Joker (3.5e Prestige Class)

         



Joker
===Jokerr=== "Perhaps today IS a good day to die...on stage."

"My mother never saw the irony in calling me a son-of-a-bitch."

"Why is it everybody says "I DON'T mean to be insulting..." right before they insult you?"

To be a Joker is become societies punching bag, entertainer and trouble maker, your methods and motivations are always chaotic and almost impossible to predict.

===Making a Joker=== ====Making a Joker====

Races: Jokers have always infected all of society and every race in history.

Alignment: Any chaotic.

Starting Gold: 10d10x10 gp (up to 1,000 gold).

Starting Age: As rogue.

====Class Features==== =====Class Features=====

All of the following are class features of the joker.

Weapon and Armor Proficiency: Jesters are proficient with light armor but not with shields of any kind. A joker is proficient with light weapons and exotic weapons, but suffers no attack penalty for using a weapon with which they are not proficient or which is made for a character of a different size than themselves. Even, perhaps especially, improvised weapons may be used without the usual -4 penalty.

While in a public setting such as towns, cities, ect., a 'Joker' gains a +2 bonus on all CHA based skills checks against individuals that have less intelligence than he.

While in a public setting such as towns, cities, ect., a 'Joker' suffers a -2 penalty on all CHA based skills checks against individuals that have more intelligence than he.

While outside of public settings, forests, trails, dungeons, ect., a 'Joker' suffers a -2 penalty on all CHA based skills checks.

Due to the lifestyle of the 'Joker', at first level, he gains extra points in certain skills equal to their respective modifiers, those skills are as follows, Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Perform (Cha), Sleight of Hand (Dex).

Due to the lifestyle of the 'Joker', he gains 1 extra point in certain skills every level past 1, those skills are as follows, Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Perform (Cha), Sleight of Hand (Dex).

Due to the lifestyle of the 'Joker', he knows all core PC race languages.

Due to the lifestyle of the 'Joker', he must invest a minimum of 4 ranks on knowledge (language) for every non-PC language he wishes to acquire & must keep the skill at the maximum allowed rank or suffer a penalty equal to the difference when attempting to communicate using that language.

Due to the lifestyle of the 'Joker', he cannot multiclass ever.

Due to the lifestyle of the 'Joker', he cannot aquire the following feats: Armor Proficiency (Heavy), Diehard, Shield Proficiency.

Due to the chaotic and random movements of the Joker, he gains an extra bonus to his AC equal to his DEX modifier.

Due to the chaotic and random movements of the Joker, his Initiative is reduced by 1 point.

Due to the chaotic and random movements of the Joker, he gains an extra bonus to his Melee attack bonus equal to his DEX modifier.

Due to the chaotic and random movements of the Joker, the Joker's ranged attack bonus is reduced by an amount equal to his DEX modifier. (This modifier only affects thrown weapons and not hand held ranged attack weapons such as Whips.)

Due to the Joker's familiarity with the Whip/chain, he can use it as a weapon +1 to damage or as a grappling device with the same effect as the 'Improved Grapple' feat: +4 bonus on grapple checks; no attack of opportunity, however, the Jester MUST tell the DM how he intends to use the weapon, the effect of a damaging attack cannot be combined with the grapple attack.

If a 'Joker' that has the 'Two Weapon Fighting' feat and a whip/chain in each hand, can use the effects of Damage or Grapple, but one one at a time per whip/chain, you cannot have two damaging grapple attacks, you can grapple twice, damage twice or one damage and one grapple, and the DM must be made of your intentions for each type of attack/s before the rolls.

Restrictions for whips/chains that have added damaging effects such as spikes, razors, poisons, magical, ect., have their normal added effect during a grapple attack, but the (before enhancement) regular damage of the whip/chain is still unavailable.

A jester automatically knows every spell on his spell list. He can cast any spell he knows without preparing them ahead of time, provided that spell slots of an appropriate level are still available. To cast a jester spell, he must have a Charisma at least equal to 10 + the spell level. The DC of the jester's spells is Charisma based and the bonus spells are Charisma based. Jesters choose their spells from the following list:

0&mdash;Alarm, Detect Magic, Detect Poison, Grease, Unseen Servant, Ventriloquism, Mirror Image

1st&mdash;Fire Trap, Glitterdust, Magic Mouth, Misdirection, Pyrotechnics, Reduce Person, Sleet Storm, Tasha's Uncontrollable Hideous Laughter, Teleport Trap, Touch of Idiocy

2nd&mdash;Baleful Transposition, Explosive Runes, Glyph of Warding, Rage, Rope Trick, Secret Page, Sepia Snake Sigil, Unluck

