.
11/24/2013 - Added more background information.
11/26/2013 - Worked some more on parlor tricks.
12/21/2013 - Got rid of stuff so I don't get in trouble.
12/23/2013 - Added the 'Adventures' section, did formatting.


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)

Designer's Notes

The Good?

Many skill points

Good AC bonus

Versatile Class

Good starting gold

Fantastic "Spell"casting

The Bad?

Less BAB than Fighter

Worse saves than Monk

Less "Invocations" than Warlock

Less Sneak Attack than Rogue

Designer's Notes
This class is supposed to be a combination of a incredibly lucky performer, carnival acrobat, illusionary magician, and a fool.


What should I call the grades of parlor tricks? Instead of least, lesser, etc...

Any ideas for parlor tricks and/or skill tricks?

Please comment? Pretty Please?


2013-10-30, 01:27 AM
There needs to be a couple evil only tricks...

"Do you know how I got these scars?"
"I'm just burning my half."

2013-10-30, 02:23 PM
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)
This may be better implemented with a gradually increasing "real" percentage with spells like Shadow Conjuration/Evocation and Shades. That way the Jester's tricks transform from mere illusions into real acts of extraordinary ability (and versatility).

I notice there are abilities relevant to spellcasting even though this class does not cast spells. Maybe tie in shadow evocation/conjuration as a trick? Shadow-puppetry falls into the category of 'parlor trick' by my definition at least.

2013-11-06, 12:06 AM
Originally posted by Brickroad
I notice there are abilities relevant to spellcasting even though this class does not cast spells. Maybe tie in shadow evocation/conjuration as a trick? Shadow-puppetry falls into the category of 'parlor trick' by my definition at least.

I'm currently still working on parlor tricks. I want them to be relevant but not too powerful as this class is going to be quite versatile. I don't want it to overshadow similar classes (Such as the warlock, bard, or rogue).

EDIT: I guess it can over shadow them a little. I just don't want to make this class so godly that nobody will ever play anything else.

2013-11-22, 01:11 PM
Why isn't Speak Language a class skill for the Jester?

2013-11-22, 01:44 PM
Good point I'll put that in.

2013-11-26, 08:56 PM
for the parlor trick levels it could go

50gp parlor trick,
showstopper parlor trick,
finale parlor trick,

or something

2013-12-13, 10:33 AM
Does anybody have any more ideas for parlor tricks/spells?

2013-12-13, 09:05 PM
Does anybody have any more ideas for parlor tricks/spells?

Benign and Baleful Transposition should be fun. Glitterdust is a great one. There has to be more...

2013-12-14, 01:05 AM
Even though it's a bit unexpected, I love how you made his primary ability intelligence rather than charisma. Jesters were like the Jon Stewart of the medieval era, having to rely on brainpower and wit to verbally pimp-slap the king. Going off of this, I have a suggestion: why not give them the ability to apply int to bluff, intimidate, and diplomacy? This would decrease MAD and still makes sense from a historical fluff perspective :smallsmile:

2013-12-21, 08:03 PM
I removed some feats and skill tricks so that I wouldn't get into copyright trouble (Don't want to get banned for giving out too much information).

2013-12-22, 03:11 PM
Thanks for citing the non-core material; very helpful :smallsmile:

You might want to alter the AC bonus. Currently, it wouldn't stack with the jester's Intelligence bonus to AC (with both being luck (http://www.d20srd.org/srd/theBasics.htm#luckModifier)bonuses). It might not be a bad idea to have one of the bonuses be untyped.

You left a "rogue" in the Sneak Attack description

Sneak Attack (Ex): If a jester can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the jester flanks her target.

The Chaotic Aura is a nice touch. That bonus can end up being pretty sizeable, easily a +5 untyped at 1st level (within 30 ft and on all the time). Hardly broken, but reasonably powerful. I also find it strange that a jester, who naturally gravitates to party face, can't get this bonus.

Hat Trick is really neat :smallbiggrin:

I get the idea behind Jeering Taunt, but the jester isn't really the sort of class that wants to be drawing aggro, especially if the enemy is now stronger.

I get the feeling that you're making parlor tricks harder than they need to be. Encompassing that many (40+, I believe?) is a huge endeavor, and a jester can only learn 10 of them. Personally, I'd opt to go the Pathfinder route, and give jesters spellcasting and a smaller selection of jester-specific abilities (like the oracle or witch). Several parlor tricks pretty much emulate spells anyway, as does their formatting. It would save you a lot of work in the long run.

Overall, I quite like this class. It's obvious how much time and effort you've put into it. Heck, you've even made an epic-level progression :smallcool:

2013-12-22, 11:55 PM
You left a "rogue" in the Sneak Attack description
Nice catch, Lol!:smallbiggrin: Must have missed one, I'll change it.

Thanks for the review I definitely appreciate it. I'm not sure if I'll stick with the 'invocation' style or not. I really like the at-will part of it and don't mind doing the extra work (as long as I have the time).

Is there anything that you are working on that you want me to look at?