Evil Clown (3.5e Class)

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Adopter: Franken Kesey (talk)
Original Author: DanielDraco (talk)
Date Created: 06/27/08
Date Adopted: 05/15/19
Status: Version 2
Editing: In talk.
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Alternate Magic, Other Full

Evil Clown

Evil Clown.jpg

The object of the hatred of all children, and the scariest thing you'll ever see. What may look like a carnival trickster is far more dangerous – beware! An Evil Clown is good at provoking and drawing opponents to her with clown gags, then barbing her attack with insults and tomfoolery to deal more damage. She is also good at finding her foes.

Making an Evil Clown

Whoever said you cannot die from laughter has never seen a good practical joke!

Abilities: Charisma is the primary ability of this class, followed by Constitution and Dexterity.

Races: Races that give a bonus to Charisma commonly take this class, as do smaller races and those with movement bonuses.

Alignment: Any non-good.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Simple

Table: The Evil Clown

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special AC Bonus
Fort Ref Will
1st +0 +0 +2 +2 Tomfoolery +1d6, Hammerspace, Clown Gags
2nd +1 +0 +3 +3 Balloon Familiar, Bonus Language (Squeak), Horrific Appearance
3rd +2 +1 +3 +3 Laugh it Off (Mind Resistance)
4th +3 +1 +4 +4 Tomfoolery +2d6
5th +3 +1 +4 +4 Track +1
6th +4 +2 +5 +5 Laugh it Off (DR) +1
7th +5 +2 +5 +5 Tomfoolery +3d6, Clown Car +1
8th +6/+1 +2 +6 +6 Bonus Feat +1
9th +6/+1 +3 +6 +6 Laugh it Off (Mind Immunity) +1
10th +7/+2 +3 +7 +7 Tomfoolery +4d6 +2
11th +8/+3 +3 +7 +7 Bonus Feat +2
12th +9/+4 +4 +8 +8 Laugh it Off (Physical Immunity) +2
13th +9/+4 +4 +8 +8 Tomfoolery +5d6, Improved Clown Car +2
14th +10/+5 +4 +9 +9 Bonus Feat +2
15th +11/+6/+1 +5 +9 +9 +3
16th +12/+7/+2 +5 +10 +10 Tomfoolery +6d6 +3
17th +12/+7/+2 +5 +10 +10 Bonus Feat +3
18th +13/+8/+3 +6 +11 +11 +3
19th +14/+9/+4 +6 +11 +11 Tomfoolery +7d6 +3
20th +15/+10/+5 +6 +12 +12 Bonus Feat +4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Intimidate (Cha), Jump (Str), Perform (Cha), Sleight of Hand (Dex), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features

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

Tomfoolery (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+Wisdom modifier), she may add a single tomfoolery strike to one of her attacks that round. This check may be made only one time per round, and is a free action. This does 1d6 extra damage. 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 6. Tomfoolery is a mind-affecting effect, thus does not work against mindless creatures.

At 3rd level and every three after, the damage increases by 1d6.

Hammerspace (Su): As a free action a number of times per round equal to her Charisma modifier (minimum 1) an evil clown may magically produce items for her 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.

AC Bonus (Ex): When unarmored and unencumbered, the evil clown adds her Charisma bonus (if any) to her 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. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Clown Gags: An evil clown has a gag pool with a number of gags per day equal to her class level plus her Charisma modifier (minimum 1). Any save DCs are equal to 10+1/2 class level+Charisma modifier, and all spell-like abilities have a caster level equal to class level.

