Difference between revisions of "Joker (3.5e Prestige Class)"
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− | + | <noinclude> | |
− | + | {{author | |
− | |status= | + | |author_name=Ernest Gary Gygax |
− | |editing= | + | |isnotuser=true |
− | |balance= | + | |date_created=2009 |
− | }}<div class=" | + | |status=Complete. |
− | [[Summary:: | + | |editing=Spelling and grammar only. |
− | [[Minimum Level:: | + | |balance=Very High |
− | [[Class Ability::Spontaneous Arcane Spellcasting]] | + | }} |
− | [[Class Ability Progression:: | + | <div class="blank"> |
− | + | [[Summary::Jokers are chaotic pranksters & comedians.| ]] | |
− | {{3.5e Class Alignments | | + | [[Length::20| ]] |
+ | [[Minimum Level::1| ]] | ||
+ | [[Base Attack Bonus Progression::Moderate| ]] | ||
+ | [[Fortitude Save Progression::Good| ]] | ||
+ | [[Reflex Save Progression::Good| ]] | ||
+ | [[Will Save Progression::Moderate| ]] | ||
+ | [[Class Ability::Spontaneous Arcane Spellcasting| ]] | ||
+ | [[Class Ability::Sneak Attack| ]] | ||
+ | [[Class Ability Progression::Partial| ]] | ||
+ | {{3.5e Class Alignments|any Chaotic}} | ||
</div> | </div> | ||
− | + | [[Image:1928 Great Grandpa Conrad Veidt.jpg|thumb|right|A Typical Chaotic/Evil Joker.]] | |
− | {{quote | + | ==Joker==</noinclude><includeonly>===Jokerr===</includeonly> |
− | |" | + | {{quote|Perhaps today IS a good day to die...on stage.}} |
+ | {{quote|My mother never saw the irony in calling me a son-of-a-bitch.}} | ||
+ | {{quote|Why is it everybody says "I DON'T mean to be insulting..." right before they insult you?}} | ||
− | + | To be a Joker is become societies punching bag, entertainer and trouble maker, your methods and motivations are always chaotic and almost impossible to predict. | |
− | + | <noinclude>===Making a Joker===</noinclude><includeonly>====Making a Joker====</includeonly> | |
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− | + | '''Races:''' Jokers have always infected all of society and every race in history. | |
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− | + | '''Alignment:''' Any chaotic. | |
− | + | '''Starting Gold:''' 10d10x10 gp (up to 1,000 gold). | |
− | ''' | + | '''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Rogue|rogue]]. |
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{| class="zebra d20" | {| class="zebra d20" | ||
− | |+ {{Anchor|Table: < | + | |+ |
+ | <div>{{Anchor|Table: The Joker}}</div> | ||
+ | Hit Die: d12 | ||
|- | |- | ||
− | ! rowspan="2" | Level !! colspan=" | + | ! rowspan="2" | Level |
+ | ! rowspan="2" | [[BAB|Base<br/>Attack Bonus]] | ||
+ | ! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s | ||
+ | ! rowspan="2" | Special | ||
+ | ! colspan="7" | [[#Spells|Spells per Day]] | ||
|- | |- | ||
− | ! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7 | + | ! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] |
+ | ! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> | ||
+ | |- | ||
+ | |1st|| class="left" | +1 || +1 || +3 || +1 | ||
+ | | class="left" | [[#Harlequin's Mask|Harlequin's Mask]], [[#Ignore Components|Ignore Components]], [[#Poison Use|Poison Use]] | ||
+ | |3||0||—||—||—||—||— | ||
+ | |- | ||
+ | |2nd|| class="left" | +2 || +1 || +3 || +1 | ||
+ | | class="left" | [[#Laugh It Off|Laugh It Off]] | ||
+ | |3||1||0||—||—||—||— | ||
+ | |- | ||
+ | |3rd|| class="left" | +3 || +2 || +4 || +2 | ||
+ | | class="left" | [[#Sneak Attack|Sneak Attack]] +1d6, [[#Power Slide|Power Slide]] | ||
+ | |3||1||0||—||—||—||— | ||
+ | |- | ||
+ | |4th||class="left" | +4 || +2 || +4 || +2 | ||
+ | | class="left" | [[#Jester's Feint|Jester’s Feint]] | ||
+ | |4||2||1||0||—||—||— | ||
+ | |- | ||
+ | |5th||class="left" | +5 || +3 || +5 || +3 | ||
+ | | class="left" | [[#Cruel Comment|Cruel Comment]] | ||
+ | |4||2||1||0||—||—||— | ||
+ | |- | ||
+ | |6th||class="left" | +6 || +3 || +5 || +3 | ||
+ | | class="left" | [[#Sneak Attack|Sneak Attack]] +2d6 | ||
+ | |5||3||1||0||—||—||— | ||
+ | |- | ||
+ | |7th||class="left" | +7 || +4 || +6 || +4 | ||
+ | | class="left" | [[#Sight Gag|Sight Gag]] | ||
+ | |5||3||1||0||—||—||— | ||
+ | |- | ||
+ | |8th||class="left" | +8/+2 || +4 || +6 || +4 | ||
+ | | class="left" | [[#Low Comedy|Low Comedy]], [[#Slapstick|Slapstick]] | ||
+ | |5||4||2||1||0||—||— | ||
+ | |- | ||
+ | |9th||class="left" | +9/+3 || +5 || +7 || +5 | ||
+ | | class="left" | [[#Sneak Attack|Sneak Attack]] +3d6 | ||
+ | |5||4||2||1||0||—||— | ||
|- | |- | ||
− | | | + | |10th||class="left" | +10/+4 || +5 || +7 || +5 |
+ | | class="left" | [[#Jack-in-the-Box King|Jack-in-the-Box King]] | ||
+ | |5||4||2||2||0||—||— | ||
