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thegurullamen
2008-09-30, 03:43 PM
JUGGLER

http://th68.deviantart.com/fs11/300W/i/2006/215/3/c/The_Blue_Jester_by_BluDrgn426.jpg

"Ever seen a juggler who knew what he was doing?"
--Andre D'Fontaine before defeating an ogre warlord.

Anyone can juggle with a little practice. Some do it quite well. There are others who know what it means to Juggle, to Juggle with a passion that can turn the tide of a battle, conquer the fericest foe or bewilder the most stoic minds!

BECOMING A JUGGLER
Most jugglers are bards who learn a few more tricks about juggling than anything else. Marshalls qualify as do a few other oddball or leader-type classes.

ENTRY REQUIREMENTS
Skills: Perform (Juggling) 8 ranks, Spellcraft 4 ranks
Feats: Skill Focus (Perform [Juggling])
Class abilities: Bardic Music or a Greater Aura
Special: Must have risked great harm while juggling. (For example, must have juggled burning batons, daggers or burning daggers.)

Class Skills
The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level: 6 + Int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Odds and Ends, Contact Juggler, Bardic Music

2nd|
+1|
+0|
+3|
+3|Trick

3rd|
+2|
+1|
+3|
+3|Deft Hands, Overwhelming Act

4th|
+3|
+1|
+4|
+4|Trick

5th|
+3|
+1|
+4|
+4|Quicker Than the Eye

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

7th|
+5|
+2|
+5|
+5|Refuge in Audacity

8th|
+6|
+2|
+6|
+6|Trick, Mastered Trick

9th|
+6|
+3|
+6|
+6|Don't Look Away!

10th|
+7|
+3|
+7|
+7|Trick, Mastered Trick, Transcendent Juggling[/table]

Weapon Proficiencies: A Juggler gains no weapon or armor proficiencies.

Bardic Music: At each level, a Juggler gains a daily use of Bardic Music as if he had gained a level in Bard. If he does not already possess the Bardic Music ability, he still gains daily uses but may not use them except with Juggler class abilities.

Odds and Ends: A Juggler can juggle nearly any object. All one-handed objects can be juggled, including weapons but not including sheilds or bucklers. All items being juggled are considered as being "in hand" for a Juggler, though he may only passively benefit from two items each round. (For example, if he were juggling a three rods which granted enhancement bonuses to ability scores, he must designate which two give the bonuses each round.) In addition, at 1st level, a Juggler may produce any single mundane item while juggling as if he had been juggling it the entire time. The item must be one-handed and it fades three rounds after leaving the Juggler's hands. At 6th level, this item may be masterwork.

Contact Juggler: A Juggler may still act in melee while juggling. The Juggler may use a weapon he is juggling at no penalty. In addition to this, a Juggler may treat any item he is juggling as an improvised ranged weapon that he is proficient with and has a range increment of 10 ft. A Juggler provokes no AoOs from making a ranged attack with an item he is juggling. (He may not use a two handed weapon while juggling, however.)

Trick: At 2nd level and every even level thereafter, a Juggler may learn a new Trick from the list below. All Tricks function only while the Juggler is juggling in light or no armor.

Adaptive Juggling - As an immediate action, a Juggler may negate any one ranged attack made against him and incorporate the missile into his juggling. As a standard action on his next turn, the Juggler may make a ranged attack against his attacker using the attacker's to hit bonus. If he hits, the attacker is hit by his own projectile. This attack does not provoke an AoO.
Mastered: As an immediate action, a Juggler may negate all ranged attacks from one source though he may still only fire one missile in retaliation.

Ball Proficiency - A Juggler may treat his Juggler levels as Bard levels for the purpose of determining which Bardic Music abilities he has access to. Using a Bardic Music ability that would otherwise have been inaccessible costs two daily uses of Bardic Music.
Mastered: All Bardic Music uses cost one daily Bardic Music use.

