| IMPROVISED STRIKE*: A jester is trained to use his environment naturally. At 1st level, a jester gains Improvised Strike as a bonus feat. A jester's
improvised weapons can include anything from plates, cups, cutlery, ropes, candles or nails to chairs, rocks, sticks, or even shoes. If thrown, the weapons
strike (increasing as a monk's unarmed strikes) as 1d4 damage at first level, or if held they strike as 1d6 at first level. Depending on the object (DM
intervention here), it could deal lethal or nonlethal damage. An Improvised Weapon is treated as both natural and manufactured for spells that atrget
weapons. The jester gains "Flurry of Blows" as a monk does, though only for thrown attacks.
DISFUNCTIONAL MIND*: At level 13, the jester recieves Spell Resistance of 10 versus Lawful spells, and may choose any 4 spells (from the Chaos or Trickery
Domains if divine, or sorceror lists if arcane) up to 6th level. These spells may not be exchanged. Jesters cast as Sorcerors, using the same mechanics to
determine Spell points. Jesters' spell points are figured at level 13 as if he is a level 6 Sorceror and increase to the point where a level 20 Jester has
the same Spell Points as a level 13 Sorceror with the same stats. Jesters do not require material components. Jesters do not recieve familiars. At levels 17
and 18 the Jester earns one extra spell slot (lvls 7 and 8 respectively) for a total of 6 known spells at level 18.
SLIPPERY SANITY*: At level 5, a jester may avoid mind-altering spells with an evasion roll. At level 12, spells that directly look into the jester's mind
fail 100% of the time and may cause insanity in the viewer (DC: jester's level + jester's Cha bonus).
CHAOS FIELD*: Jesters' natural attunement to elemental chaos allows her (at 4th level) to empower her attacks with -elemental- chaos. This is the stuff that
limbo is made of. Her improvised attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. The chaos field
builds with the character’s jester level. At 10th level, her improvised attacks are also treated as chaotic weapons for the purpose of dealing damage to
creatures with damage reduction. At 16th level, her improvised attacks cause small rips in reality, bringing about minor amounts of lunacy. The "lunacy"
stuns the enemy if stunnable, dazes them if dazeable, and confuses them as per the confuse spell. At level 20, improvised attacks that critically hit cause a
random event to occur. It is usually meaningless, but occasionally helpful-- it could turn that dragon into an ant.
CHAOTIC AVATAR*: At level 20 the Jester has become a Chaotic Outsider.
JEST*: The jester tells a joke, and the opponent cannot help but laugh hysterically. As Bard "Fascinate," but dependant on spoken language.
FALSE-TRUTH*: As Bard "Suggestion," but uses Bluff rather than perform, if higher. Basically yelling out a distraction. "LOOK! TOPLESS DRYADS!"
ANNOY*: A jester's Perform score is added to his Intimidate score when ANNOY is used to intimidate a target.
BONUS FEATS: There are four times (Levels 1, 6, 9, and 14) when a jester recieves a bonus feat. These can be any of the valid (non-class specific) feats.
*Abilities with stars are non-core.*
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