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

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(Becoming a Joker)
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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==
+
==Joker==</noinclude><includeonly>===Jokerr===</includeonly>
 
+
{{quote|"Perhaps today IS a good day to die...on stage.}}
{{quote
 
|"There's no one more fun than kids to instill happiness and fear."}}
 
 
 
===Becoming a Joker===
 
 
 
{{3.5e Prestige Class Prereqs
 
|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
 
|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====
 
 
 
All of the following are class features of the <-class name->.
 
 
 
'''{{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.
 
 
 
'''{{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 -->.
+
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.
  
5th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
+
<noinclude>===Making a Joker===</noinclude><includeonly>====Making a Joker====</includeonly>
  
6th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
+
'''Races:''' Jokers have always infected all of society and every race in history.
  
7th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
+
'''Alignment:''' Any chaotic.  
  
8th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
+
'''Starting Gold:''' 10d10x10 gp (up to 1,000 gold).
  
9th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
+
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Rogue|rogue]].
  
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+
 
|+
<div>{{Anchor|Table: The Jester}}</div>
+
<div>{{Anchor|Table: The Joker}}</div>
Hit Die: d6
+
Hit Die: d12
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
Line 147: Line 51:
 
! 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>
 
! 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" | +0 || +0 || +2 || +0
+
|1st|| class="left" | +1 || +1 || +3 || +1
 
| class="left" | [[#Harlequin's Mask|Harlequin's Mask]], [[#Ignore Components|Ignore Components]], [[#Poison Use|Poison Use]]  
 
| class="left" | [[#Harlequin's Mask|Harlequin's Mask]], [[#Ignore Components|Ignore Components]], [[#Poison Use|Poison Use]]  
|2||||—||—||—||—||—
+
|3||0||—||—||—||—||—
 
|-  
 
|-  
|2nd|| class="left" | +1 || +0 || +3 || +0
+
|2nd|| class="left" | +2 || +1 || +3 || +1
 
| class="left" | [[#Laugh It Off|Laugh It Off]]  
 
| class="left" | [[#Laugh It Off|Laugh It Off]]  
|3||0||||—||—||—||—
+
|3||1||0||—||—||—||—
 
|-  
 
|-  
|3rd|| class="left" | +2 || +1 || +3 || +1
+
|3rd|| class="left" | +3 || +2 || +4 || +2
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +1d6, [[#Power Slide|Power Slide]]  
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +1d6, [[#Power Slide|Power Slide]]  
|3||1||||—||—||—||—
+
|3||1||0||—||—||—||—
 
|-  
 
|-  
|4th||class="left" | +3 || +1 || +4 || +1
+
|4th||class="left" | +4 || +2 || +4 || +2
 
| class="left" | [[#Jester's Feint|Jester’s Feint]]  
 
| class="left" | [[#Jester's Feint|Jester’s Feint]]  
|3||2||0||||—||—||—
+
|4||2||1||0||—||—||—
 
|-  
 
|-  
|5th||class="left" | +3 || +1 || +4 || +1
+
|5th||class="left" | +5 || +3 || +5 || +3
 
| class="left" | [[#Cruel Comment|Cruel Comment]]  
 
| class="left" | [[#Cruel Comment|Cruel Comment]]  
|3||3||1||||—||—||—
+
|4||2||1||0||—||—||—
 
|-  
 
|-  
|6th||class="left" | +4 || +2 || +5 || +2
+
|6th||class="left" | +6 || +3 || +5 || +3
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +2d6
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +2d6
|3||3||2||||—||—||—
+
|5||3||1||0||—||—||—
 
|-  
 
|-  
|7th||class="left" | +5 || +2 || +5 || +2
+
|7th||class="left" | +7 || +4 || +6 || +4
 
| class="left" | [[#Sight Gag|Sight Gag]]  
 
| class="left" | [[#Sight Gag|Sight Gag]]  
|3||3||2||0||—||—||—
+
|5||3||1||0||—||—||—
 
|-  
 
|-  
|8th||class="left" | +6/+1 || +2 || +6 || +2
+
|8th||class="left" | +8/+2 || +4 || +6 || +4
 