Blindfolded - While Juggling, a Juggler may close his eyes to gain blindsense out to 30 feet. He also gains this ability if he were otherwise blinded or prevented from seeing such as by a Blindness/Deafness or Darkness spell.
Mastered: The Juggler gains blindsight out to 30 feet when he closes his eyes and has blindsense 60 feet with his eyes open.

Burke's Barrage - The Juggler starts bouncing his items off of his enemies, damaging them and looking all the more entertaining as a result. As a full round action, the Juggler may make a single attack against all enemies within 20 feet using an item he is juggling. He may make the attacks deal lethal or non-lethal damage (decided for each individual attack.) All attacks made are at a -2 penalty. All Perform (Juggling) checks for the following round have a +2 bonus.
Mastered: The Juggler may make two attacks against each enemy at no penalty.

Club Proficiency - A Juggler may expend a Bardic Music use and make a Perform check to make extra attacks as a full-round action. A Juggler may make one extra attack at his highest bonus for every ten points his result was higher than 0. For example, a Perform check of 26 would allow for two attacks while a 32 would allow for three. The Juggler may only make thse attacks with items he is juggling.
Mastered: A Juggler's may make one extra attack as a part of this action.

Distorted Pattern - A Juggler may become quasi-ethereal (as per the Blink spell) for a number of rounds per day equal to twice his Juggler level. He may divide these rounds up however he wishes.
Requires Juggler 6th level.
Mastered: A Juggler may become fully ethereal as per the spell Etherealness.

Flourish - A Juggler may juggle and use magic items such as scrolls and wands. A Juggler may make a Perform (Juggler) check in place of a Use Magic Devce check to activate a magic item he is juggling. A Juggler must declare which magical items he is juggling before he begins.
Mastered: A Juggler may make a Peform check to extend the life of his items. If he beats the DC to activate an item by 20, he may use it again for free on the next round as if he had not expended its use/a charge. This ability cannot be used more than once per item per encounter.

Magical Adaptation - This Trick works as Adaptive Juggling except it only applies to magical ranged attacks like spells and SLAs. To catch a ranged spell, a Juggler must make a Perform (Juggling) check against the caster's ranged attack roll. If he succeeds, he has "caught" the spell and may use it as a caught missile. If he misses, the attack is dealt as normal.
Requires Juggler 8th level.
Mastered: The Juggler may do this with any Evocation spell even if it does not have an attack roll. To do so, he must make a Perform check against the caster's Spellcraft check. If he succeeds, he may spend a standard action to channel to magic back to the caster, causing him to take the damage the Juggler would have taken instead.

Mesmerizing Cascade - While juggling, a Juggler gains a deflection bonus to their AC equal to their Cha modifier.
Requires Juggler 4th level.
Mastered: The Juggler gains a deflection bonus to their AC equal to 4 + their Cha modifier.

Moschen's Legacy - When this Trick is chosen, a Juggler chooses a school of magic. Each morning he may select one spell from the Sor/Wiz spell list under that school with a level equal to one half of his Juggler level. While he is juggling, he may expend a Bardic Music use to spontaneously cast that spell. He may not use this ability more than once per encounter. If the spell allows for a saving throw, the DC is 10 + half of the Juggler's level + their Cha mod.
Requires Juggler 4th level.
Mastered: A Juggler may cast a spell of up to 7th level and may use the memorized spell twice per encounter without expending another use of Bardic Music.

...On Fire! - The Juggler wreathes his items in flames. All attacks made with juggled items are treated as having the Flaming Burst property.
Mastered: The Juggler may choose which element (acid, fire, electricity or cold) to use when he begins juggling. Treat all juggled items as having a x3 crit (or as normal, whichever is greater.)