|- | |- | ||
− | | | + | |11th||class="left" | +10/+4 || +6 || +8 || +6 |
+ | | class="left" | [[#Sneak Attack|Sneak Attack]] +4d6 | ||
+ | |5||5||3||3||1||—||— | ||
|- | |- | ||
− | | | + | |12th||class="left" | +11/+5 || +6 || +8 || +6 |
+ | | class="left" | [[#Killer Clown|Killer Clown]] | ||
+ | |5||5||3||3||2||—||— | ||
|- | |- | ||
− | | | + | |13th||class="left" | +11/+5 || +7 || +9 || +7 |
+ | | class="left" | [[#Sneak Attack|Sneak Attack]] +5d6 | ||
+ | |5||5||4||3||2||0||— | ||
|- | |- | ||
− | | | + | |14th||class="left" | +12/+6 || +7 || +9 || +7 |
+ | | class="left" | [[#Annoy the Gods|Annoy the Gods]] | ||
+ | |5||5||4||3||3||1||— | ||
|- | |- | ||
− | | | + | |15th||class="left" | +12/+6/+6 || +8 || +10 || +8 |
+ | | class="left" | [[#Sneak Attack|Sneak Attack]] +6d6 | ||
+ | |5||5||5||3||3||2||— | ||
|- | |- | ||
− | | | + | |16th||class="left" | +13/+7/+7 || +8 || +10 || +8 |
+ | | class="left" | [[#Prat Fall|Prat Fall]] | ||
+ | |5||5||5||3||3||2||0 | ||
|- | |- | ||
− | | | + | |17th||class="left" | +13/+7/+7 || +9 || +11 || +9 |
+ | | class="left" | [[#Sneak Attack|Sneak Attack]] +7d6 | ||
+ | |5||5||5||4||3||3||1 | ||
|- | |- | ||
− | | | + | |18th||class="left" | +14/+8/+8 || +9 || +11 || +9 |
+ | | class="left" | [[#Last Trick|Last Trick]] | ||
+ | |5||5||5||4||4||3||2 | ||
|- | |- | ||
− | | | + | |19th||class="left" | +14/+9/+9 || +10 || +12 || +10 |
− | + | | class="left" | [[#Sneak Attack|Sneak Attack]] +8d6 | |
+ | |5||5||5||4||4||4||3 | ||
+ | |- | ||
+ | |20th||class="left" | +15/+10/+10 || +10 || +12 || +10 | ||
+ | | class="left" | [[#Eternal Trickster|Eternal Trickster]] | ||
+ | |5||5||5||4||4||4||4 | ||
+ | |- class="noalt" | ||
+ | |||
+ | Because a Joker has to get to know every aspect of entertainment and society, he must be proficient in all skills, suffering no "Cross Class" restriction, however a Joker MUST have at least one rank in every core skill. | ||
+ | |||
+ | | colspan="41" class="skill" | | ||
+ | '''Class Skills ([[Skill Points::11]] + [[SRD:Intelligence|Int]] modifier per level, ×10 at 1st level)'''<br/> | ||
+ | {{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]), | ||
+ | {{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]), | ||
+ | {{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]), | ||
+ | {{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]), | ||
+ | {{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]), | ||
+ | {{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]), | ||
+ | {{Property Link|Skill|SRD:Decipher Script Skill|Decipher Script}} ([[SRD:Intelligence|Int]]), | ||
+ | {{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]), | ||
+ | {{Property Link|Skill|SRD:Disable Device Skill|Disable Device}} ([[SRD:Intelligence|Int]]), | ||
+ | {{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]), | ||
+ | {{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]), | ||
+ | {{Property Link|Skill|SRD:Forgery Skill|Forgery}} ([[SRD:Intelligence|Int]]), | ||
+ | {{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]), | ||
+ | {{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]), | ||
+ | {{Property Link|Skill|SRD:Heal Skill|Heal}} ([[SRD:Wisdom|Wis]]), | ||
+ | {{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]), | ||
+ | {{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]), | ||
+ | {{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]), | ||
+ | {{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]), | ||
+ | {{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]]) | ||
+ | {{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]), | ||
+ | {{Property Link|Skill|SRD:Open Lock Skill|Open Lock}} ([[SRD:Dexterity|Dex]]), | ||
+ | {{Property Link|Skill|SRD:Perform Skill|Perform}} ([[SRD:Charisma|Cha]]), | ||
+ | {{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]), | ||
+ | {{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]), | ||
+ | {{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]), | ||
+ | {{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]), | ||
+ | {{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand}} ([[SRD:Dexterity|Dex]]), | ||
+ | {{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]), | ||
+ | {{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]), | ||
+ | {{Property Link|Skill|SRD:Survival Skill|Survival}} ([[SRD:Wisdom|Wis]]), | ||
+ | {{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]), | ||
+ | {{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]), | ||
+ | {{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]), | ||
