Could it be...the Jester Class?!?
Posted: Mon Dec 10, 2007 11:14 pm
Greetings--
This is my first post here ^__^.
I know that you are all avid D&D players, like myself, so I have a question...
What is the chaotic counterpart of a monk? Definitely not a "Chaos Monk", please, what a load of bull. Monks require focus to plan attacks and retain perfect form, focus that can only come from being lawful.
What then? A Barbarian? Again, I think not. Barbarians may have to "be" chaotic, sure, but they certainly are not chaotic enough in essence to -become- chaos.
With that said, I ask that you look this over, suggest things, flame a little bit if I deserve it, but mostly just understand that this is my take on what a "monk" of chaos really is.
CONCEPT: Chaotic counterpart to the Monk; a Punk-like, novice-at-life, Bardstyle, zany, douche-bag prankster.
=================
The Jester Class
by: Cory Westgate
=================
Many have heard it said that "There's one in every crowd," but few of the hearers stop to think very long exactly who that one might be. Whether he's a fool,
a buffoon, a wisecracker, a hooligan, a prankster, or simply a bit addled, the Jester makes his life an outlet for his sense. His words are free and open to
be heard, but often disregarded because he is a fool; his actions may speak volumes to the one they are directed at, but in the end everyone simply decides
that it's all just fun and games. The Jester's sense of freedom and limbo is what guides him, not some boring set of traditions or rules. What he lacks in
wisdom, he more than makes up for with his flamboyant utility on the battlefield. A highly experienced Jester will even take on a form more befitting a Limbo
Lampoon, becoming a Chaotic Outsider.
When it comes to religion, Jesters tend to avoid getting too involved--unless it's that perfectly intriguing cult. Jesters usually practice membership in
religions dedicated to Chaotic deities, but some have been known to worship those who merely -tend- toward chaos (like Mask).
=================
JESTER ABILITIES:
=================
Jesters' unique way of seeing the world allows them to avoid mind-reading and insanity, but most importantly, to improvise on the fly. Out of combat, a
Jester is a performer whose grace (or trained clumsiness) is a disguise to his martial prowess. The nature of their fighting style, or lack thereof, requires
that they wear no armor heavier than flexible leather, as they flip, tumble, and dodge their way through the battlefield. They typically use batons (called
baubles or maharoofs) or staves in combat, though they can often use whatever is lying around as an improvised weapon with proficiency (unless it IS a
weapon).
As a melee combatant, a Jester is more or less equivalent to a monk, though their seemingly flighty lack of focus and constant movement makes it very hard to
say so. Where a Monk would grapple and pummel with a flurry of har attacks, a Jester is a free-spirited dodger, and a grapple-avoidant combatant. While they
don't hit as hard as Monk or Fighter types, Jesters are a confusing enemy to fight, and will ultimately wear out their opponent.
In other words, the Jesters' physical and comedic training with the forces of Chaos can be released, rather than focused like a Monk's Ki, into the area
around the Jester, granting them athletic and quasi-magical powers. They become faster, able to avoid damage and even with a bit more practice, tap the
power of chaos to cause seemingly random events to occur at his location.
ALIGNMENT: Any Chaotic.
HIT DIE: d6
CLASS SKILLS: The jester’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy
(Cha), Disguise (Cha), Escape Artist (Dex), Jump (Str), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and UMD
(Cha).
SKILL POINTS
1st Level: (6 + Int modifier) x4
Each Additional: 6 + Int modifier
===============
CLASS FEATURES:
===============
WEAPON AND ARMOR PROFICIENCY: Jesters are proficient with Staves, Batons, Unarmed, and improvised weaponry. Jesters are NOT proficient with any armor heavier
than leather, and do not use shields. When wearing armor heavier than leather, using a shield, or carrying a medium or heavy load, the Jester's AC bonus is
lost, as well as fast movement and evasion.
AC BONUS (Ex): When unarmored and unencumbered, the jester adds her Charisma bonus (if any) to her AC. In addition, a jester gains a +1 bonus to AC at 5th
level. This bonus increases by 1 for every five jester levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
EVASION (Ex): At 2nd level and higher, a jester can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw
against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the jester is wearing
leather or no armor. A helpless jester does not gain the benefit of evasion.
IMPROVED EVASION (Ex): At 7th level, the jester's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks,
but henceforth she takes only half damage on a failed save. A helpless jester does not gain the benefit of improved evasion.
GRAPPLE AVOIDANCE*: At 2nd level, the jester gains +4 to her checks to avoid a grapple. This increase to a total +6 benefit at level 8.
UNCANNY DODGE (Ex): Starting at 6th level, a jester can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus
to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a
jester already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
IMPROVED UNCANNY DODGE (Ex): A jester of 10th level or higher can no longer be flanked. This defense denies the ability to sneak attack the character by
flanking her, unless the rogue performing a sneak attack has four more levels than the jester. If a character already has uncanny dodge from a second class,
the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum
rogue level required to flank the character.
ANARCHIC DODGE (Ex)*: A jester of 14th level or higher no longer takes extra damage on critical hit from sneak attacks, even if helpless. Critical hits from
other means still roll damage normally. If the rogue that critically sneak attacked the jester has 6 or more levels above the jester, roll the attack as if
it is non-critical, but at a value of +2 to damage. When a critical hit is avoided in this way deal, it deals temporary constitution loss to the jester (1d2)
for the rest of the day.
FAST MOVEMENT (Ex)*: At 3rd level and every 4 levels thereafter (7, 11, 15, and 19), a jester gains an enhancement bonus to her speed equal to her (Tumble score -10).
