THE JESTER CLASS



RACES: Human, Half Elf

ABILITY REQUIRMENTS: Dex-13, Int-11, Wis-11, Cha-15 (charisma, in this case, is refered to how funny he is)

ALIGNMENTS: NG, N, CG, or CN

BONUS PROFICIENCIES: juggling, musical instrument (1), repel projectiles (works on any non-magical, trown weapon; sucessful check means the player rolls to hit, failure results in automatic hit (does not count as PCs action for that round)

RECCOMENDED PROFICIENCIES: gaming, legend,lore.

BENEFITS: 1)alters morale the same as bards 2)+10% on rolls involving luck 3)50% chance to befuddle any character with INT. lower than 3 4)can efficiently reproduce the effects of a Taunt spell by insulting opponents; can be done while preforming other actions 5)automatically cast cantrip once per day 6)at any time may do a spontaneous preformance in a street or bar; usually earning a little money 7)can do slight of hand magic tricks;useful for slipping whoophe cusions under seats, etc.

DISADVANTAGES: 1)a roll of 20 on a Cha. check means the jester has said something offensive and may be in trouble 2)not taken too seriously

ROLE: The jester insures "never a dull moment." Jesters see the world differently than others. Why have a Sword of Slaying when you could have a Stinking Cloud Staff? Jesters tend to do foolish and reckless things, and see things that are so obvious that others may miss them.

If the PC is a court jester to a king or duke, he may be improtant to them and have access to important info. or resourses.




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