+ | {{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]). | ||
|} | |} | ||
− | + | <noinclude>====Class Features====</noinclude><includeonly>=====Class Features=====</includeonly> | |
− | + | All of the following are class features of the joker. | |
− | + | '''Weapon and Armor Proficiency:''' Jesters are proficient with light armor but not with shields of any kind. A joker is proficient with light weapons and exotic weapons, but suffers no attack penalty for using a weapon with which they are not proficient or which is made for a character of a different size than themselves. Even, perhaps especially, improvised weapons may be used without the usual -4 penalty. | |
− | + | While in a public setting such as towns, cities, ect., a 'Joker' gains a +2 bonus on all CHA based skills checks against individuals that have less intelligence than he. | |
− | + | While in a public setting such as towns, cities, ect., a 'Joker' suffers a -2 penalty on all CHA based skills checks against individuals that have more intelligence than he. | |
− | + | While outside of public settings, forests, trails, dungeons, ect., a 'Joker' suffers a -2 penalty on all CHA based skills checks. | |
− | + | Due to the lifestyle of the 'Joker', at first level, he gains extra points in certain skills equal to their respective modifiers, those skills are as follows, Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Perform (Cha), Sleight of Hand (Dex). | |
− | + | Due to the lifestyle of the 'Joker', he gains 1 extra point in certain skills every level past 1, those skills are as follows, Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Perform (Cha), Sleight of Hand (Dex). | |
− | + | Due to the lifestyle of the 'Joker', he knows all core PC race languages. | |
− | + | Due to the lifestyle of the 'Joker', he must invest a minimum of 4 ranks on knowledge (language) for every non-PC language he wishes to acquire & must keep the skill at the maximum allowed rank or suffer a penalty equal to the difference when attempting to communicate using that language. | |
− | + | Due to the lifestyle of the 'Joker', he cannot multiclass ever. | |
− | + | Due to the lifestyle of the 'Joker', he cannot aquire the following feats: Armor Proficiency (Heavy), Diehard, Shield Proficiency. | |
− | + | Due to the chaotic and random movements of the Joker, he gains an extra bonus to his AC equal to his DEX modifier. | |
− | + | Due to the chaotic and random movements of the Joker, his Initiative is reduced by 1 point. | |
− | + | Due to the chaotic and random movements of the Joker, he gains an extra bonus to his Melee attack bonus equal to his DEX modifier. | |
− | + | Due to the chaotic and random movements of the Joker, the Joker's ranged attack bonus is reduced by an amount equal to his DEX modifier. (This modifier only affects thrown weapons and not hand held ranged attack weapons such as Whips.) | |
− | ''' | + | Due to the Joker's familiarity with the Whip/chain, he can use it as a weapon +1 to damage or as a grappling device with the same effect as the 'Improved Grapple' feat: +4 bonus on grapple checks; no attack of opportunity, however, the Jester MUST tell the DM how he intends to use the weapon, the effect of a damaging attack cannot be combined with the grapple attack. |
− | + | If a 'Joker' that has the 'Two Weapon Fighting' feat and a whip/chain in each hand, can use the effects of Damage or Grapple, but one one at a time per whip/chain, you cannot have two damaging grapple attacks, you can grapple twice, damage twice or one damage and one grapple, and the DM must be made of your intentions for each type of attack/s before the rolls. | |
− | + | Restrictions for whips/chains that have added damaging effects such as spikes, razors, poisons, magical, ect., have their normal added effect during a grapple attack, but the (before enhancement) regular damage of the whip/chain is still unavailable. | |
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− | + | '''{{Anchor|Spells}}:''' The jester is an [[SRD:Arcane Spells|Arcane Spellcaster]] with the same spells per day progression as a [[SRD:Bard|bard]]. A jester automatically knows every spell on his spell list. He can cast any spell he knows without preparing them ahead of time, provided that spell slots of an appropriate level are still available. To cast a jester spell, he must have a [[SRD:Charisma|Charisma]] at least equal to 10 + the [[SRD:Spell Level|spell level]]. The [[SRD:DC#Difficulty Class|DC]] of the jester's spells is Charisma based and the bonus spells are Charisma based. Jesters choose their spells from the following list: | |