| class="left" | [[#Low Comedy|Low Comedy]], [[#Slapstick|Slapstick]]  
 
| class="left" | [[#Low Comedy|Low Comedy]], [[#Slapstick|Slapstick]]  
|3||3||3||1||||—||—
+
|5||4||2||1||0||—||—
 
|-  
 
|-  
|9th||class="left" | +6/+1 || +3 || +6 || +3
+
|9th||class="left" | +9/+3 || +5 || +7 || +5
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +3d6
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +3d6
|3||3||3||2||||—||—
+
|5||4||2||1||0||—||—
 
|-  
 
|-  
|10th||class="left" | +7/+2 || +3 || +7 || +3
+
|10th||class="left" | +10/+4 || +5 || +7 || +5
 
| class="left" | [[#Jack-in-the-Box King|Jack-in-the-Box King]]  
 
| class="left" | [[#Jack-in-the-Box King|Jack-in-the-Box King]]  
|3||3||3||2||0||—||—
+
|5||4||2||2||0||—||—
 
|-  
 
|-  
|11th||class="left" | +8/+3 || +3 || +7 || +3
+
|11th||class="left" | +10/+4 || +6 || +8 || +6
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +4d6
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +4d6
|3||3||3||3||1||—||—
+
|5||5||3||3||1||—||—
 
|-  
 
|-  
|12th||class="left" | +9/+4 || +4 || +8 || +4
+
|12th||class="left" | +11/+5 || +6 || +8 || +6
 
| class="left" | [[#Killer Clown|Killer Clown]]  
 
| class="left" | [[#Killer Clown|Killer Clown]]  
|3||3||3||3||2||—||—
+
|5||5||3||3||2||—||—
 
|-  
 
|-  
|13th||class="left" | +9/+4 || +4 || +8 || +4
+
|13th||class="left" | +11/+5 || +7 || +9 || +7
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +5d6
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +5d6
|3||3||3||3||2||0||—
+
|5||5||4||3||2||0||—
 
|-  
 
|-  
|14th||class="left" | +10/+5 || +4 || +9 || +4
+
|14th||class="left" | +12/+6 || +7 || +9 || +7
 
| class="left" | [[#Annoy the Gods|Annoy the Gods]]  
 
| class="left" | [[#Annoy the Gods|Annoy the Gods]]  
|4||3||3||3||3||1||—
+
|5||5||4||3||3||1||—
 
|-  
 
|-  
|15th||class="left" | +11/+6/+6 || +5 || +9 || +5
+
|15th||class="left" | +12/+6/+6 || +8 || +10 || +8
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +6d6
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +6d6
|4||4||3||3||3||2||—
+
|5||5||5||3||3||2||—
 
|-  
 
|-  
|16th||class="left" | +12/+7/+7 || +5 || +10 || +5
+
|16th||class="left" | +13/+7/+7 || +8 || +10 || +8
 
| class="left" | [[#Prat Fall|Prat Fall]]  
 
| class="left" | [[#Prat Fall|Prat Fall]]  
|4||4||4||3||3||2||0
+
|5||5||5||3||3||2||0
 
|-  
 
|-  
|17th||class="left" | +12/+7/+7 || +5 || +10 || +5
+
|17th||class="left" | +13/+7/+7 || +9 || +11 || +9
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +7d6
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +7d6
|4||4||4||4||3||3||1
+
|5||5||5||4||3||3||1
 
|-  
 
|-  
|18th||class="left" | +13/+8/+8 || +6 || +11 || +6
+
|18th||class="left" | +14/+8/+8 || +9 || +11 || +9
 
| class="left" | [[#Last Trick|Last Trick]]  
 
| class="left" | [[#Last Trick|Last Trick]]  
|4||4||4||4||4||3||2
+
|5||5||5||4||4||3||2
 
|-  
 
|-  
|19th||class="left" | +14/+9/+9 || +6 || +11 || +6
+
|19th||class="left" | +14/+9/+9 || +10 || +12 || +10
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +8d6
 
| class="left" | [[#Sneak Attack|Sneak Attack]] +8d6
|4||4||4||4||4||4||3
+
|5||5||5||4||4||4||3
 
