Chance Jester of Deus
So named for their true absurdity as they must have been created by the gods for their own personal amusement. Chance Jesters let fate decided their path both figuratively and literally, resulting in often wacky and bizarre combinations of skills and behaviors
_________
Not for the faint hearted, please keep an open mind this is not about power gamming. Also player must be willing to play true RP to a forever shifting alignment. Keep in mind if you think it overpowered the class progression OR lucky bastard atribute can easily be removed leaving the other 2 features.
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Run down of the Class features:
Chance Chance and more Chance , in fact your initial hit die, saves and skills are based on the roll of the dice.
This class has very few class specific bonus expect for the following
Lucky Bastard :
At Lv 1
Any dice rolled can be re-rolled with the 2nd result taken (even if its worse)
At Lv 5
Any dice result below 25% of the value of the die rounded down may be re-rolled (if the lowest score was required the its 25% off the top)
At Lv 10
for every single dice to be rolled roll the player rolls 2 dice and drops the worst result
or the player can take ½ the value of the die for any roll
(choice made with DM)
At Lv 15
For every single dice to be rolled the player rolls 3 dice and drops the 2 worst results
Or the player can take ¾ of the value of the die rounded down
(choice made with DM)
At Lv 20
The player can take the full value of the die for any roll (this still does not save him from a natural 20 hit or a spell with no save) although the player can take a 20 to hit they do not get the dmg multiplier bonus when doing this. Player can still choose to roll as per lv 15 ability.
Crisis of Conscious: Chance Jesters are by definition Neutrals and thus must be at least neutral on one axis at all times (with Crisis exception). Chance jesters are most commonly Chaotic Neutral or True Neutrals.
DM can ask this once per day/playing session at his lesuire. effect lasts for 1d4 minute at level 1
roll 1d4 for each alignment axis (note lucky bastard extra rolls don’t apply here, this is purely random)
1 Good / Lawful
2 Neutral / Neutral
3 Evil / Chaotic
4 Reroll
e.g. 1d4 + 1d4 result 3 and 2
Thus Evil Neutral. For the duration of the time be it a conversation or battle the character must act true to this alignment. In this case instead of helping a wounded comrade in battle (as player wants to) this char might retreat to the rear to avoid damage (or duck around looting corpses while other still fight), and once the crisis wears off, he can follow his more neutral path and possibly help in the battle again.
This Occurrence increases per level
1-3 1d4 min 1per day
4-6 1d10mins 1 per day
7-10 1d20mins 1d4 per day
11-14 1d20mins 1d4 per day
15-17 1d4 hrs 1d4 per day
18-20 1d6 hrs 1d4 per day (i.e. at 6 and 4 the entire days actions are ruled by chance)
Finally class progression
Character rolls 1d12 with the following effect
1 Barbarian
2 Bard
3 Cleric
4 Druid
5 Fighter
6 Monk
7 Paladin
8 Ranger
9 Rouge
10 Sorcerer
11 Wizard
12 Re-roll
once the die is cast your characters fate begins to unfold character assumes all skills attributes and abilities of that class, including any core features such a familiars animal companions auras supernatural abilities etc . At each new character level a d12 is rolled and the character than gains the appropriate abilities skills etc for that new class level. E.g. they get any attribute/skill/spell/saves increase between the two levels. They however DO NOT get any previous bonuses retroactively that a normal member of the class would already have.
Skill point can be carried over after being aquaired however they are spent according to the class and cross-class skills costs of the new level being taken thus fighter class skills are only treated as such when you’ve rolled a 5 on d12 , skill costs will be different if next level you roll a 6
Example Chance Jester (btw I was rolling a d12 as I wrote this and this is the combination as it happened)
STR12 DEX10 CON13 INT12 WIS 14 CHA 10
First class
D12 = 5 Fighter
Skill Points at 1st Level: (2 + Int modifier) x 4
D10 HP +1 BAB, +2Fort +0Will +0Reflx Bonus Fighter feat
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
2nd class
d12 = 3 Cleric
Skill Points at Each Additional Level: 2 + Int modifier.
D8 HP +1 BAB, +1Fort +1Will +0Reflx
Clerics get a new 1st lv spell slot at lv 2. this char has a WIS of 14 thus gets an extra 1st lv cleric spell. Character however does NOT get the clerics turning abilities or domain spells as these are granted at first level. NOR does the char get the Cleric Weapon and Armor Proficiency.
3rd Class
d12 = 6 Monk
D8 HP +1 BAB, +1Fort +1Will +1Reflx
Skill Points at Each Additional Level: 4 + Int modifier.
