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**This special class is an adaptation
from articles found in The Dragon (Dragon Magazine) #s 60, 65, 69, 120 &,
134, and some of the text from those magazines is included here.
Jesters are more than the silly
buffoons found in a king’s court, though they certainly do aspire to such a
lofty position. They are entertainers, as much as acrobats, bards, and
troubadours. Where a bard focuses on story and song, the acrobat on
tumbling and sleight of hand, and the troubadour on drama, the jester’s
entertainment of choice is humor, and his performance may take many forms.
Their material consists of the ridiculous, the silly, the bizarre and
absurd. They levy insults at another’s expense, stage outlandish slapstick
stunts and practical jokes, perform stand-up comic routines (complete with
rubber chickens, bicycle horns, mannequins, and other sight gags), and
generally leave an audience rolling in laughter. Many target themselves;
others select a random target from the crowd; most highlight the foibles of
the rich and famous. They are crafty and witty, quick with a putdown and
quicker yet with a comeback, and many actively engage in the strange rite of
passage called punfighting.
Adventures: Jesters are
adventurous characters with an overwhelming sense of the absurd. They roam
from place to place, telling tales, pulling practical jokes, insulting the
most fearsome of monsters and characters, and generally making nuisances of
themselves. Because of their outlook on life and the world and because of
their special powers, they may prove potentially useful (or annoying) to
adventuring parties. Like bards, the jester will adventure to find new
material, adding to his litany of jokes, one-liners, puns, insults, and
exaggerated behavior. He is not very adept in combat; rather, he believes
the pun is often mightier than the sword, and wields his caustic remarks to
as great (and much less bloody) an effect as the swordsman. If the power of
his words fails, however, he has a few spells he can employ from his unique
and strange spellbook.
While most jesters are busy
entertaining crowds or kings, usually staying employed by a single person,
company or guild, the adventuring jester uses his talents in a whole new
way. He heckles his opponents until they are ashamed of themselves; he
taunts them to unwise actions, dares them to go against their better
judgment, and hurls insults at them as they lose. His verbal attacks never
cause direct harm, but they simultaneously destroy the morale of his targets
while bolstering the morale of his allies. Often the jester can cause his
enemies to turn away in shame, avoiding a fight altogether, or he can even
make them literally die laughing.
Characteristics: The defining
characteristic of a jester is his trademark lack of seriousness. Nothing is
sacred, nothing is free from being lampooned, and nothing is immune from
being the target of a jester’s jokes or insults. Some are witty and clever
and build a reputation as being the comedic life-of-the-party. Others are
plainly silly and border on insane. Another defining characteristic is the
jester’s self-humiliation and self-deprecation. Many jesters make
themselves the target of insulting remarks and the butt of their own jokes.
In lampooning others, he behaves so ridiculously that it becomes difficult
to ascertain what the crowd is laughing at: the subject matter or the jester
himself. The stereotypical dress for a jester (intensely brightly-colored
patchwork skin-tight clothes with jingle bells) is a badge of honor to many
jesters, but is usually worn only during an actual performance.
Alignment: A jester must be one
of the non-lawful or non-evil alignments: neutral good, chaotic good, true
neutral or chaotic neutral. The structure and orderliness of a lawful
alignment—never mind adherence to the laws—run counter to the inherent wild
wackiness and constant pushing the envelope that is characteristic of a
jester. An evil alignment drives one more to acts of violence, vengeance,
and villainy rather than fun-loving pranks, friendly jibes and foolish
behavior—those things common to jesters.
Religion: Jesters rarely
worship any deity, though a few recognize a god of trickery or chaos,
provided the god is not also evil. Most jesters, however, have little
interest in devotion to anything, much less devotion to higher beings who
generally require a measure of respect. Respect—for himself or anyone
else—is one thing a jester has little of. To most jesters, the whole
pantheon of gods is fair game as the target of his jokes and ridiculous
tales (and even a few insults, though most are careful with insulting the
gods). The more stodgy a deity, the more likely he will be the butt of a
jester’s hilarity, and religion as a way of life is laughable to the
extreme.
Background: The reasons why
anyone would become a self-abasing, goofy-acting target of derision are as
varied as they are difficult to fully understand. For some, it is forced
upon them by particularly grim royalty or noblemen who desire to punish
certain offenders with the charge of being funny…or else. Others are forced
into the calling because their performance as a bard so displeased an
authority figure that a life of comic humiliation seemed best suited. Most
jesters purposefully choose the profession, though. They may desire the
inroads that jesting before the king can gain, or they may simply find
everything in life completely ludicrous and wish to expose these follies.