|-  
 
|-  
|20th||class="left" | +15/+10/+10 || +6 || +12 || +6
+
|20th||class="left" | +15/+10/+10 || +10 || +12 || +10
 
| class="left" | [[#Eternal Trickster|Eternal Trickster]]  
 
| class="left" | [[#Eternal Trickster|Eternal Trickster]]  
|4||4||4||4||4||4||4
+
|5||5||5||4||4||4||4
<!-- repeat as necessary -->
+
|- class="noalt"
 +
| colspan="41" class="skill" |
 +
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 +
{{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: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:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
 +
{{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:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 +
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[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: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: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]]).
 
|}
 
|}
  
'''{{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.
 
 
 
The total number of powers you can manifest in a day is limited only by your daily power points.
 
 
 
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.
 
  
The Difficulty Class for saving thows against <-class name-> powers is 10 + the power's level + your <-abreviated relevant ability-> modifier.
+
All of the following are class features of the jester.
  
Your powers known at each level do not increase automatically after 10th level.
+
'''Weapon and Armor Proficiency:''' Jesters are proficient with light armor but not with shields of any kind. A jester is proficient with no 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 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.):
+
'''{{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:
  
1st&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- 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]]
  
2nd&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
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]]
  
3rd&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
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" />
  
4th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
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]]
  
5th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
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" />
  
6th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
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]]
  
7th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
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]]
  
8th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
  
9th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
'''{{Anchor|Poison Use}} ([[Ex]]):''' A Jester may prepare, apply, and use poison without any chance of poisoning himself.
  
'''{{Anchor|Maximum Power Level Known}}:''' This column determines the highest level power you can learn at this level.
+
'''{{Anchor|Ignore Components}}:''' A Jester 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.
  
To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level.
+
'''{{Anchor|Harlequin's Mask}} ([[Ex]]):''' As long as a Jester’s face is painted, masked, or adorned in the manner of a harlequin or other comedic figure, he is immune to compulsion effects.  
  
'''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
+
'''{{Anchor|Laugh It Off}} ([[Ex]]):''' Fate protects fools and little children, and Jesters certainly adopt the role of fools. At 2nd level, a Jester may add his Charisma modifier as a morale bonus to his saves.
  
'''''{{Anchor|<-psi-like class feature->}}'' {{Ps}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
+
'''{{Anchor|Power Slide}} ([[Ex]]):''' If a 3rd level Jester 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 Jester would have to make a tumble check to avoid attacks of opportunity.
  
'''''{{Anchor|<-spell-like class feature->}}'' {{Sp}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
+
If this ability is gained from another class, then the Jester 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).
  
'''{{Anchor|<-supernatural class feature->}} {{Su}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
+
'''{{Anchor|Sneak Attack}}:''' At 3rd level, a Jester 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|<-class feature->}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
+
'''{{Anchor|Jester’s Feint}} ([[Ex]]):''' At 4th level, a Jester 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 Jester’s next attack.
  
''{{Anchor|<-subclass feature->}} <-"{{Ex}}", "{{Su}}", "{{Sp}}", or "{{Ps}}" if applicable.->:'' <-subclass feature game rule information->.
+
Some Jesters 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 Jesters sometime used coins or gems.
  
<-Lather, rinse...->
+
'''{{Anchor|Cruel Comment}} ([[Ex]]):''' At 5th level, the Jester has learned to say extremely funny but hurtful things about others. As a swift action, the Jester 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.
  
<-... repeat as necessary.->
+
'''{{Anchor|Sight Gag}}:''' At 7th level, the Jester 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 Jester list, and it does not increase the spell’s level or slot used.
  
'''{{Anchor|Bonus Feats}}:''' <- any bonus feats gained in pre-epic levels->.
+
'''{{Anchor|Low Comedy}} ([[Ex]]):''' By using this ability, a Jester 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.
  
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->.
+
'''{{Anchor|Slapstick}} ([[Ex]]):''' At 8th level, any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round.
  