Ring Proficiency - As a free action, a Juggler may add or remove any number of items from a personal extra-dimensional pocket. The pocket may hold no more than 20 items that can be juggled and can only be accessed when the Juggler succeeds on a DC 20 Perform (Juggling) check.
Requires: Juggler 4th level.
Mastered: The Juggler may teleport any item he is juggling anywhere he knows of instead of storing it in the extradimensional pocket.

Rubenstein's Revenge - As an immediate action, a Juggler may make an attack against an opponent who has declared a melee attack against him. If the attack hits, the opponent must make a Fort save (DC equals 10 + half of the Juggler's class levels + Cha modifier) or fail the attack, no matter what the die roll.
Requires Juggler 8th level.
Mastered: The Juggler gains a +4 dodge bonus to his AC against the declared attack. The attacker takes a -4 penalty on the saving throw.

Scissor Catch - A Juggler may trip an opponent with whatever he happens to be holding. As a standard action, a Juggler may make a trip attempt against any opponent within 10 ft. This attempt does not provoke attacks of opportunity. Any opponent tripped in this manner must spend a standard action getting to his feet or provoke an AoO.
Mastered: A Juggler may attempt a trip as an attack action. Unless an opponent tripped in this manner spends a full-round action to stand up, he provokes an AoO from the Juggler who may only attempt to trip him again. The Juggler may make this AoO from a range.

Shower - A Juggler may tap into the ranged martial arts. Each morning, the Juggler may choose a single maneuver from the Falling Star (http://forums.gleemax.com/showthread.php?t=771597) discipline. His initiator level is equal to half of his HD. He may use this maneuver once per encounter.
Requires Juggler 4th level.
Mastered: The Juggler's initiator level is equal to his HD. Each morning, he may choose both a maneuver and either a stance or another maneuver.

Steal - A Juggler may disarm an opponent with quick motions and a dazzling display, even from a range. As a standard action, a Juggler may make a disarm attempt against any armed opponent within 30 ft. Instead of strength, the opposed rolls are keyed to either Dex or Cha for both parties (whichever is higher.) If the Juggler succeeds while within melee range of the target, he may incorporate the disarmed weapon into his juggling as a free action. Disarming a Juggler while juggling is at a -2 penalty.
Mastered: A Juggler may attempt a disarm as an attack action. A Juggler gains a +2 bonus to disarm checks while juggling.

Up the Sleeve - With a flick of the wrist, a Juggler can incorporate a hidden dagger into his juggling or just quickly launch it at an enemy. As a move action, the Juggler may make a free ranged attack against any enemy within 10 feet with a dagger stored in a hidden sheath. If he succeeds on a DC 25 Sleight of Hand check, this attack may be done as a swift action and does not provoke an AoO. (Note: This ability requires that a dagger be stored in a hidden sheath.)
Mastered: Once per round, the Juggler may make a ranged dagger attack as a free action. The dagger has an enchantment bonus of half of the Juggler's level and counts as either silver or cold iron (chosen at the time of the attack.) After the attack is resolved, the dagger resheathes itself automatically.

Deft Hands: Juggling has given the Juggler a borderline miraculous affinity for nimble acts. A Juggler gains a bonus on all Dex-keyed skills equal to his Juggler level.

Overwhelming Act: All enemies who see a Juggler juggling must make a Will save (DC 10 + half the Juggler's class level + Cha mod) or take 1d6 non-lethal damage per round.

Quicker Than the Eye: At 5th level, the Juggler may expend a Bardic Music use and make a Perform (Juggling) check to produce magical weapons. The weapons' enhancement bonuses equal the Juggler's Perform check divided by five and cannot exceed his class levels. For example, a sixth level Juggler who makes a 42 on his Perform check may produce a +6 weapon (or its equivalent) but may not produce a +8 weapon until he is eigth level. These weapons fade after an hour or immediately after leaving a Juggler's hands. A Juggler must be juggling a weapon to initiate this ability.