− | + | 0—[[SRD:Alarm|Alarm]], [[SRD:Detect Magic|Detect Magic]], [[SRD:Detect Poison|Detect Poison]], [[SRD:Grease|Grease]], [[SRD:Unseen Servant|Unseen Servant]], [[SRD:Ventriloquism|Ventriloquism]], [[SRD:Mirror Image|Mirror Image]] | |
− | + | 1st—[[SRD:Fire Trap|Fire Trap]], [[SRD:Glitterdust|Glitterdust]], [[SRD:Magic Mouth|Magic Mouth]], [[SRD:Misdirection|Misdirection]], [[SRD:Pyrotechnics|Pyrotechnics]], [[SRD:Reduce Person|Reduce Person]], [[SRD:Sleet Storm|Sleet Storm]], [[SRD:Hideous Laughter|Tasha's Uncontrollable Hideous Laughter]], Teleport Trap, [[SRD:Touch of Idiocy|Touch of Idiocy]] | |
− | + | 2nd—Baleful Transposition<ref name="spc">[[Publication:Spell Compendium|Spell Compendium]]</ref>, [[SRD:Explosive Runes|Explosive Runes]], [[SRD:Glyph of Warding|Glyph of Warding]], [[SRD:Rage|Rage]], [[SRD:Rope Trick|Rope Trick]], [[SRD:Secret Page|Secret Page]], [[SRD:Sepia Snake Sigil|Sepia Snake Sigil]], Unluck<ref name="spc" /> | |
− | '' | + | 3rd—[[SRD:Feeblemind|Feeblemind]], [[SRD:Lesser Globe of Invulnerability|Lesser Globe of Invulnerability]], [[SRD:Modify Memory|Modify Memory]], [[SRD:Mage's Faithful Hound|Mordenkainen's Faithful Hound]], [[SRD:Nightmare (Spell)|Nightmare]], Servant Horde<ref name="spc" />, [[SRD:Shrink Item|Shrink Item]] |
− | = | + | 4th—[[SRD:Globe of Invulnerability|Globe of Invulnerability]], [[SRD:Greater Glyph of Warding|Greater Glyph of Warding]], [[SRD:Insect Plague|Insect Plague]], [[SRD:Persistent Image|Persistent Image]], Sword of Deception<ref name="spc" />, [[SRD:Symbol of Weakness|Symbol of Weakness]], [[SRD:Tree Shape|Tree Shape]], Wood Rot<ref name="spc" /> |
− | + | 5th—[[SRD:Interposing Hand|Bigby's Interposing Hand]], [[SRD:Protection from Energy|Energy Immunity]], [[SRD:Eyebite|Eyebite]], [[SRD:Repulsion|Repulsion]], [[SRD:Screen|Screen]], [[SRD:Symbol of Insanity|Symbol of Insanity]], [[SRD:Telekinesis|Telekinesis]] | |
− | + | 6th—[[SRD:Creeping Doom|Creeping Doom]], [[SRD:Insanity|Insanity]], [[SRD:Refuge|Refuge]], [[SRD:Symbol of Sleep|Symbol of Sleep]], [[SRD:Symbol of Stunning|Symbol of Stunning]], [[SRD:Temporal Stasis|Temporal Stasis]] | |
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− | ''' | + | '''{{Anchor|Poison Use}} ([[Ex]]):''' A Joker may prepare, apply, and use poison without any chance of poisoning himself. |
− | ''' | + | '''{{Anchor|Ignore Components}}:''' A Joker may cast spells from the Jester list without using material components, regardless of whether they are costly or not. This has no effect on any spells that a Jester casts from any other spell-list. |
− | ''' | + | '''{{Anchor|Harlequin's Mask}} ([[Ex]]):''' As long as a Joker’s face is painted, masked, or adorned in the manner of a harlequin or other comedic figure, he is immune to compulsion effects. |
− | |||
− | + | '''{{Anchor|Laugh It Off}} ([[Ex]]):''' Fate protects fools and little children, and Jokers certainly adopt the role of fools. At 2nd level, a Joker may add his Charisma modifier as a morale bonus to his saves. | |
− | ''' | + | '''{{Anchor|Power Slide}} ([[Ex]]):''' If a 3rd level Joker takes damage from an attack, he may allow himself to be flung backwards, thereby lessening the impact. He may make a Balance check with a DC equal to the damage inflicted and, if he succeeds, he suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as [[SRD:Evasion and Improved Evasion|Evasion]] do not apply. He is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. If there is not enough space for him to move, he suffers a d6 of damage for each square not moved. If he passes through an occupied square, the Joker would have to make a tumble check to avoid attacks of opportunity. |
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− | + | If this ability is gained from another class, then the Joker may choose to increase or decrease the total distance moved by 50% (so a Power Slide that negated 12 points of damage can cause him to move 5’, 10’, or 15’ at his choice). | |
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− | + | '''{{Anchor|Sneak Attack}}:''' At 3rd level, a Joker gains the ability to make sneak attacks as a rogue would. At 3rd level, his sneak attacks inflict 1 extra d6 of damage, and this increases by 1d6 at levels 6, 9, 11, 13, 15, 17, and 19. | |
+ | |||
+ | '''{{Anchor|Jester’s Feint}} ([[Ex]]):''' At 4th level, a Joker learns to shock and unnerve his enemies by throwing unexpected objects at them. As a swift action, he may toss a brightly colored object in the square of an enemy with a Sleight of Hand Check opposed by the enemy’s Spot check. If it succeeds, the enemy is denied his Dex bonus for the Joker’s next attack. | ||