Some merely have no other talents save cracking jokes, and so they make
living at it. They come from all social castes, all walks of life, and all
parts of the globe.
Races: Humans, half-elves &
gnomes make the best jesters. Humans and half-elves are infinitely
adaptable, and gnomes are the masters of trickery and practical joking.
While elves enjoy a good laugh, they consider themselves above
self-deprecation and foolish behavior, but the rare elf who has been abased
already (or lived closely with humans or half-elves) might consider this
calling. Halflings, like elves, live to enjoy life to its fullest, but they
are more focused on the simple pleasures of wine & women, song &
storytelling, not the spastic demeanor and raucous environment of the
jester. Dwarves tend to be too dour and serious to make a living at acting
silly. Half-orcs and their near kin generally think things like thumb
screws and iron maidens are marvelously comic (feelings not shared by many
other people), and so cannot be jesters.
Other Classes: People are
evenly (and sharply) divided on their sentiment toward a jester; either they
find him delightfully funny or irritatingly obnoxious. Fighters,
barbarians, rangers and some clerics often find the jester a welcome
diversion from the serious (and often lethal) nature of their life, and
enjoy a jokester parading about the campfire. Wizards, sorcerers, druids,
and monks typically find him grating and annoying or even a worthless waste
of the party’s time. Many clerics view him as unnecessary cannon fodder, a
needless absorber of spells. The bard and rogue can usually put him to good
use, though. The bard will have him be the “opening act” or even fellow
performer, and with some training the jester can improve a bard’s abilities
(and vice versa). A rogue quickly sees the jester as his much-needed
diversion, distracting the guards (or monsters) so that he might do his
skulking in the background completely unheeded. Universally, all classes
are equal targets in the jester’s routine, and with too much ribbing, he
will find it tough to get along with an adventuring party.
Abilities: Intelligence is a
key ability for the jester because of his many skills and languages and for
his need to be a quick thinker while trading insults or popping off endless
puns. Contrary to common perception, jesters are not actually imbeciles,
but are generally quite smart. Wisdom is also necessary to bolster his many
skills and to correctly size up his audience. Finally, while most people
deride a jester—he often actively pursues this derision—he must have a
decent Charisma to keep his audience spellbound, whether that is the king in
his throne room or a tavern full of drunken peasants.
Hit Die: d6
Restrictions/Requirements:
Either INT, WIS or CHA must be 16+; can multi-class ONLY as a Bard, must be
of a non-evil and non-lawful alignment.
Skill Points/Level: At first
level: (8+INT mod) x4 (+4). Thereafter: 8+INT mod (+1) per level.
Skills: Balance, Bluff, Climb,
Concentration, Diplomacy, Disguise, First Impression, Forgery, Gather
Information, Intimidate, Jump, Knowledge (local), Knowledge
(nobility/royalty), Listen, Perform (any), Sense Motive, Sleight of Hand,
Speak Language, Spot, Tumble, Use Magic Device.
Starting Gold: 5d4 x 10.
Armor & Weapon Proficiency: The
jester is largely untrained for combat situations, and can use proficiently
only simple weapons, plus the scimitar and the short sword. He is
proficient with only leather or padded armor (and the bodysuit if he can
find one), and he can use any small shield.
The Jester’s Table
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Spells per Day |
|
Lvl |
Title |
Attack |
Fort |
Ref |
Will |
Class Feats |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
|
1 |
|
+0 |
+0 |
+0 |
+2 |
Jester Qualities;
Jester Knowledge; Immunity to normal insanity; Morale bonus +1 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
|
2 |
Wag |
+1 |
+0 |
+0 |
+3 |
Ventriloquism |
2 |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
|
3 |
Comic |
+1 |
+1 |
+1 |
+3 |
|
3 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
|
4 |
Clown |
+2 |
+1 |
+1 |
+4 |
Morale Bonus +2 |
3 |
2 |
1 |
- |
- |
- |
- |
- |
- |
- |
|
5 |
Buffoon |
+2 |
+1 |
+1 |
+4 |
Deflect Arrows |
4 |
3 |
2 |
- |
- |
- |
- |
- |
- |
- |
|
6 |
Fool |
+3 |
+2 |
+2 |
+5 |
Immunity to
magical insanity |
4 |
3 |
2 |
1 |
- |
- |
- |
- |
- |
- |
|
7 |
Joker |
+3 |
+2 |
+2 |
+5 |
Morale Bonus +3 |
4 |
4 |
3 |
2 |
- |
- |
- |
- |
- |
- |
|
8 |
Humorist |
+4 |
+2 |
+2 |
+6 |
|
4 |
4 |
3 |
2 |
1 |
- |
- |
- |
- |
- |
|
9 |
Trickster |
+4 |
+3 |
+3 |
+6 |
|
4 |
4 |
4 |
3 |
2 |
- |
- |
- |
- |
- |
|
10 |
Juggler |
+5 |
+3 |
+3 |
+7 |
Morale Bonus +4
(rage) |
4 |
4 |
4 |
3 |
2 |
1 |
- |
- |
- |
- |
|
11 |
Jester |
+5 |
+3 |
+3 |
+7 |
Punfighting |
4 |
4 |
4 |
4 |
3 |
2 |
- |
- |
- |
- |
|
12 |
High Jester |
+6; +1 |
