User:DanielDraco/Evil Clown (old)

Evil Clown
<-general description->.

Making an Evil Clown
<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: Any evil.

Starting Gold: <-starting gold; YdZ->&times;10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Class Features
<-fluff about class features->. All of the following are class features of the Evil Clown.

Weapon and Armor Proficiency: A clown is proficient with all simple weapons and with squeaky hammers, but not with armor or shields.

 (Ex): With a disturbing and insulting joke, an evil clown can add insult to injury and deal extra damage. By making a successful Perform (Comedy) check opposed by the target's modified level check (1d20 + character level or hit dice + target's wisdom bonus [if any] + target's modifiers on saves against effects from the enchantment school), an evil clown may deal extra damage on a number of attacks in that round equal to his Charisma bonus, minimum 1. This check may be made only one time per round, and is a free action. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two evil clown levels thereafter. Ranged attacks can count as tomfoolery only if the target is within 30 feet. This damage is never nonlethal damage. Tomfoolery is only effective against creatures that can see and/or hear the evil clown (including through blindsight) and have an intelligence score of at least 3. Tomfoolery is a mind-affecting effect.

 (Su): As a free action a number of times per round equal to his charisma modifier, minimum 1, an evil clown may magically produce items for his other abilities, as specified in the descriptions of the individual abilities. This ability can be used even when it isn't the evil clown's turn.

The balloon animal animates, and gains the abilities of a familiar belonging to a sorcerer of a level equal to the evil clown's class level. This familiar is treated as a construct, rather than a magical beast. When a balloon familiar is subject to slashing or piercing damage, it takes triple the normal damage. An evil clown does not lose experience if this familiar is destroyed, but cannot create another balloon familiar until the next day. Any natural weapons the familiar has deal nonlethal damage. If the familiar is within reach, the evil clown may change the familiar to the shape of any other familiar from the standard list as a full-round action. The balloon familiar is otherwise identical to a sorcerer's familiar.

This language cannot be learned by anyone who is not an evil clown, no matter how hard they try to learn it. The language is spoken by emitting squeaks of various lengths and pitches, and the written language looks like a cross between sheet music and morse code.

 (Ex): When unarmored and unencumbered, the evil clown adds his Charisma bonus (if any) to his AC. In addition, an evil clown gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five evil clown levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the evil clown is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

 (Ex): An evil clown gains a circumstance bonus to intimidate checks against nonevil creatures equal to 1/2 his class level as his skin pales, his nose grows red and bulbous, and his hair gradually becomes one or more unnatural colors.

These gags can be spent on various abilities as detailed below. Any save DCs are equal to 10 + 1/2 the evil clown's class level + his charisma modifier.

 (Sp): As a standard action, an evil clown may spend 3 gags to use Slow as a spell-like ability, with a caster level equal to his class level. This is a mind-affecting fear effect.

 (Su): As a standard action, an evil clown may spend 1 gag to shoot selzter water at a single creature within 10 ft., dazing it for a number of rounds equal to the evil clown's charisma modifier, minimum 1. The creature is entitled to a Fortitude save to negate this effect. An evil clown can make a DC 10 Perform (Comedy) check to use his hammerspace ability to produce the requisite bottle of seltzer water.

 (Ex): As an immediate action, an evil clown may spend 3 gags to throw a banana peel at a single creature that is moving from one square to another, under its own power and while touching the ground. The evil clown makes a ranged touch attack against the target, with a range incerement of 10 ft. If the attack hits, the enemy falls prone and ends their move. An evil clown can make a DC 20 Perform (Comedy) check to use his hammerspace ability to produce the requisite banana peel.

 (Ex): As a standard action, an evil clown may spend 1 gag to throw a cream pie at a single creature with discernable eyes. The evil clown makes a ranged touch attack with a range increment of 10 ft. If the attack hits, the enemy is rendered blind until it takes a standard action to wipe off the cream. An evil clown can make a DC 10 Perform (Comedy) check to use his hammerspace ability to produce the requisite cream pie.

 (Su): An evil clown must declare that he is using this ability before he makes his attack roll (thus, a failed attack roll ruins the attempt). By spending 2 gags, an evil clown can confuse a foe damaged by his squeaky hammer for a number of rounds equal to the evil clown's charisma modifier, minimum 1. A successful Fortitude save negates. An evil clown can make a DC 15 Perform (Comedy) check to produce the requisite squeaky hammer with his hammerspace ability. A squeaky hammer is identical to a warhammer, except that it deals nonlethal damage. Unlike most nonlethal weapons, the wielder of a squeaky hammer cannot take a -4 penalty on attack rolls in order to deal lethal damage.

 (Ex): By spending 3 gags, an evil clown can use a move action to mount a unicycle and either juggle clubs or hold a quarterstaff for balance. He can maintan this for a number of rounds equal to his charisma modifier, minimum 1. After this period of time, the clown must make a balance check each round, DC 10 for the first check, with the DC increasing by 2 each round. Failure means that the evil clown falls off and end up prone. While riding his unicycle like this, he can make flurries of blows with a quarterstaff or thrown clubs as a monk of a level equal to the evil clown's class level. Dismounting is a free action. An evil clown can make a DC 20 Perform (Comedy) check to produce the requisite unicycle, club, or quarterstaff, with a separate check and use of hammerspace to produce each item.

 (Su): By spending 1 gag, an evil clown can magically produce circus music and laugh maniacally at a single creature within close range (25 ft. + 5 ft./2 levels) to which he has line of sight. The creature must make a Will save or be shaken for a number of rounds equal to the evil clown's charisma modifier, minimum 1.

 (Su): By spending 2 gags, an evil clown can magically produce circus music and laugh maniacally at a single creature within close range (25 ft. + 5 ft./2 levels) to which he has line of sight. The creature must make a Will save or be frightened for a number of rounds equal to the evil clown's charisma modifier, minimum 1.

 (Su): By spending 3 gags, an evil clown can magically produce circus music and laugh maniacally at a single creature within close range (25 ft. + 5 ft./2 levels) to which he has line of sight. The creature must make a Will save or be panicked for a number of rounds equal to the evil clown's charisma modifier, minimum 1.

 (Su): Starting at 7th level, an evil clown is treated as one size category smaller for the purposes of squeezing into and through small spaces. At 14th level, this ability improves, and he is treated as two size categories smaller for the purposes of squeezing into and through small spaces.

Ex-Evil Clowns
An evil clown whose alignment changes to be nonevil does not lose any class features, but cannot advance his evil clown level unless he once again becomes evil. Using a clown gag is considered a heinously evil act.

Epic Evil Clown
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->



Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World
"<-Some quote from a character of this class->"

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.