+ | |||
+ | Some Jokers use objects with magical or alchemic effects that act in an enemy’s square to use with this ability, while others use colored balls, fruit, pieces of cloth or scarves, or other cast-off materials that fit the requirement of being brightly colored. Wealthy, desperate, or foolish Jokers sometime used coins or gems. | ||
+ | |||
+ | '''{{Anchor|Cruel Comment}} ([[Ex]]):''' At 5th level, the Joker has learned to say extremely funny but hurtful things about others. As a swift action, the Joker can make a Bluff check opposed by the target’s level plus Charisma check. If the target fails this check, he suffers a -4 to attack rolls, saves, and all other checks. This effect lasts 3 rounds. This is a language-dependant ability. | ||
+ | |||
+ | '''{{Anchor|Sight Gag}}:''' At 7th level, the Joker may apply the Silent Spell and Still Spell metamagics spontaneously to his spells, but only if he casts them as full-round actions. This ability only works with spells on the Joker list, and it does not increase the spell’s level or slot used. | ||
+ | |||
+ | '''{{Anchor|Low Comedy}} ([[Ex]]):''' By using this ability, a Joker of 8th level or higher can double the armor check penalty of an opponent within 50 feet that he hits with a ranged touch attack. Using this ability is an attack action and counts as a thrown weapon. The penalty can be restored to its normal value with 10 minutes and a bar of soap. | ||
+ | |||
+ | '''{{Anchor|Slapstick}} ([[Ex]]):''' At 8th level, any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round. | ||
+ | |||
+ | '''{{Anchor|Jack-in-the-Box King}} ([[Sp]]):''' Twice per day, a 10th level Joker may use ''fabricate'' or major creation as a ''spell-like ability'', but only if he is constructing weapons or traps. | ||
+ | |||
+ | '''{{Anchor|Killer Clown}} ([[Ex]]):''' At 12th level, so long as he meets the requirements of his Harlequin’s face ability, the Joker can make a special Intimidate check as a move action. If successful, this check causes the enemy to suffer the ''panicked'' condition for a round per Joker level. This is a mind-affecting fear effect. | ||
+ | |||
+ | '''{{Anchor|Annoy the Gods}} ([[Su]]):''' As world-class pranksters, Jokers must learn to avoid the curses and transformations of enemies with a sense of humor. Any time a 14th level Joker has spent at least one round as the victim of an effect that could be removed by a ''break enchantment'' effect, the effect is removed. | ||
+ | |||
+ | '''{{Anchor|Prat Fall}} ([[Ex]]):''' At 16th level, any time a Joker strikes an enemy with a sneak attack, the Joker can make a free Trip attack that does not provoke an Attack of Opportunity. This ability cannot be used on any one enemy more than once a round. The Joker may not be tripped if this fails, and it may be used with ranged sneak attacks. The Joker may substitute his Dexterity modifier for his Strength modifier for the opposed test to trip his foe. | ||
+ | |||
+ | '''{{Anchor|Last Trick}} ([[Su]]):''' At 18th level, the Joker can turn even his death into a joke. Any time the Joker is killed or knocked unconscious, one of his spells known is cast as if it were spell in a ''contingency'' effect. | ||
+ | |||
+ | '''{{Anchor|Eternal Trickster}} ([[Ex]]):''' At 20th level, the Joker can become a personification of the Laughing God Who Has No Temples. While meeting the requirements of his Harlequin’s Mask ability, he does not age and is under the effects of a ''[[SRD:Mind Blank|mind blank]]'' effect. | ||
+ | <noinclude> | ||
+ | === References === | ||
+ | <references /> | ||
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---- | ---- | ||
− | {{3.5e | + | {{3.5e Dungeonomicon Breadcrumb}} → [[Dungeonomicon (3.5e Sourcebook)/Charactonomicon|Charactonomicon]]<br/> |
+ | {{3.5e Base Classes Breadcrumb}} | ||
[[Category:3.5e]] | [[Category:3.5e]] | ||
[[Category:User]] | [[Category:User]] | ||
+ | [[Category:Tome]] | ||
[[Category:Class]] | [[Category:Class]] | ||
− | [[Category: | + | [[Category:Base Class]] |
+ | </noinclude> | ||
+ | |||
{{Navboxes}} | {{Navboxes}} |
Latest revision as of 19:07, 22 May 2014
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Joker
“ | Perhaps today IS a good day to die...on stage. | ” |
“ | My mother never saw the irony in calling me a son-of-a-bitch. | ” |
“ | Why is it everybody says "I DON'T mean to be insulting..." right before they insult you? | ” |
To be a Joker is become societies punching bag, entertainer and trouble maker, your methods and motivations are always chaotic and almost impossible to predict.