+4 |
+4 |
+8 |
|
4 |
4 |
4 |
4 |
3 |
2 |
1 |
- |
- |
- |
|
13 |
Court Jester |
+6; +1 |
+4 |
+4 |
+8 |
Morale Bonus +4
(disgrace) |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
- |
- |
- |
|
14 |
Punster |
+7; +2 |
+4 |
+4 |
+9 |
Snatch Arrows; Arcane
Scroll Use |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
- |
- |
|
15 |
Masquer |
+7; +2 |
+5 |
+5 |
+9 |
|
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
- |
- |
|
16 |
Merryandrew |
+8; +3 |
+5 |
+5 |
+10 |
Morale Bonus (rancor) |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
- |
|
17 |
Comedian |
+8; +3 |
+5 |
+5 |
+10 |
Immunity to
mind-affecting effects |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
|
18 |
Mythical Trickster |
+9; +4 |
+6 |
+6 |
+11 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
|
19 |
Harlequin |
+9; +4 |
+6 |
+6 |
+11 |
Morale Bonus +4
(suicide) |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
|
20 |
Prince of Fools |
+10; +5 |
+6 |
+6 |
+12 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
Spells: By dint of studious
application, his warped personality, his exceptional verbal skills, and lots
of luck, a jester may commit to memory a small number of arcane spells
normally usable only by major spellcasting classes.
A jester can cast any known spell that is of either the Enchantment or
Illusion schools, and there is a 5% chance per level of a spell that it will
misfire each time it is used (consult the “wild effects” table for result)
since jesters’ minds aren’t exactly well suited for storing spells and
because of his strange spellbook. A jester
must observe the actual casting of any spell he wishes to know and may
invent new ones if he desires. Upon learning each new spell, he records it
in his special spellbook. He consults this spellbook each time he wishes to
prepare the day’s worth of spells. This method of research and preparation
is similar to a wizard’s except for a few things: 1) a jester can know only
6 arcane Enchantment or Illusion spells per level (but he can know ALL the
0-level arcane spells), 2) he does not automatically gain new spells with
each advancement in level, but must actively research them, and 3) he incurs
no penalty for casting while wearing leather or padded armor or while
carrying a small shield or buckler.
The jester’s spellbook may not
be read by anyone other than another jester, because of the design of the
book and the way the spells are transcribed therein. The books are long and
narrow (typically 14”x2”) and firmly bound at the spine. Only a very small
number of spells (max 60 spell levels) can be kept in each book due to the
rather unique method of writing used. To read a spell, the jester holds the
book with his thumb on the edge of the pages. He then bends the book,
causing the pages to quickly flip by. On the pages are small drawings of a
jester in the process of casting the spell. The somatic and material
components are pictured very clearly, and verbal components appear in coded
“speech balloons.” When the pages are flipped properly, a sort of animated
cartoon shows how to cast the spell. After a few minutes of flipping, the
jester has memorized the spell and can cast it.
Jesters cannot read magic works of
other classes (not until 14th level, anyway) any more than other classes can
read a jester’s spellbook. The only way a jester can add to his spellbook
(besides transcribing from another jester’s spellbook) is to observe someone
actually casting the spell in question. The jester must quickly mark the
movements, words and materials on a scrap of paper, and then transfer them
in final form to his spellbook. It is for this reason that all of a
jester’s spells have a 5% chance per spell level to misfire when cast; the
system employed is too imprecise to maintain much accuracy.
Jester Qualities: As a
performer, the jester is unlike any other, and his uniqueness affords him
several special qualities. First, due to his outrageous mannerisms and
peculiar dress, jesters gain a +1 bonus to initiative in combat situations
with all types of opponents (who are assumed to be too stunned or surprised
to react quickly). Second, jesters gain a +1 luck bonus to all savings
throws, and this bonus stacks with any applicable racial bonuses. Third,
because a jester’s show often includes acrobatics and tumbling, when he
takes a full defensive stance, he may double his DEX bonus to AC. While in
a total defensive mode, the jester cannot attack, deflect or snatch arrows,
or do anything else that requires the use of his hands. Fourth, being a
master of languages, the jester may speak a new language every odd-numbered
level (in addition to any initial languages he already knows). For each
rank in the Speak Language skill that he has, the jester can also read and
write one of these additional languages. He is limited to a total number of
languages equal to his INT score.
