Difference between revisions of "Joker (3.5e Prestige Class)"

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<noinclude>
 
+
{{author
|status=5/22/2014
+
|author_name=Ernest Gary Gygax
|editing=J. Allen Hewitt
+
|isnotuser=true
|balance=Moderate.
+
|date_created=2009
}}<div class="Rogue/Bard">
+
|status=Complete.
[[Summary::A Joker lives his life in the pursuit of entertaining and/or causing chaos]]
+
|editing=Spelling and grammar only.
[[Minimum Level::Level 1]]
+
|balance=Very High
[[Class Ability::Spontaneous Arcane Spellcasting]]
+
}}
[[Class Ability Progression::Other]]
+
<div class="blank">
 
+
[[Summary::Jokers are chaotic pranksters & comedians.| ]]
{{3.5e Class Alignments |<!-- remove any of the following alignments if they are not allowed for the class--> cg, cn, ce}}
+
[[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>
  
==Joker==
+
[[Image:1928 Great Grandpa Conrad Veidt.jpg|thumb|right|A Typical Chaotic/Evil Joker.]]
  
{{quote
+
==Joker==</noinclude><includeonly>===Jokerr===</includeonly>
|"There's no one more fun than kids to instill happiness and fear."}}
+
{{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?}}
  
===Becoming a Joker===
+
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.
  
{{3.5e Prestige Class Prereqs
+
<noinclude>===Making a Joker===</noinclude><includeonly>====Making a Joker====</includeonly>
|alignment= <- alignment limitations for the prestige class ->
 
|bab= <- bab requirement for the prestige class ->
 
|race= <- racial requirements for the prestige class ->
 
|skills= <- skill requirements for the prestige class ->
 
|feats= <- feat requirements for the prestige class ->
 
|spellcasting= <- spellcasting requirements for the prestige class ->
 
|manifesting= <- manifesting requirements for the prestige class ->
 
|otherpower= <- if the prestige class requires a different power source, such as "Initiator Level" or "Invocations", enter the name ehre ->
 
|otherpowerreq= <- other power requirements for the prestige class ->
 
|patron= <- patron requirements for the prestige class ->
 
|domains= <- domain requirements for the prestige class ->
 
|special= <- any other requirements for the prestige class ->
 
}}
 
  
{{3.5e Class Simple
+
'''Races:''' Jokers have always infected all of society and every race in history.
|prestige=true
 
|classname=<!-- name of class -->
 
|hitdie=<!-- maximum hit points per level from die: i.e. 4, 10 -->
 
|length=<!-- length of class, in number of levels. most base classes will be 20, most prestige classes will be 5 or 10 -->
 
|bab=<!-- One of: Good, Moderate, Poor -->
 
|fort=<!-- One of: Good, Poor -->
 
|ref=<!-- One of: Good, Poor -->
 
|will=<!-- One of: Good, Poor -->
 
|special1=<!-- special abilities granted at 1 -->
 
|special2=<!-- special abilities granted at 2 -->
 
|special3=<!-- special abilities granted at 3 -->
 
|special4=<!-- special abilities granted at 4, delete if unused -->
 
|special5=<!-- special abilities granted at 5, delete if unused -->
 
|special6=<!-- special abilities granted at 6, delete if unused -->
 
|special7=<!-- special abilities granted at 7, delete if unused -->
 
|special8=<!-- special abilities granted at 8, delete if unused -->
 
|special9=<!-- special abilities granted at 9, delete if unused -->
 
|special10=<!-- special abilities granted at 10, delete if unused -->
 
|skillpoints=<!-- number of skill points per level -->
 
|skills=<!--class skills: simply delete those skills which your class does not have as class skills from the complete list below. If you only allow a subsection, such as Knowledge (arcana) (religion), write it like that. -->
 
Appraise,
 
Autohypnosis,
 
Balance,
 
Bluff,
 
Climb,
 
Concentration,
 
Control Shape,
 
Craft,
 
Decipher Script,
 
Diplomacy,
 
Disable Device,
 
Disguise,
 
Escape Artist,
 
Forgery,
 
Gather Information,
 
Handle Animal,
 
Heal,
 
Hide,
 
Iajitsu Focus,
 
Intimidate,
 
Jump,
 
Knowledge,
 
Listen,
 
Martial Lore,
 
Move Silently,
 
Open Lock,
 
Perform,
 
Psicraft,
 
Profession,
 
Ride,
 
Search,
 
Sense Motive,
 
Sleight of Hand,
 
Speak Language,
 
Spellcraft,
 
Spot,
 
Survival,
 
Swim,
 
Truespeak,
 
Tumble,
 
Use Magic Device,
 
Use Psionic Device,
 
Use Rope
 
}}
 
  
====Class Features====
+
'''Alignment:''' Any chaotic.
  