3rd&mdash;Feeblemind, Lesser Globe of Invulnerability, Modify Memory, Mordenkainen's Faithful Hound, Nightmare, Servant Horde, Shrink Item

4th&mdash;Globe of Invulnerability, Greater Glyph of Warding, Insect Plague, Persistent Image, Sword of Deception, Symbol of Weakness, Tree Shape, Wood Rot

5th&mdash;Bigby's Interposing Hand, Energy Immunity, Eyebite, Repulsion, Screen, Symbol of Insanity, Telekinesis

6th&mdash;Creeping Doom, Insanity, Refuge, Symbol of Sleep, Symbol of Stunning, Temporal Stasis

 (Ex): A Joker may prepare, apply, and use poison without any chance of poisoning himself.

This has no effect on any spells that a Jester casts from any other spell-list.

 (Ex): As long as a Joker’s face is painted, masked, or adorned in the manner of a harlequin or other comedic figure, he is immune to compulsion effects.

 (Ex): Fate protects fools and little children, and Jokers certainly adopt the role of fools. At 2nd level, a Joker may add his Charisma modifier as a morale bonus to his saves.

 (Ex): If a 3rd level Joker takes damage from an attack, he may allow himself to be flung backwards, thereby lessening the impact. He may make a Balance check with a DC equal to the damage inflicted and, if he succeeds, he suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. He is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. If there is not enough space for him to move, he suffers a d6 of damage for each square not moved. If he passes through an occupied square, the Joker would have to make a tumble check to avoid attacks of opportunity.

If this ability is gained from another class, then the Joker may choose to increase or decrease the total distance moved by 50% (so a Power Slide that negated 12 points of damage can cause him to move 5’, 10’, or 15’ at his choice).

At 3rd level, his sneak attacks inflict 1 extra d6 of damage, and this increases by 1d6 at levels 6, 9, 11, 13, 15, 17, and 19.

 (Ex): At 4th level, a Joker learns to shock and unnerve his enemies by throwing unexpected objects at them. As a swift action, he may toss a brightly colored object in the square of an enemy with a Sleight of Hand Check opposed by the enemy’s Spot check. If it succeeds, the enemy is denied his Dex bonus for the Joker’s next attack.

Some Jokers use objects with magical or alchemic effects that act in an enemy’s square to use with this ability, while others use colored balls, fruit, pieces of cloth or scarves, or other cast-off materials that fit the requirement of being brightly colored. Wealthy, desperate, or foolish Jokers sometime used coins or gems.

 (Ex): At 5th level, the Joker has learned to say extremely funny but hurtful things about others. As a swift action, the Joker can make a Bluff check opposed by the target’s level plus Charisma check. If the target fails this check, he suffers a -4 to attack rolls, saves, and all other checks. This effect lasts 3 rounds. This is a language-dependant ability.

This ability only works with spells on the Joker list, and it does not increase the spell’s level or slot used.

 (Ex): By using this ability, a Joker of 8th level or higher can double the armor check penalty of an opponent within 50 feet that he hits with a ranged touch attack. Using this ability is an attack action and counts as a thrown weapon. The penalty can be restored to its normal value with 10 minutes and a bar of soap.

 (Ex): At 8th level, any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round.

 (Sp): Twice per day, a 10th level Joker may use fabricate or major creation as a spell-like ability, but only if he is constructing weapons or traps.

 (Ex): At 12th level, so long as he meets the requirements of his Harlequin’s face ability, the Joker can make a special Intimidate check as a move action. If successful, this check causes the enemy to suffer the panicked condition for a round per Joker level. This is a mind-affecting fear effect.

 (Su): As world-class pranksters, Jokers must learn to avoid the curses and transformations of enemies with a sense of humor. Any time a 14th level Joker has spent at least one round as the victim of an effect that could be removed by a break enchantment effect, the effect is removed.

 (Ex): At 16th level, any time a Joker strikes an enemy with a sneak attack, the Joker can make a free Trip attack that does not provoke an Attack of Opportunity. This ability cannot be used on any one enemy more than once a round. The Joker may not be tripped if this fails, and it may be used with ranged sneak attacks. The Joker may substitute his Dexterity modifier for his Strength modifier for the opposed test to trip his foe.

 (Su): At 18th level, the Joker can turn even his death into a joke. Any time the Joker is killed or knocked unconscious, one of his spells known is cast as if it were spell in a contingency effect.

 (Ex): At 20th level, the Joker can become a personification of the Laughing God Who Has No Temples. While meeting the requirements of his Harlequin’s Mask ability, he does not age and is under the effects of a mind blank effect.