Several magic items potentially may
exist (per the DM) that are usable only by a jester. Other classes
attempting to use one of these items may suffer minor damage, a mild form of
some insanity, or a random effect of a comic nature. Imagine the uses of
the Nose of Bozo, the Arrow of Steve Martin, the dreaded Tome of Benny Hill,
or the amazing Monty Python’s Flying Circus. A rod of wonder is often a
jester’s most prized possession, though. (A jester’s mace is often a rod of
wonder disguised with bright colors, bells, and the trademark clown head.)
For some strange reason, such rods do not expend charges when used by
jesters, and so effectively have an infinite lifespan in a jester’s hands.
The jester also has a 5% chance per level to control the output of the
rod—not that this makes it any safer or more useful to anyone but the
jester.
Jester Knowledge: A jester
knows his audience, whether it consists of a tyrannical king and his court
of lords and ladies, or the market square of a small village. He studies
people and learns their mannerisms—not that he has any real interest in
these folk beyond a desire to find something to mock. His studies gain him
all sorts of odd knowledge about people and customs. The jester may make a
“jester knowledge” check (d20 + INT bonus + jester level) as many times each
day as he has levels against a predetermined DC set by the DM. Except for
this check applying only to peoples & customs, treat this exactly as bardic
knowledge.
Immunity to normal insanity: No
matter what anyone else thinks, the jester is immune to all natural
insanities, including all phobias, mixed personalities, and dementias. He
cannot hallucinate except when under the influence of powerful drugs. The
jester is not immune to any form of any insanity that is conferred
magically, nor is he immune to fear, confusion or any other bewildering
effect. A natural insanity cannot develop in the jester, and if character
generation indicated the presence of such, it is hereby negated.
Morale Bonus: Being the masters
of wit and insult that they are, jesters may raise the moral of friends and
simultaneously lower the morale of enemies within a 60-foot radius by the
amount shown. (The bonus applies to allies; an equal penalty applies to
enemies.) This morale bonus adds (or subtracts) the indicated numbers to
attacks, saving throws, and skill and ability checks. After the jester has
spent two consecutive rounds heckling and deriding his foes, the moral bonus
(or penalty) immediately goes into effect with no save allowed, and will
continue for as long as the jester continues his jeering and for three
rounds after he has ceased. He may perform other physical actions while
altering morale (e.g. fighting, climbing, running, etc.), but if he
interrupts his heckling with words for any other purpose, the effect ends
(three rounds later). If the jester takes damage, he must make a
Concentration check (DC 10 + damage taken) to continue his jibes unbroken.
Only those creatures able to hear and understand what the jester is saying
are affected. Creatures immune to mind-affecting effects are not affected
by this ability. A target who succeeds at his Willpower saving throw versus
the jester’s morale-affecting jibes cannot be affected by further uses of
this ability for 24 hours.
At higher levels, the power of the
jester’s insinuations become such that his hearers (foes only) fall under a
special effect if they fail a Willpower save (DC 10 + the jester’s CHA bonus
+ 1 per four levels).
Rage:
The jester’s foes become filled with hatred for the jester and his allies,
becoming blind to their surroundings while filled with bloodlust. They gain
+4 to STR (which partially alleviates the morale penalty to attack), but are
–2 to AC and Willpower saves.
Disgrace:
The jester’s foes become filled with shame for themselves and their cause.
They desist from fighting and with slumped shoulders or tail between the
legs they turn around and leave, not to return for at least 30 minutes.
They are 25% likely to drop whatever they were holding at the time.
Rancor:
The jester’s foes become filled with animosity toward one another. They
turn on and attack each other with the same vigilance as they had previously
employed against the jester and his allies. Any rancorous enemy that is
attacked by the jester or his allies receives another save to break free of
the jester’s influence.
Suicide:
The jester’s foes become so filled with self-loathing (at the jester’s
prompting, of course) that they contemplate suicide. They will not
immediately self-destruct, but will begin a quick path toward the ultimate
selfish act, seeking the “best” method, tools, and place to perform the
suicide, which will likely be in an isolated locale.
Ventriloquism: Beginning at 2nd
level, the jester’s ability to throw his voice takes on a magical nature,
becoming equal in every respect to the spell by the same name. He is able
to use this spell-like ability at will.
