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Main
Parallel
| by Silvanus
The entertainer of kings, the fool of the castle... Yet a spy for the powerful and the whisper of death to many... The Jesters are often bards that are hired to a full-time job by someone rich enough to convince them. Sometimes rogues become Jesters only to infiltrate in some castle to steal or murder the lord of the castle. Whatever the objective, the jester is a superb dancer, joketeller, storyteller and an excellent singer. Hit Die: d6 Requirements To qualify to become a Jester, a character must fulfill all the following criteria. Alignment: any non-Lawful Diplomacy: 5 ranks Knowledge (Royalty): 5 ranks Knowledge (Nobility): 5 ranks Jump: 5 ranks Tumble: 8 ranks Perform (Dancing, Joketelling, Storytelling and Singing): 9 ranks each. Feats: Dodge, Mobility Class Skills The Jester's class skills (and the key ability for each skill) are: Appraise (int), 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), Jump (str), Knowledge (all skills taken individually) (int), Listen (wis), Move Silently (dex), Perform (cha), Pick Pocket (dex), Read Lips (wis), Search* (int), Sense Motive (wis), Speak Language** (int), Spellcraft (int), Swim (str), Tumble (dex), Use Magic Device (cha, exclusive skill). Skill points at each level: 4 + Int modifier
Class Features: Weapon and Armour Proficiency: The Jester is proficient with all simple weapons, one martial weapon (chosen at first level) and with the hand crossbow. The Jester is proficient with all light armour and no shields. Sneak Attack: If the Jester can catch an opponent when he (the opponent) is unable to defend himself effectivelly from his attack, he can strike a vital spot for extra damage. Basically, any time the Jester's target would be denied his Dexterity bonus to AC (whether he has a bonus or not), the Jester's attack deals +1d6 points of damage. This extra damage increases by +1d6 points every other level (+2d6 at 3rd, +3d6 at 5th, and so on). Should the Jester score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks only count as sneak attacks if the target is 30 feet away or less. With a sap or an unnarmed strike, the Jester can make a sneak attack that deals subdual damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack. The Jester can only sneak attack living creatures with discernible anatomies - undead, constructs, oozes, plants and incorporeal creatures lack the vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the assassin must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. Th Jester cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. Finnaly, if the Jester gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stacks. Uncanny Dodge: Starting at 2nd level, the Jester gains the extraordinary ability to react to danger before his senses would normally allow him to be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of beimng caught flat-footed or struck by an invisible attacker (he still loses his Dexterity bonus to AC if immobilized). At 5th level, the Jester can no longer be flanked, since he react to opponents on opposite sides of him as easily as he can react to a single opponent. This defense denies rogues the ability to use flank attacks to sneak attack the Jester. The exception to this defenseis that a rogue at least four levels higher than the Jester can flank him (and thus sneak attack him). At 10th level, the Jester gains a intuitive sense that alerts him to danger from traps, giving him a +1 bonus to avoid traps. If the Jester has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis. Charm Person: Beginning at 3rd level, the Jester gains the ability to Charm Person (as the spell) 2/day as a spell-like ability. At 7th level he can use this ability 4/day. The DC to the ability is 15 and it is cast and caster level 10. Poison Use: When applying poison to something, the Jester never has the risk of poisoning himself Evasion: At 4th level, the jester gains evasion. If exposed to anny effect that normally allows a character to attempt a Reflex saving throw for half damage (such as Fireball), he takes no damage with a successful saving throw. Evasion an only be used if the Jester is wearing light armour or no armour. It is an extraordinary ability. If the Jester already has the Evasion ability (from rogue levels, for an example), he gains, instead, the Improved Evasion ability (this works like evasion, but now the Jester only takes half damage on a failed saving throw. Master of Movements: At 8th level, the Jester acts as if under the effect of a permanent Freedom of Movement spell acting on his person. Additionally he receives a +4 insight bonus to the skills Balance,Jump, Tumble, and Swim. Mass Charm: At 10th level, the Jester gains the ability to Mass Charm (as the spell) 2/day as a spell-like ability, as a 18th level sorcerer with DC 18. Spells: Beginning at 1st level, the Jester gains the ability to cast a a small number of arcane spells. To cast a spell, the Jester must have a Charisma score of at least 10 + spell's level, so a Jester with a Charisma scor of 10 or less cannot cast these spells. Jester's bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell's level + the Jester's Charisma modifier (if any). When the Jester gets 0 spells of a given level, such as o 1st level spells at 1st level, the Jester gets only bonus spells. A Jester without a bonus spell for that level can't yet cast a spell of that level. A Jester cast spells as a sorcerer or bard. The Jester's spell list and the number of spells known are bellow.
Jester's Spell List: 1st level - change self, cure light wounds, ghost sound, obscuring mist, prestidigitation, spider climb. 2nd level - alter self, cat's grace, cure moderate wounds, darkness, enthrall, hold person, hypnotic patern, jump, pass without trace, suggestion, undetectable alignment. 3rd level - cure serious wounds, deeper darkness, emotion, haste, invisibility, misdirection, nondetection. 4th level - cure critical wounds, dimension door, dominate person, improved invisibility, modify memory. |
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