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Jester

This class is converted from D&D 3.5; the original can be found in the Dragon Compendium by Paizo Publishing.

Alignment: No change.
Hit Die: d8.
Class Skills
The jester's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local), Knowledge (nobility), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.

Level Advancement: Jester
Level B.A. Fort Ref Will Special Abilities
1st +0 +0 +2 +2 jesters audacity +1, jesters performance, cantrips, spells, fascinate, inspiring quip, counterbabble, distraction
2nd +1 +0 +3 +3 versatile performance, jester trick
3rd +2 +1 +3 +3 taunt (1)
4th +3 +1 +4 +4 --
5th +3 +1 +4 +4 jester trick, jesters audacity +2
6th +4 +2 +5 +5 calming performance, versatile performance
7th +5 +2 +5 +5 taunt (2)
8th +6/+1 +2 +6 +6 terror lymric, jester trick
9th +6/+1 +3 +6 +6 buffoonery
10th +7/+2 +3 +7 +7 jesters audacity +3, versatile performance
11th +8/+3 +3 +7 +7 taunt (3), jester trick
12th +9/+4 +4 +8 +8 vicious lampoon
13th +9/+4 +4 +8 +8 --
14th +10/+4 +4 +9 +9 frightening tale, versatile performance, jester trick
15th +11/+6/+1 +5 +9 +9 taunt (4), jesters audacity +4, vexing dialogue
16th +12/+7/+2 +5 +10 +10 --
17th +12/+7/+2 +5 +10 +10 jester trick
18th +13/+8/+3 +6 +11 +11 scathing wit, versatile performance
19th +14/+9/+4 +6 +11 +11 taunt (5)
20th +15/+10/+5 +6 +12 +12 jesters audacity +5, jester trick, dumbstrike

Class Features

The following are class features of the jester.

Weapon and Armor Proficiency: No change.

Jester's Audacity: No change.

Spells: As bard.

Jester's Performance (Su): As bardic performance.

Fascinate (Su): As bard.

Inspiring Quip (Su): When enemies goof, the jester points it out, making it easier for his allies to succeed where their opponents fail. As an immediate action the jester can expend a round of jester's performance when an opponent misses an attack, granting all allies within 30 feet of the jester a +2 competence bonus on attacks against that foe for 1 minute.

Activating this ability disrupts any peformance the jester is currently maintaining, unless the jester expends an action to maintain the performance on his next turn. Maintaining a performance interupted by inspiring quip does not require expenditure of rounds of jester's performance.

Counterbabble (Su): As bard ability countersong..

Distraction (Su): As bard.

Taunt (Su): A jester can fling insults like a monkey flings poo. The jester can target one creature within 60 feet and make a Perform check (DC = 10 + ½ the target's Hit Dice + the target's Wisdom modifier). If successful, the target gains a +1 morale bonus to attack the jester, but takes a penalty to AC equal to the jester's Charisma modifier and is compelled toward injuring the jester. The jester can effect an additional target every four levels after 3rd, to a maximum of five targets at 19th level.

On its next turn, a target is compelled toward injuring the jester in its own fashion (e.g. swordsmen will seek to engage the jester in melee, archers will attempt to shoot the jester, spellcasters will target or include the jester as a target of their spell, etc.). Combatants inclined to melee will charge if able, ranged attackers will move to mimimize range penalties, and spellcasters will seek to unleash their most damaging spells.

The target is not compelled beyond reason: it may avoid hazardous terrain (lava pools, cliffs, etc.) and attacks of opportunity. If such an obstacle prevents the target from reachign/injuring the jester, the target recieves a Will save (DC = 10 + ½ the jester's level + the jester's Charisma modifier) to slough off the taunt.

Taunt is a mind-affecting, language-dependent, and relies on audible components.

Calming Peformance (Su): A jester can cause all creatures he has fascinated (see above) to adopt a friendly attitude toward himself, his allies, and all other creatures affected by the jester's fascinate ability. This change of attitude lasts for as long as the jester maintins the performance.

Calming Performance is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Terror Lymric (Su): As bard ability dirge of doom.

Buffoonery (Su): No change, except allowing Perform (act, comedy, dance, or oratory) and removing the required number of ranks in Perform.

Vicious Lampoon (Su): The jester's cutting humor causes every opponent within 60 feet to lose confidence in their fighting ability. The jester must make a Perform (act, comedy, dance, or oratory) check (DC = 10 + target's Hit Dice + target's Wisdom modifier). If successful, affected targets suffer a -2 penalty on attack rolls, skill checks, ability checks, and saving throws for as long as the jester maintains the performance.

Vicious lampoon is a mind-affecting, language-dependent ability and relies on audible components.

Frightening Tale: (Su) As bard ability frightening tune.

Vexing Dialogue (Su): No change, except allowing Perform (act, comedy, dance, or oratory), removing the once-per encounter limit, and removing the required number of ranks in Perform.

Scathing Wit (Su): No change, except allowing Perform (act, comedy, dance, or oratory), removing the required move action to maintain, and removing the required number of ranks in Perform.

Versatile Performance (Ex): As bard.

Jester Trick: The jester may select one of the following jester tricks. Unless indicated otherwise, no trick can be selected more than once. At the DMs option, a jester may select a rogue trick in place of a jester trick.

Bone Rattler: No change, except removing the level requirement.

Deflect Arrows: The jester gains Deflect Arrows as a bonus feat.

Jester's Mask: Once per day the Jester can use a Perform check in place of a Will save. The jester may use this ability after rolling a Will save, but before determining if the save was a success.

Lore Master: As the bard ability, useable once per day.

Magical Aptitude: The jester gains Magical Aptitude as a bonus feat.

Metamagic Trick: The jester gains any metamagic feat as a bonus feat. The jester must have the Magical Aptitude feat to select this trick.

Poison Use: The jester is trained in the use of poison and cannot accidentally poison himself when applying poison to a blade (see Poison).

Snatch Arrows: The jester gains Snatch Arrows as a bonus feat. The jester must have the Deflect Arrows feat to select this trick.

Trade Jack: The jester can choose one skill to be considered a class skill.

Dumbstrike (Su): A jester of 20th level or higher can, as a full-round action, can cause one enemy to die from anurism. To be affected, the target must be able to see and hear the jester perform and be within 30 feet. The target receives a Will save (DC 10 + ½ the jester's level + the jester's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the jester cannot use dumbstrike on that creature again for 24 hours. If a creature's saving throw fails, its Intelligence, Wisdom, and Charisma scores are set to 0. Deadly performance is a mind-affecting death effect that relies on audible and visual components.
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