Deflect Arrows: Beginning at
5th level, the jester can deflect incoming arrows, crossbow bolts, spears,
and other shot or thrown weapons. He must have at least one hand free
(holding nothing) to use this feat. When he would normally be hit with a
ranged weapon, he may make a Reflex saving throw against a DC of 20 (if the
ranged weapon has a magical bonus to hit, the DC increases by that amount).
If he succeeds, he deflects the weapon. He must be aware of the attack and
not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an
action, and thus may be used as often as needed. Exceptional ranged
weapons, such as boulders hurled by giants or Melf’s acid arrows, cannot be
deflected.
Immunity to magical insanity: At
6th level, the jester’s immunity to insanity extends to those of a magical
nature, including the effects of spells like confusion and insanity, and any
others that cause mind-bewildering effects. He is not immune to fear spells
or effects (except as it acts like a phobia), nor is he immune to spells or
effects that damage or drain his mental ability scores (INT, WIS & CHA).
Punfighting: To qualify as a
named Jester (and to gain 11th or subsequent levels), the jester must
undergo a special rite of passage; he must defeat a higher-level named
Jester in a punfight. Everybody has the ability to make puns, but the
jester has elevated punning to an art form. Punning is the measure of
success for jesters, and the jester who can’t pun is shunned by his peers.
Every class has a base 20% chance to pun, plus 1% per level. Bards have a
base 40% chance plus 1% per bard level. Jesters have a base 50% chance plus
2% per jester level. Each point of INT above 10 adds another 1% to the
ability.
To resolve a punfight, the attacker
must pick a topic. He then has the option of giving either a “straight
line” or making a pun. The defender rolls percentile; if this roll is equal
to or less than his punfighting score, he can successfully make a pun on
this topic. The attacker must then make a returning pun. After the opening
pun, each time someone makes a pun, his punfighting ability is reduced by
5%. The volley continues until one opponent is “at a loss for words” (i.e.
fails his ability check), at which point he loses the fight.
The DM may decide that the chosen topic
can play a factor in the fight. If the jester is very familiar with the
topic, there could be as much as 15% added to his punfighting score (or up
to –15% for topics he knows little about).
A “critical hit” in punfighting is a
pun so bad that it stops the opponent dead in his tracks and knocks him
speechless. Only true jester (not other classes) can achieve a critical hit
with a pun, and only if one’s punfighting score is currently 35% or higher.
In these conditions, rolling exactly your score on the percentile means that
the jester has come up with the worst pun possible for the topic. The
opponent will be unable to respond and the attacking jester will have won
the battle automatically. The “pun fallout” from a critical hit can be
devastating. Everyone within earshot must make a Will save DC 15 or spend
the entire next round groaning at the atrocious wordplay. Critical hits in
a punfight can turn the tide of a nearby physical battle.
Finally, in order for the jester to
gain the full benefits of 11th level (and advance any further), he must
defeat a higher-level Jester in a staged punfight (plenty of witnesses).
Doing so does not harm the reputation of the losing jester (though it
certainly heaps shame upon him), but serves mainly to elevate the young
jester to full status and grants him a right to the name. If he loses, he
must seek out a different higher-level jester to defeat.
Snatch Arrows: The jester at
14th level gains the ability to snatch arrows, bolts, spears and other
projectile weapons out of thin air. He must have at least one hand free
(holding nothing) to use this feat. He makes a Reflex saving throw against
a DC of 20 (if the ranged weapon has a magical bonus to hit, the DC
increases by that amount). Thrown weapons such as spears or axes can be
thrown back at the original attacker as an immediate free action…or they may
be kept. Projectile weapons such as arrows or bolts can be fired back
normally on his next turn or later, if he possesses the proper kind of bow.
This ability may be used as often as needed, up to his base number of
attacks per round.
Arcane Scroll Use: A jester of
14th level gains the ability to read all arcane scrolls and can cast from
them as if he were a wizard 10 levels lower than his current jester level.
However, he still must observe a spell being cast before he can add it to
his spellbook. Should the jester attempt to cast from a scroll that is of a
level beyond his capability and the scroll backfires, the jester is only 10%
likely to be adversely affected by it. (Others in the immediate vicinity
may not be so fortunate.)
Immunity to Mind-affecting Effects:
By 17th level, the jester becomes immune to all mind-affecting effects. Any
spell, spell-like ability, or spell-like effect that has the
“mind-affecting” subtype does not affect the jester. His mind is forever
clear of mental clutter, though he doubtless leads everyone to believe
exactly the opposite.
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