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2013-10-28, 05:04 PM
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The Jester
"¿uʍop ǝpısdn ןןɐ noʎ ǝɹɐ ʎɥʍ"
-Jester
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
[/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 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
[/table]
§ = 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.
Ex-Jesters
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
[/table]
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.
The Jester
"¿uʍop ǝpısdn ןןɐ noʎ ǝɹɐ ʎɥʍ"
-Jester
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
[/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 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
[/table]
§ = 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.
Ex-Jesters
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
[/table]
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.