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Could it be...the Jester Class?!?

Posted: Mon Dec 10, 2007 11:14 pm
by ardentmoth
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]

Posted: Mon Dec 10, 2007 11:14 pm
by ardentmoth
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.*

[2nd of 3 posts]

Posted: Mon Dec 10, 2007 11:16 pm
by ardentmoth
=========
The Table
=========

Code: Select all

Level   BAB		Fort	Ref	Will	Special
1st 	+0 		+1 	+3 	+2 	Improvised Strike, Jest, False-Truth, Annoy, Bonus Feat
2nd 	+1 		+2 	+4 	+3 	Evasion, Grapple Avoidance
3rd 	+2 		+2 	+4 	+3 	Fast Movement
4th 	+3 		+3 	+5 	+4 	Chaos Field
5th 	+3 		+3 	+5 	+4 	AC BOnus, Slippery Sanity
6th 	+4 		+3 	+6 	+5 	Uncanny Dodge, Bonus Feat
7th 	+5 		+4 	+6 	+5 	Improved Evasion, Fast Movement
8th 	+6/+1 		+4 	+7 	+6 	Grapple Avoidance
9th 	+6/+1 		+5 	+7 	+6 	Bonus Feat
10th 	+7/+2 		+5 	+8 	+7 	AC Bonus, Improved Uncanny Dodge, Chaos Field
11th 	+8/+3 		+6 	+8 	+7 	Fast Movement
12th 	+9/+4 		+6 	+9 	+8 	Slippery Sanity
13th 	+9/+4 		+6 	+9 	+8 	Disfunctional Mind
14th 	+10/+5 		+7 	+10 	+9 	Anarchic Dodge, Bonus Feat
15th 	+11/+6/+1 	+7 	+10 	+9 	AC Bonus, Fast Movement
16th 	+12/+7/+2 	+8 	+11 	+10 	Chaos Field
17th 	+12/+7/+2 	+8 	+11 	+10 	Extra Spell Slot (Any Chaos-aligned spell up to level 7)
18th 	+13/+8/+3 	+9 	+12 	+11 	Extra Spell Slot (Any Chaos-aligned spell up to level 8)
19th 	+14/+9/+4 	+9 	+12 	+11 	Fast Movement
20th 	+15/+10/+5 	+9 	+13 	+12 	AC Bonus, Chaos Field, Chaotic Avatar.

==========
In Summary
==========
The Jester is at earlier levels a witty annoyance and battlefield manager, and at higher levels a harbinger of Chaotic lunacy, fanatical for the cause of

disorder. They may find themselves in numerous religious or political situations, always living up to the chaotic ideals they hold. Despite his ideological

compunctions, the Jester makes a welcome addition to any group that won't put up with a stuffy monk's ideas. Just make sure to bring some earplugs.

[final post of 3]

thanks guys ;)
edit: GAH! the lines are all screwy...sorry..

Posted: Tue Dec 11, 2007 1:23 pm
by eragonn9
I like it, I would play it, but I don't have a character sheet handy to write the info down on :D

Posted: Tue Dec 11, 2007 4:03 pm
by Rob-hin
Nice work witrh the furry of blows on thrown weapons. :)

Posted: Thu Dec 13, 2007 4:29 pm
by ardentmoth
^__^ that's good to hear.

If anybody plays it, let me know how it goes...

Posted: Thu Dec 27, 2007 10:43 am
by Kipi
How did I miss this? :o

It looks like you have put effort to this class, and it seems more or less balanced. Can't say more precise, as I haven't had possibility to test it out in a game yet, but I'll try to remember this class next time.

Oh, and as this class is good, I added it to the list in this [url="http://www.gamebanshee.com/forums/dungeons-and-dragons-24/members-own-monster-item-and-misc-resource-80970.html"]thread[/url] ;)

Posted: Thu Dec 27, 2007 11:21 am
by Fiberfar
Kipi wrote: It looks like you have put effort to this class, and it seems more or less balanced. Can't say more precise, as I haven't had possibility to test it out in a game yet, but I'll try to remember this class next time.
Should be fun trying it out against the PCs, don't you think? :p
If they're in for a heap of suprises, it'll test their ability to work against unknown classes as well as the jester's playability.

Posted: Thu Dec 27, 2007 1:55 pm
by Kipi
Fiberfar wrote:Should be fun trying it out against the PCs, don't you think? :p
If they're in for a heap of suprises, it'll test their ability to work against unknown classes as well as the jester's playability.
Well, I was thinking more to use this class next time I'm not DM, but your idea is far better :D

I'll post feedback here when I have had a possibility to use this class.