Deepblue706
2007-05-08, 09:19 PM
"You are all fools of the highest calibur!"
-Ethan "Bubblegum" Tate
The Jester of Dunk
Pre-reqs:
-Endurance
-Goad
-BAB +3
-Tumble: 6 ranks
-Perform (Oratory): 8 Ranks
-Must have sufficient "Funk"
JESTER OF DUNK
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+2|Talk Trash
2nd|
+1|
+3|
+3|
+3|Handle the Ball
3rd|
+2|
+3|
+3|
+3|It Was Always Our Intention to Trail at the Half...
4th|
+3|
+4|
+4|
+4|What Game Were the Refs Watching?!
5th|
+3|
+4|
+4|
+4|Are you Funky Enough?[/table]
Abilities
Talk Trash: At first level, the Jester of Dunk gains the ability to insult and belittle his foes (as a move-action), with use of his Perform (Oratory) skill. However, only one "Talk Trash" ability may be used at a given time - activating another cancels out any previously in-use. More ranks grant greater use of the ability.
8 Ranks: "Jive Sucka" - Select a single enemy within 50ft that can hear you and has at least INT 3. They must succeed a Will save (DC: a Perform (Oratory) check by you) or suffer a -2 morale penalty to all attack and damage rolls for 1d4 + class level rounds. This penalty does not stack with itself.
10 Ranks: "My Metallic Honkey" - Select a single enemy within 50ft that can hear you can has at least INT 3 and is wearing some form of metallic armor (medium or heavy, only). Make an opposed Perform (Oratory) roll against their Sense Motive. If you succeed, they are denied DEX-to-AC against the next attack you make on them. Failure ---> nothing happens. You may add your class level to this roll.
12 Ranks: "Too Late, Hot Plate" - For the remainder of the encounter, whenever an opponent with at least INT 3 misses you with a melee attack, they recieve a -1 morale penalty on all further attacks made against you for the remainder of the encounter (this stacks with itself for each successive miss). A successful hit against you automatically reduces the morale penalties granted by this ability to 0.
Handle the Ball: When armed with a thrown weapon, add your class level to attack and damage as an insight bonus. If the weapon is completely spherical, you may also add your CHA mod (max = your class level) to attack and damage rolls as well.
It was always our intention to trail at the half...: If the Jester of Dunk's HP is ever reduced to less than twice his/her CON score during an encounter, they immediately gain DR 2/-, and a +2 morale bonus to all attacks rolls, damage and AC until the encounter is over or the Jester of Dunk's HP is brought above twice his/her CON score.
What game were the refs watching?!: 1/day, the Jester of Dunk may replace any roll made with a second, immediate attempt at the same modifier, as if the first never happened.
Are you Funky Enough?: All enemies who target you with a hostile action and lack "Funk" must make a Will save (DC = 10 + character level + CHA mod) before the action resolves. Failure results in a -2 morale penalty to all attack rolls and saves, which lasts for a number of rounds equal to your CHA mod (min 0) +1. Attacks that would have been successful but are no longer due to this penalty do indeed fail to hit. Success grants immunity for 24hrs, after that time period they must make saves again normally.
-Ethan "Bubblegum" Tate
The Jester of Dunk
Pre-reqs:
-Endurance
-Goad
-BAB +3
-Tumble: 6 ranks
-Perform (Oratory): 8 Ranks
-Must have sufficient "Funk"
JESTER OF DUNK
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+2|Talk Trash
2nd|
+1|
+3|
+3|
+3|Handle the Ball
3rd|
+2|
+3|
+3|
+3|It Was Always Our Intention to Trail at the Half...
4th|
+3|
+4|
+4|
+4|What Game Were the Refs Watching?!
5th|
+3|
+4|
+4|
+4|Are you Funky Enough?[/table]
Abilities
Talk Trash: At first level, the Jester of Dunk gains the ability to insult and belittle his foes (as a move-action), with use of his Perform (Oratory) skill. However, only one "Talk Trash" ability may be used at a given time - activating another cancels out any previously in-use. More ranks grant greater use of the ability.
8 Ranks: "Jive Sucka" - Select a single enemy within 50ft that can hear you and has at least INT 3. They must succeed a Will save (DC: a Perform (Oratory) check by you) or suffer a -2 morale penalty to all attack and damage rolls for 1d4 + class level rounds. This penalty does not stack with itself.
10 Ranks: "My Metallic Honkey" - Select a single enemy within 50ft that can hear you can has at least INT 3 and is wearing some form of metallic armor (medium or heavy, only). Make an opposed Perform (Oratory) roll against their Sense Motive. If you succeed, they are denied DEX-to-AC against the next attack you make on them. Failure ---> nothing happens. You may add your class level to this roll.
12 Ranks: "Too Late, Hot Plate" - For the remainder of the encounter, whenever an opponent with at least INT 3 misses you with a melee attack, they recieve a -1 morale penalty on all further attacks made against you for the remainder of the encounter (this stacks with itself for each successive miss). A successful hit against you automatically reduces the morale penalties granted by this ability to 0.
Handle the Ball: When armed with a thrown weapon, add your class level to attack and damage as an insight bonus. If the weapon is completely spherical, you may also add your CHA mod (max = your class level) to attack and damage rolls as well.
It was always our intention to trail at the half...: If the Jester of Dunk's HP is ever reduced to less than twice his/her CON score during an encounter, they immediately gain DR 2/-, and a +2 morale bonus to all attacks rolls, damage and AC until the encounter is over or the Jester of Dunk's HP is brought above twice his/her CON score.
What game were the refs watching?!: 1/day, the Jester of Dunk may replace any roll made with a second, immediate attempt at the same modifier, as if the first never happened.
Are you Funky Enough?: All enemies who target you with a hostile action and lack "Funk" must make a Will save (DC = 10 + character level + CHA mod) before the action resolves. Failure results in a -2 morale penalty to all attack rolls and saves, which lasts for a number of rounds equal to your CHA mod (min 0) +1. Attacks that would have been successful but are no longer due to this penalty do indeed fail to hit. Success grants immunity for 24hrs, after that time period they must make saves again normally.