  • Disquieting Diddy (Su): As an immediate action, for 1 gag, can magically produce circus music and laugh maniacally at a single creature within close range (25 ft.+5 ft./2 levels) to which she has line of sight. The creature is shaken one round per evil clown Charisma modifier (minimum 1); can be negated with a Will save. Every extra gag point spent allows this to affect one more creature.
  • Pie Toss (Ex): As a standard action, for 1 gag, can throw a cream pie at a single creature with discernible 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. She can make a DC10 Perform (Comedy) check to use her hammerspace ability to produce the requisite cream pie.
  • Seltzer Splash (Ex): As a standard action, for 1 gag, can shoot seltzer water at a single creature within 10 ft., dazing it for one round per evil clown Charisma modifier (minimum 1); can be negated with a Fortitude save. She can make a DC10 Perform (Comedy) check to use her hammerspace ability to produce the requisite bottle of seltzer water.
  • Frightening Fanfare (Su): As a standard action, for 2 gags, can magically produce circus music and laugh maniacally at a single creature within close range (25 ft.+5 ft./2 levels) to which she has line of sight. The creature is frightened one round per evil clown Charisma modifier (minimum 1); can be negated with a Will save. Every extra gag point spent allows this to affect one more creature.
  • Jester’s Juggle (Ex): As a full round action, for 2 gags, can juggle, then make a furry of blows like attack with objects. She can make a furry of blows as a monk of a level equal to evil clown’s class level. This throws a number of objects equal to furry of blows attack at anything within 30 feet (like a thrown range attack). She can maintain this for one round per Charisma modifier (minimum 1). The clown can try to maintain it for longer with a Sleight of Hand check (DC10+2 per round after) every round (as a free action). However, if she fails the check she is disarmed. She can make a DC15 Perform (Comedy) check to use her hammerspace to produce each weapon. This can be used to make any light throwing weapon.
  • Squeaky Hammer (Su): As an attack action, for 2 gags, can confuse a foe damaged by her squeaky hammer. An evil clown must declare that she is using this ability before she makes her attack roll (thus, a failed attack roll ruins the attempt). This confusion lasts for one round per evil clown Charisma modifier (minimum 1); can be negated with a Fortitude save. An evil clown can make a DC 15 Perform (Comedy) check to produce the requisite squeaky hammer with her 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.
  • Unicycle Ride (Ex): As a move action, for 2 gags, can mount a unicycle. She can maintain this for one round per Charisma modifier (minimum 1). The clown can try to maintain it for longer with a Balance check (DC10+2 per round after) every round (as a free action). However, if she fails the check she falls prone. Dismounting is a free action. She can make a DC15 Perform (Comedy) check to use her hammerspace to produce the unicycle. For 1 extra gag, this can be used with juggle (see above; 3 gags total for both).
  • Creepy Grin (Sp): As a standard action, for 3 gags, can slow opponents (treat like slow). This is a mind-affecting fear effect.
  • Discard Banana (Ex): As an immediate action, for 3 gags, can 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 increment 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 her hammerspace ability to produce the requisite banana peel.
  • Terrifying Tune (Su): As a standard action, for 3 gags, can magically produce circus music and laugh maniacally at a single creature within close range (25 ft.+5 ft./2 levels) to which she has line of sight. The creature is panicked one round per evil clown Charisma modifier (minimum 1); can be negated with a Will save. Every extra gag point spent allows this to affect one more creature.
  • Profanity (Sp): As a standard action, for 4 gags, can spout profanity (treat like profanity).
  • Catch Me If You Can! (Sp): As a standard action, for 4 gags, can jump to a nearby location (treat like dimension slide). For 2 extra gags, increase the power (treat like dimension door).

Balloon Familiar: At 2nd level, an evil clown may use her hammerspace ability to produce a long skinny balloon, which she may shape into any of the standard animals available to be a sorcerer's familiar as a full-round action. 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.

Bonus Language (Squeak): At 2nd level, an evil clown gains Squeak as a bonus language. 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.

Horrific Appearance (Ex): At 2nd level, an evil clown gains a circumstance bonus to intimidate checks against non-evil creatures equal to 1/2 her class level as her skin pales, her nose grows red and bulbous, and her hair gradually becomes one or more unnatural colors.

Laugh it Off (Su): At 3rd level, an evil clown learns to laugh off certain effects. This gives them a +4 bonus against enchantments and mind-effecting effects.

At 6th level, the evil clown learns how to laugh off even damage. This gives them DR 2/—. The DR increases by 1 every 6 levels.

At 9th level, the evil clown becomes immune to all enchantments and mind-effecting effects.

At 12th level, the evil clown becomes immune to disease, energy drain, exhaustion, fatigue and poison.

Bonus Feat: At 5th level, an evil clown gains Track as a bonus feat. This helps her find targets. (If she already had track, she can select a different bonus feat.) At 8th and every three after, she receives a bonus feat that she meets the prerequisites for.

Clown Car (Su): At 7th level, an evil clown is treated as one size category smaller for the purposes of squeezing into and through small spaces.

At 13th level, this ability improves, and she 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 good does not lose any class features, but cannot advance her evil clown level unless she once again becomes non-good. Using a clown gag is considered a heinously evil act.

Campaign Information

Why so serious!

Playing an Evil Clown

Religion: Evil clowns are attracted to the occult and thus commonly swear allegiance to chaotic or trickster entities. However, they are a fickle group, and often change who they are loyal to.

Other Classes: Some have a deep-seeded fear of clowns and will flee on sight, while others find them to be fun and welcome them. An evil clown benefits from both perspectives, frightening those who fear them, and tricking those that trust them.

Combat: Typically distracts, annoys and provokes opponents (as well as party members), this frees up the party quite considerably to strategize and focus their efforts on weaker opponents. Evil clowns are super helpful for the party.

Advancement: Schismsoul is a good class to advance in.

Evil Clown Lore

Characters with ranks in Knowledge (Local) can research evil clowns to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
5 Clowns are just carnival tricksters who make balloons and stuff for children.
10 Clowns are good a distracting and entertaining people.
15 Evil clowns are different than regular clowns in they are malicious. They also can teleport short distances and do great harm to opponents with insults and gags.
20 Specific info on an evil clown.

Back to Main Page3.5e HomebrewClassesBase Classes

AdopterFranken Kesey +
Article BalanceHigh +
AuthorDanielDraco +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic + and Other +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Help Wanted ReasonFluff +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillBalance +, Bluff +, Disguise +, Escape Artist +, Forgery +, Intimidate +, Jump +, Perform +, Sleight of Hand +, Tumble +, Use Magic Device + and Use Rope +
Skill Points4 +
SummaryThe object of the hatred of all children, and the scariest thing you'll ever see. What may look like a carnival trickster is far more dangerous – beware! +
TitleEvil Clown +
Will Save ProgressionGood +