Again only new thing granted from 2 to 3lv Monk are gained. (monks unarmed dmg has not changed from lv 2 to lv3 thus this character does not even get the 1d6 bonus nor the wis bonus to ac or flurry or any of the good monk attributes gained at first level) Character does however get the Still Mind ability
4th Class
d12 = 6 Monk
D8 HP +1 BAB, +1Fort +1Will +1Reflx
Skill Points at Each Additional Level: 4 + Int modifier.
This time however 3 to 4 monk gets a damage increase so this character now has a 1d8 unarmed strike (BUT NOTE does not have the improved unarmed strike ! thus still provoke an attack of opportunity unless character used a normal character level feat to acquire this) also gets Ki strike (magic) and slow fall 20 ft
5th Class
d12 = 11 Wizard
D4 HP +0 BAB, +0Fort +0Will +0Reflx
Skill Points at Each Additional Level: 2 + Int modifier.
Gets 1 3rd level wizard spell slot and a bonus wizard feat (for the purposes of this class and INT of 13 is not required to cast 3rd level spells)
(NB gets no familiar , cannot scribe scrolls unless char used a normal or bonus wizard feat to take it)
So now we have a this odd lil char
4-34 HP (depending on rolling)
+4 BAB, +5Fort +3Will +2Reflx (not including stat bonuses)
25 skill points
Has normal feat progression
Has one bonus fighter feat at lv 1
Has 2 1st level cleric spell slots ( e.g. 2 cure light wounds)
Has Still Mind Ability, Ki Strike and Slow Fall 20ft
Has 1 3rd lv wizard spell slot (e.g. 1 fireball thankyou)
So here we have a char who can do some minor healing, fights nearly as well as a fighter of the same level , has a damn nice right hook that can beat a small amount of magic dmg reduction, can safely fall 20ft, and can throw a fireball as a first strike or last resort weapon.
Just remember character only gets class abilities which have changed since the previous level, are consider to always meet the prerequisites and never get the class abilities of lower levels retroactively
Final note: the initial class ability Lucky Bastard could quite easily be made into a empty class with mediocre BAB saves and skill progression and no other class abilities, and would just be a plain character who rolls really well a lot of the time and thus succeeds at doing near impossible things on a regular basis. (NO MULTICLASSING !!!!)
So named for their true absurdity as they must have been created by the gods for their own personal amusement. Chance Jesters let fate decided their path both figuratively and literally, resulting in often wacky and bizarre combinations of skills and behaviors
_________
Not for the faint hearted, please keep an open mind this is not about power gamming. Also player must be willing to play true RP to a forever shifting alignment. Keep in mind if you think it overpowered the class progression OR lucky bastard atribute can easily be removed leaving the other 2 features.
----------
Run down of the Class features:
Chance Chance and more Chance , in fact your initial hit die, saves and skills are based on the roll of the dice.
This class has very few class specific bonus expect for the following
Lucky Bastard :
At Lv 1
Any dice rolled can be re-rolled with the 2nd result taken (even if its worse)
At Lv 5
Any dice result below 25% of the value of the die rounded down may be re-rolled (if the lowest score was required the its 25% off the top)
At Lv 10
for every single dice to be rolled roll the player rolls 2 dice and drops the worst result
or the player can take ½ the value of the die for any roll
(choice made with DM)
At Lv 15
For every single dice to be rolled the player rolls 3 dice and drops the 2 worst results
Or the player can take ¾ of the value of the die rounded down
(choice made with DM)
At Lv 20
The player can take the full value of the die for any roll (this still does not save him from a natural 20 hit or a spell with no save) although the player can take a 20 to hit they do not get the dmg multiplier bonus when doing this. Player can still choose to roll as per lv 15 ability.
Crisis of Conscious: Chance Jesters are by definition Neutrals and thus must be at least neutral on one axis at all times (with Crisis exception). Chance jesters are most commonly Chaotic Neutral or True Neutrals.
DM can ask this once per day/playing session at his lesuire. effect lasts for 1d4 minute at level 1
roll 1d4 for each alignment axis (note lucky bastard extra rolls don’t apply here, this is purely random)
1 Good / Lawful
2 Neutral / Neutral
3 Evil / Chaotic
4 Reroll
e.g. 1d4 + 1d4 result 3 and 2
Thus Evil Neutral. For the duration of the time be it a conversation or battle the character must act true to this alignment. In this case instead of helping a wounded comrade in battle (as player wants to) this char might retreat to the rear to avoid damage (or duck around looting corpses while other still fight), and once the crisis wears off, he can follow his more neutral path and possibly help in the battle again.
