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<blockquote data-quote="the Jester" data-source="post: 534594" data-attributes="member: 1210"><p>THE JESTER</p><p></p><p>Quick of wit and fleet of foot, able to make people laugh even at themselves; these are the hallmarks of the jester. Sometimes court fools, sometimes independent performers, jesters are mostly drawn from the ranks of bards, but ultimately, anyone can become a jester.</p><p></p><p>Hit Die: d6</p><p></p><p>Prerequisites: Perform (8 ranks), Tumble (5 ranks). Skill Focus (perform). Must have demonstrated a sense of humor under adversarial conditions.</p><p></p><p>Class Skills: Balance (dex), Bluff (cha), Climb (str), Diplomacy (cha), Disguise (cha), Escape Artist (dex), Forgery (int), Gather Information (cha), Handle Animal (cha), Hide (dex), Innuendo (cha), Jump (str), Knowledge (nobility) (int), Move Silently (dex), Perform (cha), Pick Pocket (dex), Read Lips (wis), Sense Motive (wis), Speak Language (int), Spot (wis), Tumble (dex), Use Rope (dex). Skill points per level: 4 + int bonus.</p><p></p><p>Base Attack: Medium (as rogue).</p><p>Good Saves: Reflex.</p><p>Poor Saves: Fort and Will.</p><p></p><p>Level Special Abilities </p><p>1 Enthrall, Evasion</p><p>2 Stall, Uncanny Dodge (dex bonus to AC) </p><p>3 Jugglecatch</p><p>4 Slow Fall 10', Universal Humor</p><p>5 Humiliate</p><p>6 Uncanny Dodge (can't be flanked)</p><p>7 Improved Evasion </p><p>8 Improved Enthrall</p><p>9 Slow Fall 20'</p><p>10 Superior Feint</p><p></p><p>Level- Spells Known</p><p>1- 3</p><p>2- 4</p><p>3- 5/2</p><p>4- 5/3</p><p>5- 5/4/2</p><p>6- 6/4/3</p><p>7- 6/5/4/2</p><p>8- 6/6/4/3</p><p>9- 6/6/5/4</p><p>10- 6/6/6/5</p><p></p><p>Level- Spells Per Day</p><p>1- 1</p><p>2- 2</p><p>3- 2/1</p><p>4- 2/2</p><p>5- 2/2/1</p><p>6- 3/2/2</p><p>7- 3/2/2/1</p><p>8- 3/3/2/2</p><p>9- 3/3/3/3</p><p>10- 4/4/3/3</p><p></p><p>CLASS FEATURES</p><p></p><p>Weapon and Armor Proficiency: Jesters gain no weapon or armor proficiency.</p><p></p><p>Spells: A jester’s spells are known to him much like a bard’s, and are based on charisma.</p><p></p><p>Enthrall (Ex): The jester’s skill with performance is so good that he can attempt to use a nonmagical enthrall effect once per day per class level. The save DC is half the jester’s perform check.</p><p></p><p>Evasion (Ex): When wearing light or no armor the jester gains the Evasion ability (see PH, pg. 39, under Monk).</p><p></p><p>Stall (Ex): The jester may attempt to stall creatures, causing them to forfeit their actions. This is a mind-affecting ability. It affects only up to one creature per point of cha bonus, and it can target any creatures that you can see that are not under direct attack (a creature that has already been attacked is unaffected) but is otherwise similar to the jester’s enthrall ability except that as soon as you stop performing the effect ends. </p><p></p><p>Uncanny Dodge (Ex): Any other classes that have uncanny dodge stack with the jester’s uncanny dodge ability.</p><p></p><p>Jugglecatch (Ex): A jester with perform (juggling) can attempt to catch thrown weapons, arrows, sling bullets, and similar projectiles with a perform (juggle) check (DC equal to the attack roll). This a is free action that the jester can attempt when not flat-footed as long as both of his hands are free, even on someone else’s turn; it can be used a number of times per round equal to the jester’s dex bonus.</p><p></p><p>Universal Humor (Ex): None of the jester’s perform skills or class abilities are now considered language-dependent.</p><p></p><p>Slow Fall (Ex): The jester can treat a fall as if it were shorter as long as he is within arm’s reach of a wall or surface.</p><p></p><p>Humiliate (Ex): The jester can attempt to humiliate a foe to such an extent that it suffers a -2 morale penalty on attacks, checks and saves. The target may make a Will save using its cha bonus instead of its wis bonus to resist the scathing wit of the jester; the DC is 10 + class level + cha bonus. If it fails, it is humiliated for 1d4 + the jester’s cha bonus rounds. A successful save makes the target immune to the jester’s humiliate ability for 24 hours. Humiliate is a full round action that provokes attacks of opportunity.</p><p></p><p>Improved Enthrall (Ex): As per enthrall, except the jester can maintain it for up to one hour plus one per point of con bonus. Also, creatures with four or more HD or a wisdom of 16 or higher are considered friendly for the duration if they fail their saving throws (but are still aware of their surroundings).