The True Jester (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Yeliv

07-10-07, 07:34 PM
The term Jester is given to many an undeserving fool. Yet the real Jesters, those who created the word, are a sect of fervently religious actors and performers to their god, Olidammara. It is their duty to spread the power of the Laughing Rogue, be it in their performances or in a silent killing.

A warrior of skill and finesse the Jester finds pleasure in a good duel, where his powers can be used well. A Jester can also serve as an excellent "master-mind" type character with his Puppeteer ability.

HP: d8


Requirements: Perform (Acting OR Music OR Dancing): 9, Tumble: 9, Able to cast 2nd level arcane spells, able to cast 1st level Divine Spells, Weapon Finesse, must worship Olidammara

Class Skills: Balance, Bluff, Climb, Intimidate, Jump, Perform, Swim, Tumble

The Jester
Level BAB Fortitude Reflex Will Special
1 +1 +0 +2 +0 Disorienting Cackle
2 +2 +0 +3 +0 Jolting Handshake
3 +3 +1 +3 +1 Evasion, Dodge, Uncanny Dodge
4 +4 +1 +4 +1 Hard to Pin Down
5 +5 +1 +4 +1 Rogue Lord's Illusion
6 +6 +2 +5 +2 Improved Uncanny Dodge
7 +7 +2 +5 +2 Puppeteer, Choking Breath
8 +8 +2 +6 +2 Inspire Terror, Visage of Olidammara
9 +9 +3 +6 +3 Jester's Rod, Invisible Wall, Master Puppeteer
10 +10 +3 +7 +3 Gyrating Attack, Murderous Laughter, The Laughing God's Finest


Disorienting Cackle: As a move-equivalent action the Jester can unleash a laugh that shakes the bones and rattles the spirits of his foes. Everyone within 30 feet who can hear the Jester takes a -2 penalty to attack and a -2 penalty to AC. Jesters are immune to this ability.
Jolting Handshake: With a grip of the hands the Jester can unleash a burst of electricity that can either be used for amusement, or to harm those who wish him ill. If the Jester succeeds on a melee touch attack he deals his Jester level d6 damage. He may use this ability as many times as his Con modifier.
Hard to Pin Down: When someone attempts to engage a grapple of any sort with the Jester, the Jester is allowed to add his class level to his roll.
Rogue Lord's Illusion: At will the Jester can create three copies of himself, which will mimic his actions perfectly, and have 1/2 the number of hit points the real Jester has, but can do no damage. The clones will last until destroyed and can be ordered by the Jester himself, telepathically. This can be used once per day.
Puppeteer: The Jester is granted by his Laughing Lord the ability to tame another creature's body to his will. The Jester must spend three rounds, uninterrupted, to attempt to wrest control over a creature. The creature is entitled to a Will save ((Jester's level + Cha)). If they fail the Jester can control their body in all aspects. This means, however, the controlled creature cannot cast powers, manifest spells, or use soulmelds. If the Jester uses the creature for melee he uses his Dexterity to determine attack rolls and damage. The bond lasts 24 hours before it must be reinforced. Only one creature may be charmed at a time. Any creature with darkvision can see the red threads of magic linking the Puppet to the Jester's hands. To control a Puppet the Jester must have one hand free.
Choking Breath: A favorite weapon of the Jesters, using divine power, the Jester opens his mouth and a gust of vile gas floods forth, sickening all who fail their Fortitude save ((as the will save for the Puppeteer skill)). If the Jester has disoriented his foes with his laugh he can then unleash a more powerful gas. If the target is disoriented then they will be stunned for 5 rounds in addition to being sickened. The sickening lasts 3 rounds, and the Jester can use this ability three times a day. It manifests as a burst, spreading 20 feet from the Jester.
Inspire Terror: As a standard action the Jester can frighten a single humanoid foe with a horrifying laugh. The target must succeed a DC 20 Will save or be affected as if stricken by the Fear spell.
Visage of Olidammara: Only through long devotion to their deity and many successful performances will this ability be granted. The Jester shifts his form into that of a handsome human male with tussled brown hair and keen eyes, regardless of prior race or gender. He gains the following ability changes: Dex +4, Wis +2, Cha +6. In addition he gains darkvision like a devil and can bestow invisibility, as the spell, on any target he touches. The change lasts 1 hour, and can be done once per day.
Jester's Rod: As a free action the Jester can call a copy of their hallmark weapon, the Rod. If the Jester chooses to wield this weapon as his main weapon it acts as a +4 speedy shocking heavy mace of impact, which the Jester is proficient with regardless of his normal proficiencies. If the Jester doesn't choose to wield it the mace gains the dancing property in lieu of its speedy and impact abilities. The Rod remains for 2 hours if held, and only 1 hour if dancing. It can be summoned twice per day.
Invisible Box: As a full-round action the Jester can hold up his hands and smile tauntingly, manifesting an invisible cage of force between himself and his target. The wall is 30 feet long and 30 feet high, but forms a perfect box. Any foes inside the area at the time of the casting must make a DC 25 Fortitude check or begin suffocating. The Jester is immune to suffocating in his own Box. The Box lasts 5 rounds and can be made 2 times a day.
Master Puppeteer: The Jester needs no longer recreate the bond so frequently, and now can wait a total of a week before doing so again. In addition the Jester can now control three creatures at once.
Gyrating Attack: Three times a day the Jester can lose himself in a whirlwind of laughter and rapid attacks. This state lasts 3 rounds and the Jester can move at his normal speed during this time, attacking all foes that he would normally threaten. If any foe begins its round in the radius of the attack they are dealt 2d8 damage in addition to the Jester's attacks.
Murderous Laughter: Giving himself over to the Laughing God completely, the Jester can strike a foe dead with his raucous laugh, if the target fails a Will save ((Jester's level + Cha)). This can be used only once per day.
The Laughing God's Finest: At the end of his career the Jester has achieved the title of the Laughing God's Finest, granting him the ability to cast Clerical spells as a cleric of half his total levels. His Charisma counts as Wisdom for determining spells per day and resistances.