This Occurrence increases per level
1-3 1d4 min 1per day
4-6 1d10mins 1 per day
7-10 1d20mins 1d4 per day
11-14 1d20mins 1d4 per day
15-17 1d4 hrs 1d4 per day
18-20 1d6 hrs 1d4 per day (i.e. at 6 and 4 the entire days actions are ruled by chance)
Finally class progression
Character rolls 1d12 with the following effect
1 Barbarian
2 Bard
3 Cleric
4 Druid
5 Fighter
6 Monk
7 Paladin
8 Ranger
9 Rouge
10 Sorcerer
11 Wizard
12 Re-roll
once the die is cast your characters fate begins to unfold character assumes all skills attributes and abilities of that class, including any core features such a familiars animal companions auras supernatural abilities etc . At each new character level a d12 is rolled and the character than gains the appropriate abilities skills etc for that new class level. E.g. they get any attribute/skill/spell/saves increase between the two levels. They however DO NOT get any previous bonuses retroactively that a normal member of the class would already have.
Skill point can be carried over after being aquaired however they are spent according to the class and cross-class skills costs of the new level being taken thus fighter class skills are only treated as such when you’ve rolled a 5 on d12 , skill costs will be different if next level you roll a 6
Example Chance Jester (btw I was rolling a d12 as I wrote this and this is the combination as it happened)
STR12 DEX10 CON13 INT12 WIS 14 CHA 10
First class
D12 = 5 Fighter
Skill Points at 1st Level: (2 + Int modifier) x 4
D10 HP +1 BAB, +2Fort +0Will +0Reflx Bonus Fighter feat
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
2nd class
d12 = 3 Cleric
Skill Points at Each Additional Level: 2 + Int modifier.
D8 HP +1 BAB, +1Fort +1Will +0Reflx
Clerics get a new 1st lv spell slot at lv 2. this char has a WIS of 14 thus gets an extra 1st lv cleric spell. Character however does NOT get the clerics turning abilities or domain spells as these are granted at first level. NOR does the char get the Cleric Weapon and Armor Proficiency.
3rd Class
d12 = 6 Monk
D8 HP +1 BAB, +1Fort +1Will +1Reflx
Skill Points at Each Additional Level: 4 + Int modifier.
Again only new thing granted from 2 to 3lv Monk are gained. (monks unarmed dmg has not changed from lv 2 to lv3 thus this character does not even get the 1d6 bonus nor the wis bonus to ac or flurry or any of the good monk attributes gained at first level) Character does however get the Still Mind ability
4th Class
d12 = 6 Monk
D8 HP +1 BAB, +1Fort +1Will +1Reflx
Skill Points at Each Additional Level: 4 + Int modifier.
This time however 3 to 4 monk gets a damage increase so this character now has a 1d8 unarmed strike (BUT NOTE does not have the improved unarmed strike ! thus still provoke an attack of opportunity unless character used a normal character level feat to acquire this) also gets Ki strike (magic) and slow fall 20 ft
5th Class
d12 = 11 Wizard
D4 HP +0 BAB, +0Fort +0Will +0Reflx
Skill Points at Each Additional Level: 2 + Int modifier.
Gets 1 3rd level wizard spell slot and a bonus wizard feat (for the purposes of this class and INT of 13 is not required to cast 3rd level spells)
(NB gets no familiar , cannot scribe scrolls unless char used a normal or bonus wizard feat to take it)
So now we have a this odd lil char
4-34 HP (depending on rolling)
+4 BAB, +5Fort +3Will +2Reflx (not including stat bonuses)
25 skill points
Has normal feat progression
Has one bonus fighter feat at lv 1
Has 2 1st level cleric spell slots ( e.g. 2 cure light wounds)
Has Still Mind Ability, Ki Strike and Slow Fall 20ft
Has 1 3rd lv wizard spell slot (e.g. 1 fireball thankyou)
So here we have a char who can do some minor healing, fights nearly as well as a fighter of the same level , has a damn nice right hook that can beat a small amount of magic dmg reduction, can safely fall 20ft, and can throw a fireball as a first strike or last resort weapon.
Just remember character only gets class abilities which have changed since the previous level, are consider to always meet the prerequisites and never get the class abilities of lower levels retroactively
Final note: the initial class ability Lucky Bastard could quite easily be made into a empty class with mediocre BAB saves and skill progression and no other class abilities, and would just be a plain character who rolls really well a lot of the time and thus succeeds at doing near impossible things on a regular basis. (NO MULTICLASSING !!!!)