</p><p></p><p>Superior Feint (Ex): With a successful perform check opposed by the target’s sense motive check, you can initiate a special feint against any opponent within 30’ that can see or hear you. You may choose to deny it its dex bonus against any one creature for a full round. This is a full round action but does not provoke attacks of opportunity.</p><p></p><p>Jester Spells by Level:</p><p></p><p>1st level- Charm Person, Dancing Lights, Daze, Feather Fall, Ghost Sound, Grease, Jump, Mad Gesticulation, Prestidigitation, Silent Image, Tasha's Hideous Laughter, Ventriloquism;</p><p></p><p>2nd level- Change Self, Color Spray, Eagle's Splendor, Faerie Fire, Hangover, Insolent Insult, Minor Image, Misdirection, Scare;</p><p></p><p>3rd level- Astonishing Sight, Elasticity, Emotion, Emphatic Gesture, Fool's Speech, Nondetection, Oops, Sorry, Slapstick;</p><p></p><p>4th level- Charm Person, Feeblemind, Fumble, Incredible Curse, Leomund's Lamentable Belaborment, Otto's Irresistable Dance, Phlegmatic Spray.</p><p></p><p>New Spells: </p><p></p><p></p><p>ASTONISHING SIGHT</p><p>Enchantment</p><p>[Mind-Affecting]</p><p></p><p>Level: Jester 3</p><p>Components: S</p><p>Casting Time: 1 action</p><p>Range: Close (25’+5’/2 levels)</p><p>Target: Up to 6 creatures, no two of whom may be further than 20’ apart</p><p>Duration: 1d4+1 rounds</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>You contort yourself into a position so odd and bizarre that the spell’s targets are stunned.</p><p></p><p>ELASTICITY</p><p>Transmutation</p><p></p><p>Level: Jester 3, Wiz/Sor 4, Brd 4</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: 1 creature</p><p>Duration: 10 minutes/level</p><p>Saving Throw: Fortitude negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>The spell’s target can stretch her body in whole or in part up to thrice its normal length. The creature’s reach expands by 10’ and it gets a +3 natural armor bonus in addition to the obvious ability to stretch. </p><p></p><p>HANGOVER</p><p> Enchantment</p><p>[Mind-Affecting]</p><p></p><p>Level: Jester 2</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: One creature</p><p>Duration: 1 hour/level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>This spell inflicts a terrible hangover on the target, who suffers a penalty of -1d4 each to strength, dexterity and constitution (roll each ability’s loss separately). This counts as an enhancement penalty.</p><p></p><p>Material component: a drop of beer, wine or liquor.</p><p></p><p>INCREDIBLE CURSE</p><p>Enchantment</p><p>(Compulsion) [Mind-Affecting, Language-Dependant]</p><p></p><p>Level: Jester 4</p><p>Components: V</p><p>Casting Time: 1 action</p><p>Range: 60’</p><p>Area: Emanation</p><p>Duration: See text</p><p>Saving Throw: Will partial</p><p>Spell Resistance: Yes</p><p></p><p>You utter a curse so fantastic that all creatures in the area must make Will saves or lost consciousness. They remain unconscious for 1d12 minutes unless roughly awakened. Creatures that make their saves are stunned for 1 round and suffer a -2 morale penalty on all saving throws and attack rolls for one round plus one round per caster level.</p><p></p><p></p><p>INSOLENT INSULT</p><p>Enchantment</p><p>(Compulsion) [Mind-Affecting]</p><p></p><p>Level: Jester 2</p><p>Components: S</p><p>Casting Time: 1 action</p><p>Range: Close (25’+5’/2 levels)</p><p>Target: Up to 6 creatures, no two of whom can be more than 20’ apart</p><p>Duration: See text</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>Simply by making an insolent gesture you can daze and then enrage enemies. All targets affected are dazed for 1+ your cha bonus rounds. Thereafter until they lose sight of you they suffer a -2 penalty on AC due to carelessness caused by rage. If the victim can inflict damage on the jester he is freed of the spell’s influence.</p><p></p><p>LEOMUND’S LAMENTABLE BELABORMENT</p><p>Enchantment</p><p>(Compulsion) [Mind-Affecting]</p><p></p><p>Level: Jester 4</p><p>Components: V</p><p>Casting Time: 1 action</p><p>Range: Short (25’+5’/2 levels)</p><p>Targets: All creatures in a 10’ spread</p><p>Duration: See text</p><p>Saving Throw: See text</p><p>Spell Resistance: Yes</p><p></p><p>This devious spell distracts the targets by drawing them into polite conversation on topics of interest to them. Upon casting the spell you begin a discussion of some subject germane to the spell’s targets. Those making an initial Will save are unaffected. Those affected immediately begin to converse with you, agreeing or disagreeing, all most politely. You can maintain the spell by talking with the subjects for up to seven rounds. If you’re attacked or otherwise distracted, the subjects don’t notice. You can leave at any time after the casting and the subjects continue on as if you were still present. As long as they aren’t attacked they ignore all else going on around them, spending their time talking and arguing. However, when you leave each subject completes only the stage of the spell it is currently in.