HARLEQUIN
Harlequins are actors and performers of exceptional versatility and talent. Their primary function is acting, although their myriad skills make them useful in an array of other areas such as diplomacy and spying. Harlequins can be found serving aristocrats, working in acting troupes or carnivals, or working as freelance entertainers, much as would a bard.
  Harlequins tend to favor colorful and flashy garment, especially those who work as jesters and clowns. Their personalities are typically eccentric, and they are often prone to erratic and unpredictable behavior. Spontaneous and usually jovial, harlequins prefer working with similar classes such as bards and sorcerers. Their open-mindedness, however, tends to breed in them a great respect for diversity.
  The harlequin prestige class is based on the harlequin as detailed on pages 16-19 of The Compleat Adventurer (Bard Games 1983).

Requirements
  To qualify to become a harlequin, a character must fulfill the following criteria.
  Alignment: Any non-lawful.
  Perform: 8 ranks (must include buffoonery, comedy, dance, drama or mime)
  Disguise: 4 ranks.
  Spells: Ability to cast 0-level bard spells.
  
Class Skills
  The slayer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Innuendo (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha, exclusive skill).
  
  Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
  All of the following are class features of the harlequin.
  Weapon and Armor Proficiency: Harlequins are proficient in each of the following weapons: dagger,  knife, rapier, short sword, and sling. Harlequins are proficient in all light armors, although they do not have proficiency in shields.
  Bardic Music: The harlequin applies his class level to his bard level for purposes of this ability (see the Player’s Handbook, page 28), but only if the Perform skill used is one of the five listed above in the requirements. The following effects are in addition to the abilities listed for bardic music, though none of these requires the previous use of fascination.
  Boredom: The harlequin can lull the audience into a mild stupor, and become quite apathetic and disinterested in whatever subject the harlequin designates. The length of time is as per fascination. Failure to engender boredom carries a 10% chance that the audience will become violent towards the harlequin.
  Sympathy: Whatever cause the harlequin espouses endears greater amounts of sympathy in the audience. If the harlequin asks for aid or assistance for himself or his party, then the audience’s Sense Motive checks will be reduced by –1 per level of the harlequin. 
  Antipathy: The harlequin designates a threat, nuisance, or some affront, and engenders anger and hostility in his audience toward the specified object. The audience has its Sense Motive checks reduced by –1 per level of the harlequin if the harlequin attempts to persuade them to attack or harm the designated object.
  Bardic Spells per Day: A harlequin continues training in bardic magic. Thus, when a new harlequin level is gained the character gains new spells per day as if he had also gained a level in the bard class. This essentially means that he adds the level of harlequin to his total levels in the bard class, then determines spells per day and caster level accordingly.
  Impersonation (Ex): Harlequins are highly talented actors. This ability grants a competence bonus of +1 to his Disguise checks beginning at 1st level. This bonus increases by +1 every two levels thereafter (up to +5 at 9th level).
  Lying (Ex): Harlequins are skilled liars and exaggerators, and will often use this ability to deceive, mislead and baffle those who oppose their own interests. The harlequin gains a +1 competence bonus to his Bluff checks at 1st level, and then again every two levels thereafter (up to +5 at 9th level).
  Mimicry (Ex): This is the ability to verbally reproduce the vocal sounds and speech of humans and humanoid creatures. If the harlequin is using Disguise, and part of that disguise entails replicating the speech of the person, then the harlequin gains a +1 competence bonus to Disguise checks. This bonus increases by +1 per two levels thereafter (up to +5 at 10th level), and stacks with the harlequin’s impersonation ability.
  Special Ability (Ex): In addition to the abilities listed above, a harlequin acquires certain special abilities as he gains in levels. He may choose which ability he will gain.
  Juggling: The harlequin can juggle the standard amount of items, which is 3 items (up to 5 pounds each) for any character will skill in Perform (juggling). The total number of items he can juggle increases by +1 for each harlequin level gained. The harlequin can make normal melee attacks with projectiles while doing this. The harlequin can also attempt to catch (but not deflect, as per the Deflect Arrows feat) thrown weapons such as arrows, daggers, and knives. Doing so requires a Reflex save against a DC of 20 against each item (the harlequin can catch as many items as he can juggle). The harlequin cannot attack that round. If the save is failed, the harlequin is automatically struck with the weapon.
  Knife-Throwing: The harlequin is skilled in throwing knives and daggers. He gains a +1 competence bonus to his attack rolls with such weapons. At ranges of 20 feet or less, the harlequin can double his threat range for the dagger or knife (17-20 instead of 19-20) if he accepts a –3 attack penalty.
  Acrobatics: The harlequin gains a +2 competence bonus on Balance, Climb, Jump, and Tumble skill checks. This ability stacks with all other modifiers.
  Sleight of Hand: The harlequin gains the ability to perform prestidigitation once per day per harlequin level as a spell-like ability.
  Fencing: The harlequin gains a +1 competence bonus on all attack rolls while using the rapier. This bonus stacks with existing bonuses.
  Dodge: The harlequin gains a +1 competence bonus to his armor class if he is dressed in light armor, or worse, and is not physically encumbered or restrained.
  Ventriloquism: The harlequin can throw his voice as if using a ventriloquism spell. The range is 10 feet per level of the harlequin, and all listeners are allowed a Will save against a DC of 10 + the harlequin’s level + the harlequin’s Charisma modifier. 
  Harlequin’s Mind: The harlequin gains a competence bonus equal to his class level against Enchantment or Illusion spells. This ability can be chosen twice, but the second choice must be the field of magic not originally chosen.
  
The Harlequin
Base
	Attack	Fort	Ref	Will
Level	Bonus	Save	Save	Save	Special				Bardic Music and Spells	
1	+0	+0	+2	+2	Oratory; impersonation +1; lying +1; special ability	+1 level of bard class	
2	+1	+0	+3	+3	Mimicry +1; special ability	+1 level of bard class	
3	+2	+1	+3	+3	Impersonation +2; lying +2	+1 level of bard class	
4	+3	+1	+4	+4	Mimicry +2; special ability	+1 level of bard class	
5	+3	+1	+4	+4	Impersonation +3; lying +3	+1 level of bard class	
6	+4	+2	+5	+5	Mimicry +3; special ability	+1 level of bard class	
7	+5	+2	+5	+5	Impersonation +4; lying +4	+1 level of bard class	
8	+6	+2	+6	+6	Mimicry +4; special ability	+1 level of bard class	
9	+6	+3	+6	+6	Impersonation +5; lying +5	+1 level of bard class	
10	+7	+3	+7	+7	Mimicry +5; special ability	+1 level of bard class