Refuge in Audacity: A Juggler can twist the laws of the universe. By juggling. No, really. Once per day, he may expend a Bardic Music use to create an effect similar to Mordekainan's Magical Mansion. (While mechanically the same, numerous small differences--namely, the way the servants all juggle while performing their duties--set this apart from the traditional spell.) The CL of this ability is equal to the Juggler's HD.

Mastered Trick: A Juggler may master one of his known tricks. At 8th and 10th levels, a Juggler gains the benefits of a Mastered version of one of his known tricks.

Don't Look Away!: At 9th level, a Juggler can move audiences with his performances. Once per day, he may expend a Bardic Music use to cast Teleport Without Error as a spell-like ability with a CL equal to his HD.

Transcendent Juggling: A Juggler can manipulate the material plane through his craft. By expending a Bardic Music use and making a DC 40 Perform check, a Juggler may cast Gate once per day solely to summon an outsider. The outsider is automatically friendly with the Juggler but will UNDER NO CIRCUMSTANCES EVER, EVER, EVER cast Wish or another broken spell for him. The Gate lasts until the Juggler stops performing or up to a maximum of ten rounds.

Lorien077
2008-09-30, 07:17 PM
XD This is my favorite Bard PrC now. I like the weird combat flavor (fighting while juggling, nice) and the extra tricks you put up the Juggler's sleeve. Seems like a great class overall.

Heliomance
2008-10-01, 04:50 AM
I like the flavour, but not the execution. It makes no sense for him to juggle Mord's Magnificent Mansion or Gate into being.

thegurullamen
2008-10-01, 12:46 PM
I like the flavour, but not the execution. It makes no sense for him to juggle Mord's Magnificent Mansion or Gate into being.

Got an alternative you want to throw out? I'm looking to make this guy a weirdo oddball skill-monkey performer. He can do weird stuff with his juggling that otherwise would not make sense. I'll agree that the flavor on those two abilities is forced, but I'm having trouble of thinking up something I like for a capstone/mid-level ability.

Prometheus
2008-10-01, 03:35 PM
I really like this class, I would like to use it. It seems to have a lot of different interesting abilities that let the Juggler do a little bit of everything but still have to chose between the myriad of options.

However, I find that Quicker than the Eye and Up the Sleeve are just way too powerful. The former lets the Juggler generate powerful magic weapons for the entire party that are probably better than even what the fighters have and can be customized on the spot. The latter gives the Juggler a swift ranged attack every round, because the Slight of Hand check would probably be maxed and the dagger is probably just too good.

thegurullamen
2008-10-01, 04:37 PM
I really like this class, I would like to use it. It seems to have a lot of different interesting abilities that let the Juggler do a little bit of everything but still have to chose between the myriad of options.

However, I find that Quicker than the Eye and Up the Sleeve are just way too powerful. The former lets the Juggler generate powerful magic weapons for the entire party that are probably better than even what the fighters have and can be customized on the spot. The latter gives the Juggler a swift ranged attack every round, because the Slight of Hand check would probably be maxed and the dagger is probably just too good.

The weapons aren't permanent and cannot be used by anyone other than the Juggler. The QttE weapon stops existing unless the Juggler holds it (or juggles it) and the dagger only gains the attack bonus when used with the Trick. For all other intents and purposes, it's the exact same as the dagger that was originally sheathed.

Let me just put the math down (as much for my sake as for the sake of this argument.)

{table=head]Char. Level|QttE|Dagger

6th|
+X|
+N

7th|
+X|
+N

8th|
+X|
+N

9th|
+X|
+N

10th|
+5|
+N

11th|
+6|
+N

12th|
+7|
+N

13th|
+8|
+4

14th|
+9|
+4

15th|
+10|
+5[/table]

Hmm... the dagger (at least the enhancement bonus) isn't broken at all according to this because a +4 at 13th level is subpar and that's the soonest you could get it as it's a Mastered Trick. As for the QttE...yeah, that's a bit wonky. I may have to set it to class level -2.