All of the following are class features of the <-class name->.
+
'''Starting Gold:''' 10d10x10 gp (up to 1,000 gold).
  
'''{{Anchor|Spellcasting}}:''' At <-each level? each level after first? Xth and Yth levels?->, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
+
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Rogue|rogue]].
 
 
'''{{Anchor|Manifesting}}:''' At <-each level? each level after first? Xth and Yth levels?->, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.
 
 
 
'''{{Anchor|Spells}}:''' To cast a particular spell, you must have an <-relevant ability-> score of at least 10 + the spell's level.  Your bonus spells are based on your <- ability ->.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <-abbreviated ability-> bonus (if any).
 
 
 
You cast spells as a <-similar spellcasting class-> does.  [[#Table: <-class name-> Spells Known|Table: <-class name-> Spells Known]], below, details how many spells you can learn at each level.  An epic <-class name->’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:
 
 
 
0&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
 
 
 
1st&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
 
 
 
2nd&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
 
 
 
3rd&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
 
 
 
4th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
 
 
 
5th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
 
 
 
6th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
 
 
 
7th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
 
 
 
8th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
 
 
 
9th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
 
  
 
{| class="zebra d20"
 
{| class="zebra d20"
|+ {{Anchor|Table: <-class name-> Spells Known}}
+
|+
 +
<div>{{Anchor|Table: The Joker}}</div>
 +
Hit Die: d12
 
|-
 
|-
! rowspan="2" | Level !! colspan="10" | Spells Known
+
! 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<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
+
! [[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||—||—
 
|-  
 
|-  
| 1st || || || || || || || || || — || —
+
|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||—||—
 
|-  
 
|-  
| 2nd || || || || || || || || || — || —
+
|11th||class="left" | +10/+4 || +6 || +8 || +6
 +
| class="left" | [[#Sneak Attack|Sneak Attack]] +4d6
 +
|5||5||3||3||1||—||—
 
|-  
 
|-  
| 3rd || || || || || || || || || — || —
+
|12th||class="left" | +11/+5 || +6 || +8 || +6
 +
| class="left" | [[#Killer Clown|Killer Clown]]
 +
|5||5||3||3||2||—||—
 
|-  
 
|-  
| 4th || || || || || || || || || || —
+
|13th||class="left" | +11/+5 || +7 || +9 || +7
 +
| class="left" | [[#Sneak Attack|Sneak Attack]] +5d6
 +
|5||5||4||3||2||0||—
 
|-  
 
|-  
| 5th || || || || || || || || || || —
+
|14th||class="left" | +12/+6 || +7 || +9 || +7
 +
| class="left" | [[#Annoy the Gods|Annoy the Gods]]
 +
|5||5||4||3||3||1||—
 
|-  
 
|-  
| 6th || || || || || || || || || || —
+
|15th||class="left" | +12/+6/+6 || +8 || +10 || +8
 +
| class="left" | [[#Sneak Attack|Sneak Attack]] +6d6
 +
|5||5||5||3||3||2||—
 
|-  
 
|-  
| 7th || || || || || || || || || ||
+
|16th||class="left" | +13/+7/+7 || +8 || +10 || +8
 +
| class="left" | [[#Prat Fall|Prat Fall]]
 +
|5||5||5||3||3||2||0
 
|-  
 
|-  
| 8th || || || || || || || || || ||
+
|17th||class="left" | +13/+7/+7 || +9 || +11 || +9
 +
| class="left" | [[#Sneak Attack|Sneak Attack]] +7d6
 +
|5||5||5||4||3||3||1
 
|-  
 
|-  
| 9th || || || || || || || || || ||
+
|18th||class="left" | +14/+8/+8 || +9 || +11 || +9
 +
| class="left" | [[#Last Trick|Last Trick]]
 +
|5||5||5||4||4||3||2
 
|-  
 
|-  
| 10th || || || || || || || || || ||
+
|19th||class="left" | +14/+9/+9 || +10 || +12 || +10
<!-- repeat as necessary -->
+
| 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, &times;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]]).
 
|}
 
|}
  
'''{{Anchor|Power Points/Day}}:''' Your ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] you have available. Your base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: The <-class name->|Table: The <-class name->]]. In addition, you receive bonus [[SRD:Power Points|power points]] per day if you have a high <-relevant ability-> score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). Your race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items.  Your power points and bonus power points at each level do not increase automatically after 10th level.
+
<noinclude>====Class Features====</noinclude><includeonly>=====Class Features=====</includeonly>
  
'''{{Anchor|Powers Known}}:''' You begin play knowing X <-class name-> powers of your choice.  Each time you achieve a new level, you unlock the power of a new power.  You can manifest any power that has a power point cost equal to or lower than your manifester level.
+
All of the following are class features of the joker.
  
The total number of powers you can manifest in a day is limited only by your daily power points.
+
'''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.
  
You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.
+
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.
  