[1st of 3 posts]
This is my first post here ^__^.
I know that you are all avid D&D players, like myself, so I have a question...
What is the chaotic counterpart of a monk? Definitely not a "Chaos Monk", please, what a load of bull. Monks require focus to plan attacks and retain perfect form, focus that can only come from being lawful.
What then? A Barbarian? Again, I think not. Barbarians may have to "be" chaotic, sure, but they certainly are not chaotic enough in essence to -become- chaos.
With that said, I ask that you look this over, suggest things, flame a little bit if I deserve it, but mostly just understand that this is my take on what a "monk" of chaos really is.
CONCEPT: Chaotic counterpart to the Monk; a Punk-like, novice-at-life, Bardstyle, zany, douche-bag prankster.
=================
The Jester Class
by: Cory Westgate
=================
Many have heard it said that "There's one in every crowd," but few of the hearers stop to think very long exactly who that one might be. Whether he's a fool,
a buffoon, a wisecracker, a hooligan, a prankster, or simply a bit addled, the Jester makes his life an outlet for his sense. His words are free and open to
be heard, but often disregarded because he is a fool; his actions may speak volumes to the one they are directed at, but in the end everyone simply decides
that it's all just fun and games. The Jester's sense of freedom and limbo is what guides him, not some boring set of traditions or rules. What he lacks in
wisdom, he more than makes up for with his flamboyant utility on the battlefield. A highly experienced Jester will even take on a form more befitting a Limbo
Lampoon, becoming a Chaotic Outsider.
When it comes to religion, Jesters tend to avoid getting too involved--unless it's that perfectly intriguing cult. Jesters usually practice membership in
religions dedicated to Chaotic deities, but some have been known to worship those who merely -tend- toward chaos (like Mask).
=================
JESTER ABILITIES:
=================
Jesters' unique way of seeing the world allows them to avoid mind-reading and insanity, but most importantly, to improvise on the fly. Out of combat, a
Jester is a performer whose grace (or trained clumsiness) is a disguise to his martial prowess. The nature of their fighting style, or lack thereof, requires
that they wear no armor heavier than flexible leather, as they flip, tumble, and dodge their way through the battlefield. They typically use batons (called
baubles or maharoofs) or staves in combat, though they can often use whatever is lying around as an improvised weapon with proficiency (unless it IS a
weapon).
As a melee combatant, a Jester is more or less equivalent to a monk, though their seemingly flighty lack of focus and constant movement makes it very hard to
say so. Where a Monk would grapple and pummel with a flurry of har attacks, a Jester is a free-spirited dodger, and a grapple-avoidant combatant. While they
don't hit as hard as Monk or Fighter types, Jesters are a confusing enemy to fight, and will ultimately wear out their opponent.
In other words, the Jesters' physical and comedic training with the forces of Chaos can be released, rather than focused like a Monk's Ki, into the area
around the Jester, granting them athletic and quasi-magical powers. They become faster, able to avoid damage and even with a bit more practice, tap the
power of chaos to cause seemingly random events to occur at his location.
ALIGNMENT: Any Chaotic.
HIT DIE: d6
CLASS SKILLS: The jester’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy
(Cha), Disguise (Cha), Escape Artist (Dex), Jump (Str), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and UMD
(Cha).
SKILL POINTS
1st Level: (6 + Int modifier) x4
Each Additional: 6 + Int modifier
===============
CLASS FEATURES:
===============
WEAPON AND ARMOR PROFICIENCY: Jesters are proficient with Staves, Batons, Unarmed, and improvised weaponry. Jesters are NOT proficient with any armor heavier
than leather, and do not use shields. When wearing armor heavier than leather, using a shield, or carrying a medium or heavy load, the Jester's AC bonus is
lost, as well as fast movement and evasion.
AC BONUS (Ex): When unarmored and unencumbered, the jester adds her Charisma bonus (if any) to her AC. In addition, a jester gains a +1 bonus to AC at 5th
level. This bonus increases by 1 for every five jester levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
EVASION (Ex): At 2nd level and higher, a jester can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw
against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the jester is wearing
leather or no armor. A helpless jester does not gain the benefit of evasion.
IMPROVED EVASION (Ex): At 7th level, the jester's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks,
but henceforth she takes only half damage on a failed save. A helpless jester does not gain the benefit of improved evasion.
GRAPPLE AVOIDANCE*: At 2nd level, the jester gains +4 to her checks to avoid a grapple. This increase to a total +6 benefit at level 8.
UNCANNY DODGE (Ex): Starting at 6th level, a jester can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus
to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a
jester already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
IMPROVED UNCANNY DODGE (Ex): A jester of 10th level or higher can no longer be flanked. This defense denies the ability to sneak attack the character by
flanking her, unless the rogue performing a sneak attack has four more levels than the jester. If a character already has uncanny dodge from a second class,
the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum
rogue level required to flank the character.
ANARCHIC DODGE (Ex)*: A jester of 14th level or higher no longer takes extra damage on critical hit from sneak attacks, even if helpless. Critical hits from
other means still roll damage normally. If the rogue that critically sneak attacked the jester has 6 or more levels above the jester, roll the attack as if
it is non-critical, but at a value of +2 to damage. When a critical hit is avoided in this way deal, it deals temporary constitution loss to the jester (1d2)
for the rest of the day.
FAST MOVEMENT (Ex)*: At 3rd level and every 4 levels thereafter (7, 11, 15, and 19), a jester gains an enhancement bonus to her speed equal to her (Tumble score -10).
[1st of 3 posts]