Stanczyk by Jan Matejko
Originally Posted by
Zergplex of the Wizards Community forums.
On this Thread
When you speak of Jesters many a picture springs into your head. The Jester who mocks the king, speaking as no one else could. The outcaste, making what little money they can get performing and moving on. Or less commonly their unnatural ability with thrown knives (or anything else they can throw for that matter). All of these are roles the Jester plays, these and more. All roles in their great joke, a joke that goes unsaid and unknown except by the grinning Jester. Knowing about it or not everyone plays a part in the joke, and maybe someday we will see the punch line they are pushing us towards every day.
among the foremost masters of ranged combat. Using their mad antics to keep
their opponents at a distance Jester's can do considerable damage. In a social
situation Jester's are also formidable, cutting down everyone from commoners
to kings with their wit. When creating a Jester you should choose an aspect
of the class to focus on, increasing either your ability to throw and keep opponents
distance or increasing their Diplomacy, bluff, and Perform skills through feats.
To Jesters a high Dexterity is important to effectively use their throwing abilities. Charisma is important for many of the Jester's skills. And a high Intelligence score gives the Jester extra skill points which can be crucial to this skill-focused
Alignment: Jesters are
well known for their madcap jokes and chaotic actions; hence their tendency
for chaotic alignments is no surprise. Jesters are a diverse bunch though and
some may work towards lawful ideals through their chaotic methods.
Gold: 5d4x10 (125gp)
Starting Age: As a Bard.
class skills (and the key ability for each skill) are Appraise (Intelligence), Balance (Dexterity), Bluff (Charisma), Climb (Strength), Craft (Intelligence), Decipher Script (Intelligence), Diplomacy (Charisma), Disable Device (Dexterity), Disguise (Charisma), Escape Artist (Dexterity), Forgery (Intelligence), Gather Information (Charisma), Hide (Dexterity), Intimidate (Charisma), Jump (Strength), Knowledge (local) (Intelligence), Knowledge (nobility) (Intelligence), Listen (Wisdom), Move
Silently (Dexterity), Open Lock (Dexterity), Perform (Charisma), Profession (Wisdom), Search (Intelligence), Sense Motive (Wisdom), Sleight
of Hand (Dexterity), Spot (Wisdom), Swim (Strength), Tumble (Dexterity), Use Magic Device (Charisma), Rope Use(Dexterity)
Per Day at 1st Level : (8
Skills Per Day at Each Additional Level : 8 + Intelligence
Hit Dice: d6
Marx Reichlich, A Jester, ca. 1519-20; tempera on panel.. Yale Art Gallery
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|3||+2||+1||+3||+1||Jester's Audacity +1|
|7||+5||+2||+5||+2||Jester's Audacity +2|
|8||+6/+1||+2||+6||+2||Improved Uncanny Dodge|
|11||+8/+3||+3||+7||+3||Jester's Audacity +3|
|14||+10/+5||+4||+9||+4||Hit ‘em Where it Hurts|
|15||+11/+6/+1||+5||+9||+5||Jester's Audacity +4|
|16||+12/+7/+2||+5||+10||+5||Laugh in the Face of Death|
|19||+14/+9/+4||+6||+11||+6||Jester's Audacity +5|
|Martial Weapons||Cost||DMG (S)||DMG (M)||Critical||Increment||Weight||Type|
|Battle Cards (10)||10gp||1d3||1d4||19-20/x3||20ft||1/2lb||Slashing|
|Light Melee Weapons|
Weapon Proficiencies: Jester's are proficient with all simple weapons, plus the throwing axe,
sap, rapier, short
sword, light hammer, trident, sai, Bolas,
net, shuriken, battle cards*, and Fool’s
Marotte*. Jester's are proficient with light armor but not with shields.
Juggle: A Jester gains the Throw Anything feat as a bonus feat. However, as improvisation is a Jester's greatest asset, he can Throw Anything that weigh less then his class level plus Strength modifier. If the item is an improvised weapon he takes a -2 penalty to his attack roll instead of the normal -4.
increment of a thrown weapon or improvised weapon wielded by a Jester is 10
feet + 1 foot per Jester level (this is a modification of the Throw
Trapfinding: As a Rogue.
Taunt: A Jester is treated as having the Goad feat (Complete Adventurer page 109)
even if he does not have the prerequisites for it.
Evasion: As a Rogue.
Audacity: The Jester's natural talent for performance, his often outrageous
dress, and his seemingly lackadaisical attitude throws his opponents off guard
in combat. Even a Jester armed with a vicious looking weapon cuts a comedic
figure that many warriors have trouble taking seriously. At 3rd level, a Jester
gains a +1 Dodge bonus to his Armor Class. This bonus increases by +1 every
4 levels. Originally Printed in Dragon Compendium, page 36.
As a Rogue.
Bonus Feat: At 5th level and every 4 levels thereafter the Jester gains a bonus feat
chosen from the following list: Acrobatic, Agile, Alertness, Athletic, Combat
Reflexes, Dodge, Improved
critical*, Point Blank Shot, Far shot, Precise
Shot, Rapid Shot, Manyshot**, Shot on the Run, Improved
Precise Shot, Quick Draw. Skill
Focus, Stealthy, Two-Weapon
Two-Weapon Fighting, Greater
Two-Weapon Fighting, Weapon Focus*, Weapon Specialization*, Greater
Weapon Focus*, greater
* - A Jester can only choose a thrown weapon for use with this feat.
** - A Jester using Manyshot may apply it to his thrown weapons.
6th level a Jester's throws become so accurate they deal additional damage.
A Jester may add his Dexterity modifier to damage rolls involving thrown weapons.
Uncanny Dodge: As
Ability: As a
Rogue. *I want to revise the special ability list and add in some that fit more
with the Jester's concept, but for the moment the current ones are fine.*
Juggle: The Jester
no longer receives a penalty for using improvised thrown weapons. In addition
due to his increased training the Jester no longer causes attacks of opportunity
when throwing in melee combat.
Where it Hurts: A Jester isn't simply adept at tossing items, they are also
adept at aiming them to impress. A Jester can choose to aim their shot (as per
the Aimed Shot rules in 3rd edition) at any target with no penalty, but only
deal half damage with the attack. The aimed attack never deals additional damage
but does add other minor effects. These are examples that the DM should use
as a guideline. An effect should not be stronger then these examples; A 5ft
movement decrease per foot hit for 3 rounds (5ft for both feet for creatures
with a slower base movement speed), a -1 penalty to attack rolls for 3 rounds
for a hit hand, a 2% miss chance on all attacks for 3 rounds per eye hit, or
the ability to make a Ranged
Disarm attempt at a -10 penalty by hitting a hand
holding a weapon. The same effect does not stack with itself unless otherwise
noted (for example you may attack both feet to slow the creature's movement
twice but you can’t attack one foot twice for double the bonus).
the Face of Death: A Jester's ability to play the fool in the face of death
is well known; at 16th level a Jester is immune to any fear-based effects.
Wild Card: The luck of a Jester is well recognized. Using this luck at time becomes second nature. A Jester may sacrifice a higher attack bonus attack in a round to make his following lower attack bonus attack a critical threat. The Jester must still roll to confirm the critical.
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