Jesters, the odd little fellows that make courts ring with laughter and bar rooms let fly guffaws that can be heard blocks away. These are the entertainers whose gift of humor become as legendary as the stories they are known to parody. Jesters have tramped across the lands of the Flanaess since the first times. There are ancient stories that tell of Suel jesters whose strange jabs and darkly humors allowed those refugees to survive the perils of their early journey. This has been their hallmark throughout time. Push people to the edge of their nerves, and just when they feel that the only solution is to throttle the jester, or at least clasp his mouth shut, the jester up and does or says something to lift all from the well of dispair. But they are not all doom and gloom, some of the most lively moments ever found by a men had a jester at their heart.
 

Style is a matter of great importance to a jester, regardless of what they might claim. Most dress in bright garish colors, frequently designed to clash. Others choose to go the route of mismatched accounterments, pairing steal greaves and with cotton courtier's robes and slippers stitched for the bedchamber. There are even rare cases when the jester chooses to dress in a trumped up mockery of noble peasantry; wearing the style and cuts of noble clothing but made from the material and in the same condition as the common peasant's rags. Though that particular style is normally only attempted by the most foolish or brave.

As for travel, these are a folk who were destined to wander. Be it from a desire to spread good cheer or a polite (if forceful) request made by their previous hosts encouraging them to find other opportunities for adventure. Jesters frequently join adventuring companies because they find the strange collection of cross talented individuals both refreshing and mysterious. There are precious few other professions that allow you to meet and work with so many different people. This results in the jester getting even more fodder for their stories and pranks. Be warned, there have been more than a few dark tales told that involved jesters headout out with a great company of heroes, but failing to return, despite the survival of all the lost soul's companions. The heroes claim that accidents happen. Other jesters claim that they apparently happen most often when your asleep.

             The Jester                                                                                            Spells per Day

Level
Base Attack
Fort Save
Ref Save
Will Save

Special
1
2
3
4
5
1
+0 
+0 
+2
+2
Luck of Fools, Unpredictable
1
--
--
--
-- 
2
+1
+0
+3
+3
Bonus Language, Gift of Laughter
2
--
--
--
--
3
+2
+1
+3
+3
Juggler's Grip, Uncanny Dodge
2
1
--
--
--
4
+3
+1
+4
+4
Bonus Language, Stable Minded
3
2
--
--
--
5
+3
+1
+4
+4
Evasion
3
2
1
--
--
6
+4
+2
+5
+5
Bonus Language, Uncanny Dodge
4
3
2
--
--
7
+5
+2
+5
+5
Best Medicine
4
3
2
1
--
8
+6
+2
+6
+6
Bonus Language
4
4
3
2
--
9
+6
+3
+6
+6
Improved Evasion
4
4
3
2
1
10
+7
+3
+7
+7
Bonus Language, Riddle Fantastic
4
4
4
3
2

 

CLASS REQUIREMENTS

Alignment: Any non-lawful and non-evil alignment.
Attributes: Charisma 13+
Skills: Perform +8 (oracular), Tumble +7, Diplomacy +5, Bluff +6, Sleight of Hand +5, Knowledge (geography, local or nobility) +4
Feats: Dodge, Expertise
Special: Display an amazing feat of wit that defeats a superior foe. Then brag about it at great lengths to anyone who will listen and more than a few who don't want to.
Special: Must have a very good sense of humor.

CLASS SKILLS

Skill Points per Level: 6 + intelligence modifier

Balance (dex), Bluff (cha), Climb (str), Craft (any) (wis), Diplomacy (cha), Disable Device (dex), Disguise (cha), Forgery (int), Hide (dex), Jump (str), Knowledge (any) (int),, Listen (wis), Move Silently (dex), Perform (cha), Pick Pocket (dex), Sense Motive (wis), Spot (wis),
Tumble (dex), Use Magic Device (cha)

SPECIAL ABILITIES

Hit Dice: d6 per level

Weapons and Armor: Clubs, daggers, scimitars, slings, staves, and swords. The are allowed to wear only light armor and carry bucklers.

