| Post/Author/DateTime | Post |
|---|---|
| #1randomhawkMar 23, 2009 9:30:01 | The Jester a 4e class by Randomhawk I started designing this class awhile back and just finished the last few levels in the past couple of days. It's the first time I've done anything like this in the 4e world and I figured I'd share to get all the bugs out. I've tried to balance stuff but I admit that there are probably a few powers that need some work, and I hope you guys out there will give me a hand. The concept for this class actually started back in 3.0 when I made a secret society known as the Jesters. Very similar your standard medieval jester, the jester class is an arcane striker, and falls somewhere in between a bard and a rogue. I was going for darker and edgier however. For references think Dark Knight's Joker, meets the protagonist from a Clockwork Orange, meets Bozo the clown. A character that is just one screw loose away from being completely insane. Unlike say a paladin, Jesters have very little need for morality, and live more as a basis on survival and self-amusement. I'll write more later... I'm hoping once this gets polished to format it into a pdf. let's get down to game data. Jester Class Traits Role: Striker Power Source: Arcane Key Abilities: Charisma, Dexterity, Constitution Armor Proficiencies: Cloth, leather Weapon Proficiencies: Club, Quarterstaff, Light Blades, Simple Ranged Implements: Wands, Staffs Bonus to Defenses: +1 Reflex Hit Points at 1st level: 12 + Con score Hit Points per level gained: 5 Healing Surges per day: 5 + Con modifier Trained Skills: Streetwise (Cha) Choose 4 more trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), History (Int), Perception (Wis), Stealth (Dex), Thievery (Dex) Build Options: Jovial Performer, Dreadful Trickster Class Features: Infectious Demeanor, Maestro’s Focus, Piercing Wit, Arcane Dabbler Class Features Infectious Demeanor Choose one of the following two benefits. Jovial Demeanor: When an ally who can see you spends an action point to take an extra action, that ally also gains a minor action. Dreadful Demeanor: When an ally who can see you spends an action point to take an extra action, that ally also gains temporary hit points equal to one-half your level plus your Charisma modifier. Maestro’s Focus By spending 1 hour of meditation with a chosen weapon you are proficient with, you create a special focus with that weapon. As a minor action you can use your focused weapon as an implement when determining bonus for powers. You can create a special focus with a different weapon using the same meditation process (for instance, if you acquire a new weapon that has magical abilities). If you create a focus with a different weapon, the old bond dissipates. If you hit an enemy with an attack using the focused weapon, you gain combat advantage against that enemy until the end of your next turn. Piercing Wit The jesters tongue tends to be sharper then his blade, in conjunction with that blade however, the jester becomes much more then a talented orator. Once per round, when you have combat advantage against an enemy and are using a focused weapon, an attack you make against that enemy deals extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases. 1st-10th +1d6 11th-20th +2d6 21st-30th +3d6 Arcane Dabbler A jester picks up minor tricks and abilities and as a result can choose one cantrip from the wizard list and use that as an at-will power. |
| #2randomhawkMar 23, 2009 9:30:37 | Level 6 Utility Troupe of Players * Arcane, Charm When it comes to lying, cajoling or persuading others, your allies follow your lead. Encounter * Standard Action * Close burst 10 Target: You and each ally in burst Effect: The targets gain +2 power bonus to Charisma-based skill and ability checks for a number of rounds equal to your Constitution modifier. Premeditation * Arcane Your violent intent is readily known to all. Encounter * Minor Action * Ranged 10 Prerequisite: First round of a combat encounter Target: One creature that has not attacked you Effect: Your next attack against the target gains a +3 power bonus and deal max damage if successful. Lurk in Shadows * Arcane You blend into your surroundings. At-Will * Immediate Interrupt * Personal Trigger: You are hidden and lose cover or concealment against an opponent Prerequisite: You must be trained in Stealth Effect: Make a Stealth check. Until end of your next turn , you remain hidden if a creature that has a clear line of sight to you does not beat your check result with its Perception check. If at the end of your turn you do not have cover or concealment against a creature, that creature automatically notices you. Jack’s Daring Leap * Arcane Attempting an otherworldly jump, you fly through the air with the greatest of ease. Encounter * Move Action * Personal Prerequisite: You must be trained in Athletics. Effect: Make a high jump or long jump. Determine the DC or the Athletics check as though you had a running start. Add a number of squares to the result equal to your Dexterity modifier. The distance you jump can exceed your speed. Fools Fortune * Arcane The fates smile upon you, and you flash them a smile back. Daily * Free Action * Personal Trigger: You make a roll you dislike. Effect: Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results. |
