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the Jester

Don Ventresca

First Post
I've tried this multiple times before, but for once I'm happy with the results... Any C&C

Jester

Alignment

Any nonlawful.
Hit Die

d6.
Class Skills

The jester’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Disguise (Cha), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), and Use Magic Devise (Cha).
Skill Points at 1st Level

(6 + Int modifier) ×4.
Skill Points at Each Additional Level

6 + Int modifier.
Table: The Jester
Level
Base
Attack Bonus

Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+0
+2
+2
Fascinate, laugh it off
2nd
+1
+0
+3
+3
Uncanny dodge
3rd
+2
+1
+3
+3
Sneak attack +1d6
4th
+3
+1
+4
+4
Jester’s feint
5th
+3
+1
+4
+4

6th
+4
+2
+5
+5
Suggestion
7th
+5
+2
+5
+5

8th
+6/+1
+2
+6
+6
Improved uncanny dodge
9th
+6/+1
+3
+6
+6

10th
+7/+2
+3
+7
+7
Slippery mind
11th
+8/+3
+3
+7
+7

12th
+9/+4
+4
+8
+8
Hold person 1/week
13th
+9/+4
+4
+8
+8

14th
+10/+5
+4
+9
+9
Defensive roll
15th
+11/+6/+1
+5
+9
+9
Hold person 2/week
16th
+12/+7/+2
+5
+10
+10
Bonus language
17th
+12/+7/+2
+5
+10
+10

18th
+13/+8/+3
+6
+11
+11
Hold person 3/week, mass suggestion
19th
+14/+9/+4
+6
+11
+11

20th
+15/+10/+5
+6
+12
+12

Class Features

All of the following are class features of the jester.
Weapon and Armor Proficiency

A jester is proficient with all simple weapons, plus the greatclub, handaxe, sap and short sword. Jesters are proficient with light armor and small shields.
Fascinate (Sp)

A jester with 3 or more ranks in a Perform skill can use his antics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the jester, and able to pay attention to him. The jester must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a jester attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a jester makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throwskill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the jester to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. succeeds, the jester cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the jester continues to play and concentrate (up to a maximum of 1 round per jester level). While fascinated, a target takes a -4 penalty on
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Laugh It Off (Ex): Fate protects fools, and Jesters certainly adopt the role of fools. At 2nd level, a Jester may add his Charisma modifier as a luck bonus to his saves.

Uncanny Dodge (Ex)

At 2nd level, a jester retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a jester already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Sneak Attack

At 3rd level a jester can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The jester’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the jester flanks his target. Should the jester score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
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 or striking the limbs of a creature whose vitals are beyond reach.
Jester’s Feint (Ex): At 4th level, a Jester learns to shock and unnerve his enemies by throwing unexpected objects at them. As a swift action, he may toss an object in the square of an enemy with a Sleight of Hand Check opposed by the enemy’s Spot check. If he succeeds, the enemy is denied his Dex bonus for the Jester’s next attack.
Suggestion (Sp)

A jester of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the jester’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
A Will saving throw (DC 10 + ½ jester’s level + jester’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Improved Uncanny Dodge (Ex)

A jester of 8th level or higher can no longer be flanked.
This defense denies another jester the ability to sneak attack the character by flanking her, unless the attacker has at least four more jester levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum jester level required to flank the character.
[FONT=&quot]Slippery Mind (Ex)[/FONT]

On attaining 10th level, the jester’s gains the ability to wriggle free from magical effects that would otherwise control or compel him. If a jester with slippery mind is affected by an enchantment spell or effect and fails her saving throw, he can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Hold Person (Sp)

At 12th level, a jester can produce a hold person effect, as the spell, once per week. He can use this ability one additional time per week for every three levels after 12th (twice per week at 15th, with a maximum of three times at 18th).
[FONT=&quot]Defensive Roll (Ex)[/FONT]

On attaining 14th level, the jester can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the jester can attempt to roll with the damage. To use this ability, the jester must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability.
[FONT=&quot]Bonus Language[/FONT]

At 16th level a jester gains a bonus language.
Mass Suggestion (Sp)

This ability functions like suggestion, above, except that a jester of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
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