Making a Joker
Races: Jokers have always infected all of society and every race in history.
Alignment: Any chaotic.
Starting Gold: 10d10x10 gp (up to 1,000 gold).
Starting Age: As rogue.
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | |||||||||||||||||||||||||||||||
1st | +1 | +1 | +3 | +1 | Harlequin's Mask, Ignore Components, Poison Use | 3 | 0 | — | — | — | — | — | ||||||||||||||||||||||||||||
2nd | +2 | +1 | +3 | +1 | Laugh It Off | 3 | 1 | 0 | — | — | — | — | ||||||||||||||||||||||||||||
3rd | +3 | +2 | +4 | +2 | Sneak Attack +1d6, Power Slide | 3 | 1 | 0 | — | — | — | — | ||||||||||||||||||||||||||||
4th | +4 | +2 | +4 | +2 | Jester’s Feint | 4 | 2 | 1 | 0 | — | — | — | ||||||||||||||||||||||||||||
5th | +5 | +3 | +5 | +3 | Cruel Comment | 4 | 2 | 1 | 0 | — | — | — | ||||||||||||||||||||||||||||
6th | +6 | +3 | +5 | +3 | Sneak Attack +2d6 | 5 | 3 | 1 | 0 | — | — | — | ||||||||||||||||||||||||||||
7th | +7 | +4 | +6 | +4 | Sight Gag | 5 | 3 | 1 | 0 | — | — | — | ||||||||||||||||||||||||||||
8th | +8/+2 | +4 | +6 | +4 | Low Comedy, Slapstick | 5 | 4 | 2 | 1 | 0 | — | — | ||||||||||||||||||||||||||||
9th | +9/+3 | +5 | +7 | +5 | Sneak Attack +3d6 | 5 | 4 | 2 | 1 | 0 | — | — | ||||||||||||||||||||||||||||
10th | +10/+4 | +5 | +7 | +5 | Jack-in-the-Box King | 5 | 4 | 2 | 2 | 0 | — | — | ||||||||||||||||||||||||||||
11th | +10/+4 | +6 | +8 | +6 | Sneak Attack +4d6 | 5 | 5 | 3 | 3 | 1 | — | — | ||||||||||||||||||||||||||||
12th | +11/+5 | +6 | +8 | +6 | Killer Clown | 5 | 5 | 3 | 3 | 2 | — | — | ||||||||||||||||||||||||||||
13th | +11/+5 | +7 | +9 | +7 | Sneak Attack +5d6 | 5 | 5 | 4 | 3 | 2 | 0 | — | ||||||||||||||||||||||||||||
14th | +12/+6 | +7 | +9 | +7 | Annoy the Gods | 5 | 5 | 4 | 3 | 3 | 1 | — | ||||||||||||||||||||||||||||
15th | +12/+6/+6 | +8 | +10 | +8 | Sneak Attack +6d6 | 5 | 5 | 5 | 3 | 3 | 2 | — | ||||||||||||||||||||||||||||
16th | +13/+7/+7 | +8 | +10 | +8 | Prat Fall | 5 | 5 | 5 | 3 | 3 | 2 | 0 | ||||||||||||||||||||||||||||
17th | +13/+7/+7 | +9 | +11 | +9 | Sneak Attack +7d6 | 5 | 5 | 5 | 4 | 3 | 3 | 1 | ||||||||||||||||||||||||||||
18th | +14/+8/+8 | +9 | +11 | +9 | Last Trick | 5 | 5 | 5 | 4 | 4 | 3 | 2 | ||||||||||||||||||||||||||||
19th | +14/+9/+9 | +10 | +12 | +10 | Sneak Attack +8d6 | 5 | 5 | 5 | 4 | 4 | 4 | 3 | ||||||||||||||||||||||||||||
20th | +15/+10/+10 | +10 | +12 | +10 | Eternal Trickster | 5 | 5 | 5 | 4 | 4 | 4 | 4 | ||||||||||||||||||||||||||||
Class Skills (11 + Int modifier per level, ×10 at 1st level) |
Class Features
All of the following are class features of the joker.