</p><p></p><p>If you maintain the spell for four rounds each target must make another Will save. Failure means they wander off in confusion for 1d10+2 rounds, with the provision that they will ignore you. Success indicates that they continue to chat.</p><p></p><p>If you maintain the spell for seven rounds each target must make another Will save or fly into a rage (as a barbarian) and attacking all other subjects of the spell with intent to kill. This rage lasts 1d4+1 rounds and excludes you. Those that save against the rage realize they have been duped and collapse onto the ground, lamenting their foolishness, for 1d4 rounds unless attacked or otherwise disturbed.</p><p></p><p></p><p>MAD GESTICULATION</p><p>Transmutation</p><p>Level: Jester 1</p><p>Components: S</p><p>Casting Time: 1 action</p><p>Range: 100’+10’/level</p><p>Target: One creature or group of creatures</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p> </p><p>This spell allows you to convey a simple message (come here, I’m hungry, danger over there, etc.) by sweeping hand gestures, jumping up and down, etc. You may choose whether to convey a message to a single individual or to a single group of creatures within range (this can be all creatures within range or a smaller group, determined by location).</p><p></p><p>OOPS, SORRY</p><p>Enchantment</p><p>[Mind-Affecting]</p><p></p><p>Level: Jest 3</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Personal (see text)</p><p>Effect: See text</p><p>Duration: Permanent</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>This spell allows you to avoid an encounter that has just begun. If cast within one round of the beginning of an encounter, you simply say, “Oops- sorry!”, back out of the encountered creatures’ view, and if they fail saving throws they forget all about you. This spell could conceivably affect any number of enemies. You cannot cast oops, sorry if you have already attacked.</p><p></p><p>PHLEGMATIC SPRAY</p><p>Conjuration</p><p>(Creation)</p><p></p><p>Level: Jester 4</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Close (25’+5’/2 levels)</p><p>Effect: Cone</p><p>Duration: See text</p><p>Saving Throw: Reflex negates</p><p>Spell Resistance: Yes</p><p> </p><p>With this spell you sneeze out a tremendous cone of phlegm. Victims suffer a -4 enchancement penalty to dexterity and initiative (total of -6 to initiative), and a -2 enhancement penalty on attack rolls and reflex saves. Creatures coated in snot must spend 6 full rounds to clean themselves with water, towels, etc.</p><p></p><p>Material component: A hanky.</p><p></p><p>Hope you like it!</p></blockquote><p></p>
[QUOTE="the Jester, post: 534594, member: 1210"] THE JESTER Quick of wit and fleet of foot, able to make people laugh even at themselves; these are the hallmarks of the jester. Sometimes court fools, sometimes independent performers, jesters are mostly drawn from the ranks of bards, but ultimately, anyone can become a jester. Hit Die: d6 Prerequisites: Perform (8 ranks), Tumble (5 ranks). Skill Focus (perform). Must have demonstrated a sense of humor under adversarial conditions. Class Skills: Balance (dex), Bluff (cha), Climb (str), Diplomacy (cha), Disguise (cha), Escape Artist (dex), Forgery (int), Gather Information (cha), Handle Animal (cha), Hide (dex), Innuendo (cha), Jump (str), Knowledge (nobility) (int), Move Silently (dex), Perform (cha), Pick Pocket (dex), Read Lips (wis), Sense Motive (wis), Speak Language (int), Spot (wis), Tumble (dex), Use Rope (dex). Skill points per level: 4 + int bonus. Base Attack: Medium (as rogue). Good Saves: Reflex. Poor Saves: Fort and Will. Level Special Abilities 1 Enthrall, Evasion 2 Stall, Uncanny Dodge (dex bonus to AC) 3 Jugglecatch 4 Slow Fall 10', Universal Humor 5 Humiliate 6 Uncanny Dodge (can't be flanked) 7 Improved Evasion 8 Improved Enthrall 9 Slow Fall 20' 10 Superior Feint Level- Spells Known 1- 3 2- 4 3- 5/2 4- 5/3 5- 5/4/2 6- 6/4/3 7- 6/5/4/2 8- 6/6/4/3 9- 6/6/5/4 10- 6/6/6/5 Level- Spells Per Day 1- 1 2- 2 3- 2/1 4- 2/2 5- 2/2/1 6- 3/2/2 7- 3/2/2/1 8- 3/3/2/2 9- 3/3/3/3 10- 4/4/3/3 CLASS FEATURES Weapon and Armor Proficiency: Jesters gain no weapon or armor proficiency. Spells: A jester’s spells are known to him much like a