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->
+
'''{{Anchor|Jack-in-the-Box King}} ([[Sp]]):''' Twice per day, a 10th level Jester may use ''fabricate'' or major creation as a ''spell-like ability'', but only if he is constructing weapons or traps.
  
====Ex-<-pluralized class name->====
+
'''{{Anchor|Killer Clown}} ([[Ex]]):''' At 12th level, so long as he meets the requirements of his Harlequin’s face ability, the Jester 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 Jester level. This is a mind-affecting fear effect.
  
<-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->
+
'''{{Anchor|Annoy the Gods}} ([[Su]]):''' As world-class pranksters, Jesters must learn to avoid the curses and transformations of enemies with a sense of humor. Any time a 14th level Jester 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.  
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
+
'''{{Anchor|Prat Fall}} ([[Ex]]):''' At 16th level, any time a Jester strikes an enemy with a sneak attack, the Jester 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 Jester may not be tripped if this fails, and it may be used with ranged sneak attacks. The Jester may substitute his Dexterity modifier for his Strength modifier for the opposed test to trip his foe.
===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
+
'''{{Anchor|Last Trick}} ([[Su]]):''' At 18th level, the Jester can turn even his death into a joke. Any time the Jester is killed or knocked unconscious, one of his spells known is cast as if it were spell in a ''contingency'' effect.
====Playing a Joker====
 
  
'''Combat:''' in the area he excels backing up and proving assistant, a Joker rarely makes for a good solo adventurer.
+
'''{{Anchor|Eternal Trickster}} ([[Ex]]):''' At 20th level, the Jester 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 />
  
'''Advancement:''' The Joker can easily multiclass with Rogues, Bards and psionics, but fail at incorporating with all other classes.
 
 
'''Resources:''' circuses and traveling shows will usually provide a Joker and party with free room and board.
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION -->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
 
 
'''NPC Reactions:''' Either taken in by their entertaining mannerisms or completely creeped out.
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
 
====<-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.
 
 
{| 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}}

Revision as of 18:28, 21 May 2014


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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.



Joker

"Perhaps today IS a good day to die...on stage.

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.

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 (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis) Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features

All of the following are class features of the jester.

Weapon and Armor Proficiency: Jesters are proficient with light armor but not with shields of any kind. A jester is proficient with no 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.

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

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 Jester may prepare, apply, and use poison without any chance of poisoning himself.

Ignore Components: A Jester 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 Jester’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 Jesters certainly adopt the role of fools. At 2nd level, a Jester may add his Charisma modifier as a morale bonus to his saves.

Power Slide (Ex): If a 3rd level Jester 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 Jester would have to make a tumble check to avoid attacks of opportunity.

If this ability is gained from another class, then the Jester 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 Jester 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 Jester 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 Jester’s next attack.

Some Jesters 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 Jesters sometime used coins or gems.

Cruel Comment (Ex): At 5th level, the Jester has learned to say extremely funny but hurtful things about others. As a swift action, the Jester 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 Jester 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 Jester list, and it does not increase the spell’s level or slot used.

Low Comedy (Ex): By using this ability, a Jester 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 Jester 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 Jester 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 Jester level. This is a mind-affecting fear effect.

Annoy the Gods (Su): As world-class pranksters, Jesters must learn to avoid the curses and transformations of enemies with a sense of humor. Any time a 14th level Jester 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 Jester strikes an enemy with a sneak attack, the Jester 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 Jester may not be tripped if this fails, and it may be used with ranged sneak attacks. The Jester may substitute his Dexterity modifier for his Strength modifier for the opposed test to trip his foe.

Last Trick (Su): At 18th level, the Jester can turn even his death into a joke. Any time the Jester 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 Jester 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



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

Article BalanceVery High +
Base Attack Bonus ProgressionModerate +
Class AbilitySpontaneous Arcane Spellcasting + and Sneak Attack +
Class Ability ProgressionPartial +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillBalance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disable Device +, Disguise +, Gather Information +, Hide +, Intimidate +, Jump +, Listen +, Move Silently +, Perform +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Spellcraft +, Spot +, Swim +, Tumble + and Use Magic Device +
Skill Points6 +
SummaryJokers are chaotic pranksters & comedians. +
TitleJoker +