| #3randomhawkMar 23, 2009 9:31:33 | Level 22 Utility Acrobatic Marvel * Arcane With nearly inhuman speed and precision, you slip away from attacks, left and right. Encounter * Move Action * Personal Prerequisite: You must be trained in Acrobatics. Effect: You can shift twice your speed. You can climb at full speed as part of this move. If an enemy attacks you while you shift, you gain a +4 bonus to AC against that attack. Soaring Spring Vault* Arcane Jumping into the air, you travel an enormous distance. Encounter * Move Action * Personal Prerequisite: You must be trained in Athletics. Effect: Make two consecutive Athletics checks to jump, with a +5 power bonus to each. Determine the DC or the Athletics check as though you had a running start. You don’t have to land between the jumps and can exceed your normal movement. Unrestricted Access * Arcane Your powers of fate and luck precipitate your entry into even the most highly guarded areas. Daily * Minor Action * Personal Prerequisite: You must be trained in Thievery Effect: On your next action, gain a +10 power bonus when you make a Thievery check to open a lock. If the check succeeds, the lock opens immediately. Brutal Honesty * Arcane, Fear Your definitive comprehension of the situation worries your quarry, giving you the upper hand. Daily * Minor Action * Range 5 Target: One Creature Effect: The target affords you combat advantage and takes a -2 penalty to all defenses against you until the end of the encounter. |
| #4randomhawkMar 23, 2009 9:32:05 | Saved for... well anything really... |
| #5randomhawkMar 23, 2009 9:32:41 | Paragon Paths! Dark Trickster Paragon Path: Dark Trickster “What? Come on, that was funny” Prerequisites: Jester, Infectious Demeanor: Dreadful Your seething wit is laced with dark magics, twisting reality and the minds of your enemies. Your incessant ranting provides you with much practice in the art of effecting the minds of others and backtalk. You confuse your opponents outright with your unsettling words and uncoordinated swordplay. If no one knows what is going on, you have the upper hand. Dark Trickster Path Features: Morbid Psychosis (11th Lvl): Gain a +2 bonus to all attack rolls against bloody targets. Reckless Abandon (11th Lvl): When you spend an action point to gain an extra attack, you may gain a +5 to that attack roll, but also suffer -2 to all defenses until the beginning of your next turn. Unnerving Aura (16th Lvl): All enemies adjacent to you suffer a -2 penalty to attack rolls. Fiendish Cleave (Dark Trickster Attack 11) • Arcane, Weapon, Necrotic You relinquish your control over your actions to those of the underworld, only momentarily. Encounter • Standard Action • Melee weapon Special: You need to be bloodied to use this power. Target: One creature Attack: Dexterity vs. AC Hit: 2[w] + Dexterity modifier necrotic damage Effect: If the attack hits the creature, you may make a secondary attack on an adjacent creature. Secondary Target: An adjacent creature Secondary Attack: Dexterity vs. AC Hit: 2[w] + Dexterity modifier necrotic damage Effect: If the attack hits the creature, you may continue to make attacks on adjacent creatures you have not hit with fiendish cleave until you miss or run out of adjacent creatures. Spotlight of Misfortune (Dark Trickster Utility 12) • Arcane, Charm, Necrotic An eerily focused light shines down upon your nemesis, dooming him in the seconds ahead. Daily • Minor Action • Melee weapon Target: One Creature Effect: Target creature suffers -5 to all defenses and -5 to all rolls until the end of your next turn. Rhythmic Void (Dark Trickster Attack 20) • Arcane, Implement, Necrotic, Sonic A swirling void created by own hideous laughter swirls around you, pulling all within an earshot. Daily • Standard Action • Close burst 3 Target: All creatures within burst Attack: Charisma vs. Fortitude Hit: 2d10 + Charisma modifier sonic damage and the targets are pulled 1 square towards you. Each enemy also takes an ongoing 5 necrotic damage (save ends) Effect: Each time a creature takes the ongoing necrotic damage, shift them one square towards you. |