bard’s, and are based on charisma. Enthrall (Ex): The jester’s skill with performance is so good that he can attempt to use a nonmagical enthrall effect once per day per class level. The save DC is half the jester’s perform check. Evasion (Ex): When wearing light or no armor the jester gains the Evasion ability (see PH, pg. 39, under Monk). Stall (Ex): The jester may attempt to stall creatures, causing them to forfeit their actions. This is a mind-affecting ability. It affects only up to one creature per point of cha bonus, and it can target any creatures that you can see that are not under direct attack (a creature that has already been attacked is unaffected) but is otherwise similar to the jester’s enthrall ability except that as soon as you stop performing the effect ends. Uncanny Dodge (Ex): Any other classes that have uncanny dodge stack with the jester’s uncanny dodge ability. Jugglecatch (Ex): A jester with perform (juggling) can attempt to catch thrown weapons, arrows, sling bullets, and similar projectiles with a perform (juggle) check (DC equal to the attack roll). This a is free action that the jester can attempt when not flat-footed as long as both of his hands are free, even on someone else’s turn; it can be used a number of times per round equal to the jester’s dex bonus. Universal Humor (Ex): None of the jester’s perform skills or class abilities are now considered language-dependent. Slow Fall (Ex): The jester can treat a fall as if it were shorter as long as he is within arm’s reach of a wall or surface. Humiliate (Ex): The jester can attempt to humiliate a foe to such an extent that it suffers a -2 morale penalty on attacks, checks and saves. The target may make a Will save using its cha bonus instead of its wis bonus to resist the scathing wit of the jester; the DC is 10 + class level + cha bonus. If it fails, it is humiliated for 1d4 + the jester’s cha bonus rounds. A successful save makes the target immune to the jester’s humiliate ability for 24 hours. Humiliate is a full round action that provokes attacks of opportunity. Improved Enthrall (Ex): As per enthrall, except the jester can maintain it for up to one hour plus one per point of con bonus. Also, creatures with four or more HD or a wisdom of 16 or higher are considered friendly for the duration if they fail their saving throws (but are still aware of their surroundings). Superior Feint (Ex): With a successful perform check opposed by the target’s sense motive check, you can initiate a special feint against any opponent within 30’ that can see or hear you. You may choose to deny it its dex bonus against any one creature for a full round. This is a full round action but does not provoke attacks of opportunity. Jester Spells by Level: 1st level- Charm Person, Dancing Lights, Daze, Feather Fall, Ghost Sound, Grease, Jump, Mad Gesticulation, Prestidigitation, Silent Image, Tasha's Hideous Laughter, Ventriloquism; 2nd level- Change Self, Color Spray, Eagle's Splendor, Faerie Fire, Hangover, Insolent Insult, Minor Image, Misdirection, Scare; 3rd level- Astonishing Sight, Elasticity, Emotion, Emphatic Gesture, Fool's Speech, Nondetection, Oops, Sorry, Slapstick; 4th level- Charm Person, Feeblemind, Fumble, Incredible Curse, Leomund's Lamentable Belaborment, Otto's Irresistable Dance, Phlegmatic Spray. New Spells: ASTONISHING SIGHT Enchantment [Mind-Affecting] Level: Jester 3 Components: S Casting Time: 1 action Range: Close (25’+5’/2 levels) Target: Up to 6 creatures, no two of whom may be further than 20’ apart Duration: 1d4+1 rounds Saving Throw: Will negates Spell Resistance: Yes You contort yourself into a position so odd and bizarre that the spell’s targets are stunned. ELASTICITY Transmutation Level: Jester 3, Wiz/Sor 4, Brd 4 Components: V, S, M Casting Time: 1 action Range: Touch Target: 1 creature Duration: 10 minutes/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The spell’s target can stretch her body in whole or in part up to thrice its normal length. The creature’s reach expands by 10’ and it gets a +3 natural armor bonus in addition to the obvious ability to stretch. HANGOVER Enchantment [Mind-Affecting] Level: Jester 2 Components: V, S, M Casting Time: 1 action Range: Touch Target: One creature Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes This spell inflicts a terrible hangover on the target, who suffers a penalty of -1d4 each to strength, dexterity and constitution (roll each ability’s loss separately). This counts as an enhancement penalty. Material component: a drop of beer, wine or liquor. INCREDIBLE CURSE Enchantment (Compulsion) [Mind-Affecting, Language-Dependant] Level: Jester 4 Components: V Casting Time: 1 action Range: 60’ Area: Emanation Duration: See text Saving Throw: Will partial Spell Resistance: Yes You utter a curse so fantastic that all creatures in the area must make Will saves or lost consciousness. They remain unconscious for 1d12 minutes unless roughly awakened. Creatures that make their saves are stunned for 1 round and suffer a -2 morale penalty on all saving throws and attack rolls for one round plus one round per caster level. INSOLENT INSULT Enchantment (Compulsion) [Mind-Affecting] Level: Jester 2 Components: S Casting Time: 1 action Range: Close (25’+5’/2 levels) Target: Up to 6 creatures, no two of whom can be more than 20’ apart Duration: See text Saving Throw: Will negates Spell Resistance: Yes Simply by making an insolent gesture you can daze and then enrage enemies. All targets affected are dazed for 1+ your cha bonus rounds. Thereafter until they lose sight of you they suffer a -2 penalty on AC due to carelessness caused by rage. If the victim can inflict damage on the jester he is freed of the spell’s influence. LEOMUND’S LAMENTABLE BELABORMENT Enchantment (Compulsion) [Mind-Affecting] Level: Jester 4 Components: V Casting Time: 1 action Range: Short (25’+5’/2 levels) Targets: All creatures in a 10’ spread Duration: See text Saving Throw: See text Spell Resistance: Yes This devious spell distracts the targets by drawing them into polite conversation on topics of interest to them. Upon casting the spell you begin a discussion of some subject germane to the spell’s targets. Those making an initial Will save are unaffected. Those affected immediately begin to converse with you, agreeing or disagreeing, all most politely. You can maintain the spell by talking with the subjects for up to seven rounds. If you’re attacked or otherwise distracted, the subjects don’t notice. You can leave at any time after the casting and the subjects continue on as if you were still present. As long as they aren’t attacked they ignore all else going on around them, spending their time talking and arguing. However, when you leave each subject completes only the stage of the spell it is currently in. If you maintain the spell for four rounds each target must make another Will save. Failure means they wander off in confusion for 1d10+2 rounds, with the provision that they will ignore you. Success indicates that they continue to chat. If you maintain the spell for seven rounds each target must make another Will save or fly into a rage (as a barbarian) and attacking all other subjects of the spell with intent to kill. This rage lasts 1d4+1 rounds and excludes you. Those that save against the rage realize they have been duped and collapse onto the ground, lamenting their foolishness, for 1d4 rounds unless attacked or otherwise disturbed. MAD GESTICULATION Transmutation Level: Jester 1 Components: S Casting Time: 1 action Range: 100’+10’/level Target: One creature or group of creatures Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell allows you to convey a simple message (come here, I’m hungry, danger over there, etc.) by sweeping hand gestures, jumping up and down, etc. You may choose whether to convey a message to a single individual or to a single group of creatures within range (this can be all creatures within range or a smaller group, determined by location). OOPS, SORRY Enchantment [Mind-Affecting] Level: Jest 3 Components: V, S Casting Time: 1 action Range: Personal (see text) Effect: See text Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes This spell allows you to avoid an encounter that has just begun. If cast within one round of the beginning of an encounter, you simply say, “Oops- sorry!”, back out of the encountered creatures’ view, and if they fail saving throws they forget all about you. This spell could conceivably affect any number of enemies. You cannot cast oops, sorry if you have already attacked. PHLEGMATIC SPRAY Conjuration (Creation) Level: Jester 4 Components: V, S, M Casting Time: 1 action Range: Close (25’+5’/2 levels) Effect: Cone Duration: See text Saving Throw: Reflex negates Spell Resistance: Yes With this spell you sneeze out a tremendous cone of phlegm. Victims suffer a -4 enchancement penalty to dexterity and initiative (total of -6 to initiative), and a -2 enhancement penalty on attack rolls and reflex saves. Creatures coated in snot must spend 6 full rounds to clean themselves with water, towels, etc. Material component: A hanky. Hope you like it! [/QUOTE]
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