Weapon and Armor Proficiency: Jesters are proficient with light armor but not with shields of any kind. A joker is proficient with light weapons and exotic weapons, but suffers no attack penalty for using a weapon with which they are not proficient or which is made for a character of a different size than themselves. Even, perhaps especially, improvised weapons may be used without the usual -4 penalty.
While in a public setting such as towns, cities, ect., a 'Joker' gains a +2 bonus on all CHA based skills checks against individuals that have less intelligence than he.
While in a public setting such as towns, cities, ect., a 'Joker' suffers a -2 penalty on all CHA based skills checks against individuals that have more intelligence than he.
While outside of public settings, forests, trails, dungeons, ect., a 'Joker' suffers a -2 penalty on all CHA based skills checks.
Due to the lifestyle of the 'Joker', at first level, he gains extra points in certain skills equal to their respective modifiers, those skills are as follows, Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Perform (Cha), Sleight of Hand (Dex).
Due to the lifestyle of the 'Joker', he gains 1 extra point in certain skills every level past 1, those skills are as follows, Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Perform (Cha), Sleight of Hand (Dex).
Due to the lifestyle of the 'Joker', he knows all core PC race languages.
Due to the lifestyle of the 'Joker', he must invest a minimum of 4 ranks on knowledge (language) for every non-PC language he wishes to acquire & must keep the skill at the maximum allowed rank or suffer a penalty equal to the difference when attempting to communicate using that language.
Due to the lifestyle of the 'Joker', he cannot multiclass ever.
Due to the lifestyle of the 'Joker', he cannot aquire the following feats: Armor Proficiency (Heavy), Diehard, Shield Proficiency.
Due to the chaotic and random movements of the Joker, he gains an extra bonus to his AC equal to his DEX modifier.
Due to the chaotic and random movements of the Joker, his Initiative is reduced by 1 point.
Due to the chaotic and random movements of the Joker, he gains an extra bonus to his Melee attack bonus equal to his DEX modifier.
Due to the chaotic and random movements of the Joker, the Joker's ranged attack bonus is reduced by an amount equal to his DEX modifier. (This modifier only affects thrown weapons and not hand held ranged attack weapons such as Whips.)
Due to the Joker's familiarity with the Whip/chain, he can use it as a weapon +1 to damage or as a grappling device with the same effect as the 'Improved Grapple' feat: +4 bonus on grapple checks; no attack of opportunity, however, the Jester MUST tell the DM how he intends to use the weapon, the effect of a damaging attack cannot be combined with the grapple attack.
If a 'Joker' that has the 'Two Weapon Fighting' feat and a whip/chain in each hand, can use the effects of Damage or Grapple, but one one at a time per whip/chain, you cannot have two damaging grapple attacks, you can grapple twice, damage twice or one damage and one grapple, and the DM must be made of your intentions for each type of attack/s before the rolls.
Restrictions for whips/chains that have added damaging effects such as spikes, razors, poisons, magical, ect., have their normal added effect during a grapple attack, but the (before enhancement) regular damage of the whip/chain is still unavailable.
Spells: The jester is an Arcane Spellcaster with the same spells per day progression as a bard. A jester automatically knows every spell on his spell list. He can cast any spell he knows without preparing them ahead of time, provided that spell slots of an appropriate level are still available. To cast a jester spell, he must have a Charisma at least equal to 10 + the spell level. The DC of the jester's spells is Charisma based and the bonus spells are Charisma based. Jesters choose their spells from the following list:
0—Alarm, Detect Magic, Detect Poison, Grease, Unseen Servant, Ventriloquism, Mirror Image
1st—Fire Trap, Glitterdust, Magic Mouth, Misdirection, Pyrotechnics, Reduce Person, Sleet Storm, Tasha's Uncontrollable Hideous Laughter, Teleport Trap, Touch of Idiocy
2nd—Baleful Transposition[1], Explosive Runes, Glyph of Warding, Rage, Rope Trick, Secret Page, Sepia Snake Sigil, Unluck[1]
3rd—Feeblemind, Lesser Globe of Invulnerability, Modify Memory, Mordenkainen's Faithful Hound, Nightmare, Servant Horde[1], Shrink Item
4th—Globe of Invulnerability, Greater Glyph of Warding, Insect Plague, Persistent Image, Sword of Deception[1], Symbol of Weakness, Tree Shape, Wood Rot[1]
5th—Bigby's Interposing Hand, Energy Immunity, Eyebite, Repulsion, Screen, Symbol of Insanity, Telekinesis
6th—Creeping Doom, Insanity, Refuge, Symbol of Sleep, Symbol of Stunning, Temporal Stasis
Poison Use (Ex): A Joker may prepare, apply, and use poison without any chance of poisoning himself.