The Difficulty Class for saving thows against <-class name-> powers is 10 + the power's level + your <-abreviated relevant ability-> modifier.
+
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.
  
Your powers known at each level do not increase automatically after 10th level.
+
While outside of public settings, forests, trails, dungeons, ect., a 'Joker' suffers a -2 penalty on all CHA based skills checks.
  
You choose your powers from the following list (Exception: The [[SRD:Expanded Knowledge|Expanded Knowledge]] and [[SRD:Epic Expanded Knowledge|Epic Expanded Knowledge]] feats allow you to learn powers from the lists of other classes.):
+
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).
  
1st&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
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).
  
2nd&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
Due to the lifestyle of the 'Joker', he knows all core PC race languages.
  
3rd&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
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.
  
4th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
Due to the lifestyle of the 'Joker', he cannot multiclass ever.
  
5th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
Due to the lifestyle of the 'Joker', he cannot aquire the following feats: Armor Proficiency (Heavy), Diehard, Shield Proficiency.  
  
6th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
Due to the chaotic and random movements of the Joker, he gains an extra bonus to his AC equal to his DEX modifier.
  
7th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
Due to the chaotic and random movements of the Joker, his Initiative is reduced by 1 point.
  
8th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
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.
  
9th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
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.)
  
'''{{Anchor|Maximum Power Level Known}}:''' This column determines the highest level power you can learn at this level.
+
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.  
  
To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level.
+
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.
  
'''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
+
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.
  
'''''{{Anchor|<-psi-like class feature->}}'' {{Ps}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
 
  
'''''{{Anchor|<-spell-like class feature->}}'' {{Sp}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
 
  
'''{{Anchor|<-supernatural class feature->}} {{Su}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
 
  
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
 
  
''{{Anchor|<-subclass feature->}} <-"{{Ex}}", "{{Su}}", "{{Sp}}", or "{{Ps}}" if applicable.->:'' <-subclass feature game rule information->.
 
  
<-Lather, rinse...->
+
'''{{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:
  
<-... repeat as necessary.->
+
0&mdash;[[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]]
  
'''{{Anchor|Bonus Feats}}:''' <- any bonus feats gained in pre-epic levels->.
+
1st&mdash;[[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]]
  
The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->
+
2nd&mdash;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" />
  
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->
+
3rd&mdash;[[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]]
  
====Ex-<-pluralized class name->====
+
4th&mdash;[[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" />
  
<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class->
+
5th&mdash;[[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]]
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
+
6th&mdash;[[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]]
===Campaign Information===
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION
 
====Playing a Joker====
 
  
'''Combat:''' in the area he excels backing up and proving assistant, a Joker rarely makes for a good solo adventurer.
+
'''{{Anchor|Poison Use}} ([[Ex]]):''' A Joker may prepare, apply, and use poison without any chance of poisoning himself.
  
'''Advancement:''' The Joker can easily multiclass with Rogues, Bards and psionics, but fail at incorporating with all other classes.
+
'''{{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.
  
'''Resources:''' circuses and traveling shows will usually provide a Joker and party with free room and board.
+
'''{{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.  
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
+
'''{{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.
  
'''NPC Reactions:''' Either taken in by their entertaining mannerisms or completely creeped out.
+
'''{{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.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
+
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).  
====<-class name-> Lore====
 
  
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
+
'''{{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 />
  
{| class="zebra d20"
 
|+ <-the appropriate skills->
 
! DC || class="left" | Result
 
|-
 
| 11 || class="left" | <-not so common knowledge->.
 
|-
 
| 16 || class="left" | <-rare information->.
 
|-
 
| 21 || class="left" | <-very rare information->.
 
|-
 
| 26 || class="left" | <-information so obscure that members of this class might not even know it->.
 
|}
 
  
 
----
 
----
{{3.5e Prestige Classes Breadcrumb}}
+
{{3.5e Dungeonomicon Breadcrumb}} &rarr; [[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:Prestige Class]]
+
[[Category:Base Class]]
 +
</noinclude>
 +
 
 
{{Navboxes}}
 
{{Navboxes}}

Latest revision as of 19:07, 22 May 2014


Homebrew.png
Author: Ernest Gary Gygax
Date Created: 2009
Status: Complete.
Editing: Spelling and grammar only.
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"Moderate" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Will Save Progression" property.



A Typical Chaotic/Evil Joker.

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.

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.
Table: The Joker

Hit Die: d12

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)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

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 Page3.5e HomebrewSourcebooksDungeonomiconCharactonomicon
Back to Main Page3.5e HomebrewClassesBase Classes

Class AbilitySpontaneous Arcane Spellcasting +
Class Ability ProgressionOther +
Racial Restrictions<- racial requirements for the prestige class -> +
SummaryA Joker lives his life in the pursuit of entertaining and/or causing chaos +