| #6randomhawkMar 23, 2009 18:10:46 | Well that's as much as I've got so far. Any help would be appreciated. |
| #7fragsieMar 23, 2009 20:36:50 | Infectious Demeanor I've only had the briefest of scans through your class, and looks like you've spent a fair bit of time on it, so i will dedicate some time tomorrow to looking through it properly for you ![]() Infectious Demeanor - While good, i wonder if this feature isn't too Leader for a class that's supposedly a striker. Maestros Focus - Does this mean that any melee attack or implement attack gives you combat advantage, or just one of those instances? |
| #8networkzeroMar 23, 2009 21:38:17 | Maybe it's just my screen, but that light green is almost impossible to read, even highlighting doesn't help. |
| #9randomhawkMar 24, 2009 0:20:37 | First off thanks for helping, second let me address your first go.Infectious Demeanor - While good, i wonder if this feature isn't too Leader for a class that's supposedly a striker. It may be, however conceptually, I did think the Jester should have some "influence" upon it's allies. If you have any idea how we could accomplish that... feel free to share. Maestros Focus - Does this mean that any melee attack or implement attack gives you combat advantage, or just one of those instances? The idea is that you'd actually get combat advantage every turn you hit the turn before... it may be a little overkill... I just wanted to make sure that the bonus damage had actual opportunity to occur. I didn't add any powers that included possibilities for combat advantage, but at the same time didn't want to limit to the weapons the rogue uses. Any thoughts? And as for the light green, I darkened it a tad so hopefully others can see it. -Randomhawk |
| #10bartleby42Mar 24, 2009 1:32:00 | First off isn't this character type covered by the bard? Second, things seem, recycled, it lacks it's own flavor. Most of my nit picks are with the class features so I'll do those one at a time. [sblock=Class Features] Okay, Jovial demeanor is waaaaaay to powerful. An extra minor action may sound like a little bit, but that is huge, and dreadful demeanor is oddly underpowered. How about a +2 to hit for jovial and a +2 to Will defense for Dreadful? Maestro’s Focus So, I get to use any weapon as an implement and I get combat advantage basically every turn? Sign me up! I think you'd be better off giving the class one or two implements. Or maybe on implement and an unexpected melee weapon that can be used as an implement, like say the flail and the wand for example. As it is now, way too much. Piercing Wit May I ask why this class needs sneak attack light? I'd prefer you went a different route to give this class it's own flavor. As it is it lacks it's own flavor. I can see how your balancing it off of the warlock's curse, b/c the jester will almost always have combat advantage, but it just falls flat. Arcane Dabbler Okay.... A little odd, but not broken or anything. I was hoping to see some abilities that made it clear what the secondary stats were, ala PHB II. Jester Powers This is a nit pick, but you stated that the jester is an arcane class, therefore his powers are called spells. As far as powers go, they are all basically powers from other classes. This class doesn't seem to have any unique features at all. None of the powers stick out as iconic, nor do they stick out as, well, anything. I can tell you put forth a good deal of time making sure it wasn't horrifically overpowered (and I thank you for that), but it seems to lost it's personality. I'd suggest first deciding what the class should do, right now it's a bizarre mix of leader and controller with striker class features, then coming up with how the jester does it differently from any other class, and working from there. If you want suggestions, please ask. |
| #11gregt_314Mar 24, 2009 1:36:14 | To my eyes the class seems balanced... just not that interesting. It's a mish-mash of existing powers with a light coat of flavour over the top. Also, I'm having a hard time buying Jesters as strikers; when I think of Jesters I just don't think of "damage". Grats on making a balanced class and the work you've done, though. |
| #12randomhawkMar 24, 2009 10:29:38 | Thanks for the comments. I agree with the both of you on many of your points. I think probably the most pressing issue is defining the jesters role. As you said it's striker class abilities with leader/controller powers currently. I think originally I was going for an arcane melee striker, a role that i don't believe has been filled yet. I'm actually a little hungover so I'm not really thinking straight at the moment. I'll get back to this later. |