Ignore Components: A Joker may cast spells from the Jester list without using material components, regardless of whether they are costly or not. This has no effect on any spells that a Jester casts from any other spell-list.
Harlequin's Mask (Ex): As long as a Joker’s face is painted, masked, or adorned in the manner of a harlequin or other comedic figure, he is immune to compulsion effects.
Laugh It Off (Ex): Fate protects fools and little children, and Jokers certainly adopt the role of fools. At 2nd level, a Joker may add his Charisma modifier as a morale bonus to his saves.
Power Slide (Ex): If a 3rd level Joker takes damage from an attack, he may allow himself to be flung backwards, thereby lessening the impact. He may make a Balance check with a DC equal to the damage inflicted and, if he succeeds, he suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. He is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. If there is not enough space for him to move, he suffers a d6 of damage for each square not moved. If he passes through an occupied square, the Joker would have to make a tumble check to avoid attacks of opportunity.
If this ability is gained from another class, then the Joker may choose to increase or decrease the total distance moved by 50% (so a Power Slide that negated 12 points of damage can cause him to move 5’, 10’, or 15’ at his choice).
Sneak Attack: At 3rd level, a Joker gains the ability to make sneak attacks as a rogue would. At 3rd level, his sneak attacks inflict 1 extra d6 of damage, and this increases by 1d6 at levels 6, 9, 11, 13, 15, 17, and 19.
Jester’s Feint (Ex): At 4th level, a Joker learns to shock and unnerve his enemies by throwing unexpected objects at them. As a swift action, he may toss a brightly colored object in the square of an enemy with a Sleight of Hand Check opposed by the enemy’s Spot check. If it succeeds, the enemy is denied his Dex bonus for the Joker’s next attack.
Some Jokers use objects with magical or alchemic effects that act in an enemy’s square to use with this ability, while others use colored balls, fruit, pieces of cloth or scarves, or other cast-off materials that fit the requirement of being brightly colored. Wealthy, desperate, or foolish Jokers sometime used coins or gems.
Cruel Comment (Ex): At 5th level, the Joker has learned to say extremely funny but hurtful things about others. As a swift action, the Joker can make a Bluff check opposed by the target’s level plus Charisma check. If the target fails this check, he suffers a -4 to attack rolls, saves, and all other checks. This effect lasts 3 rounds. This is a language-dependant ability.
Sight Gag: At 7th level, the Joker may apply the Silent Spell and Still Spell metamagics spontaneously to his spells, but only if he casts them as full-round actions. This ability only works with spells on the Joker list, and it does not increase the spell’s level or slot used.
Low Comedy (Ex): By using this ability, a Joker of 8th level or higher can double the armor check penalty of an opponent within 50 feet that he hits with a ranged touch attack. Using this ability is an attack action and counts as a thrown weapon. The penalty can be restored to its normal value with 10 minutes and a bar of soap.
Slapstick (Ex): At 8th level, any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round.
Jack-in-the-Box King (Sp): Twice per day, a 10th level Joker may use fabricate or major creation as a spell-like ability, but only if he is constructing weapons or traps.
Killer Clown (Ex): At 12th level, so long as he meets the requirements of his Harlequin’s face ability, the Joker can make a special Intimidate check as a move action. If successful, this check causes the enemy to suffer the panicked condition for a round per Joker level. This is a mind-affecting fear effect.
Annoy the Gods (Su): As world-class pranksters, Jokers must learn to avoid the curses and transformations of enemies with a sense of humor. Any time a 14th level Joker has spent at least one round as the victim of an effect that could be removed by a break enchantment effect, the effect is removed.
Prat Fall (Ex): At 16th level, any time a Joker strikes an enemy with a sneak attack, the Joker can make a free Trip attack that does not provoke an Attack of Opportunity. This ability cannot be used on any one enemy more than once a round. The Joker may not be tripped if this fails, and it may be used with ranged sneak attacks. The Joker may substitute his Dexterity modifier for his Strength modifier for the opposed test to trip his foe.
Last Trick (Su): At 18th level, the Joker can turn even his death into a joke. Any time the Joker is killed or knocked unconscious, one of his spells known is cast as if it were spell in a contingency effect.
Eternal Trickster (Ex): At 20th level, the Joker can become a personification of the Laughing God Who Has No Temples. While meeting the requirements of his Harlequin’s Mask ability, he does not age and is under the effects of a mind blank effect.
References[edit]
Back to Main Page → 3.5e Homebrew → Sourcebooks → Dungeonomicon → Charactonomicon
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Class Ability | Spontaneous Arcane Spellcasting + |
Class Ability Progression | Other + |
Racial Restrictions | <- racial requirements for the prestige class -> + |
Summary | A Joker lives his life in the pursuit of entertaining and/or causing chaos + |