Spells: Jesters gain spells haphazardly through their travels. They generally stumble upon them as they go along. Bonus spells are based off of their charisma. They carry no spell book, but they must go through a warm up routine every morning during which the spells they wish to cast that day must be chosen. This seems odd to many, but Jesters seldom worry about their spells making sense to the situation. If everything was sensible, it would be a very dull world for them. The Jester's Spell Table is below.

Luck of Fools: Jesters have a knack for avoiding calamities that would befall many others. To symbolize this they receive a special +2 bonus to all saving throws.

Unpredictable:

Bonus Languages: Because of the unusual mindset of the jester, they naturally pick up new languages as they travel the world. There is never any rhyme or reason to the ones they pick up though. This means that the DM will choose one arbitrarily, or more likely determine it in some random fashion.

Gift of Laughter: Jesters are good at distracting the attention of people from their intended desires. As they gain experience this quickly translates into an unusual ability to help others that have been the victim of a mind affect. If they spend three full rounds attempting to entertain a specific target in a strange and humorous manor and then succeed at an appropriate perform skill check (DC 20 + spell level) the victim is allowed to immediately make another will save with a +1 bonus for every 2 points the jester succeeded on his skill check.

Evasion & Improved Evasion: See PHB, p48.

Juggler's Grip: When any grenade like object (including daggers and knives) are thrown at the juggler, he can attempt a standard unarmed attack roll to hit an AC of 20. If successful, the jester catches the item and can immediately throw it back at the original attacker as a free action.

Uncanny Dodge: See PHB, p48.

Stable Minded: Contrary to what many claim, the jester is not insane. In fact at 5th level they become immune to all forms of insanity and fear affects, be they mundane or magical in origin.

Best Medicine: Once per day a jester can spend a full round attempting to raise the spirits of his comrades. At the end of the round all allies within 60 feet are healed 1d8 points of damage. Additionally they also gain 1d8 + jester's cha modifier in temporary hit points and a +1 on all saving throws for 1 round per level.

Riddle Fantastic:

 

JESTER SPELL LIST

1st level spells
Charm Person
Forget
Hypnotism
Scare
Sleep 
 
2nd level spells
Hold Person
Ray of
        Enfeeblement
Tasha's Hideous
        Laughter
Trip 
3rd level spells
Charm Monster
Fumble
Hold Animal
Suggestion
 
 
4th level spells
Confusion
Hold Monster
Feeblemind
 
 
 
5th level spells
Mass Charm
Mass Suggestion
Otto's Irresistible
         Dance
 

All spells work same as their descriptions in the player's handbook.

 

........     .....      ........

 


   

The Gift of Laughter

The band of trolls were hungry. They hadn't eaten in hours and there was precious little else on their minds at the time. Lucky for them a small group of people calling themselves had wandered into their hunting territory. Dinner had arrived.

The traveling band had just pitched their tents. The small gnome among them had frayed three ropes and "accidentally" spilled a large pot of cold gruel on the wolf nomad. Most were regretting letting him join their company. It had been two months now and he was definitely more trouble than he was worth.

No one saw the trolls come down out of the trees. In less than a minute the party was scattered and wounded to the point of death.

The only one who had avoided the battle was the pesky gnome and at this point the elf was thinking of cutting down the little man herself.

The gnome stepped out of the shadows and coughed to get the attention of the trolls. When the three turned to go towards him he began to juggle four flaming logs. They gave a brief pause, thinking of the damage the fur clad human had caused them with a similar item only moments before. The gnome strode forwards towards the largest troll and threw two pieces of wood straight up in the air and he rolled between the large beast's legs. He came out the other side while the fellow tried to grab him and caught the wood as it fell to the ground. One troll let out a guttural roar of anger at this distraction. As his mouth was fully extended the gnome threw a burning log into the open maw of his opponent. When the fiery wood hit the troll he screamed in agony at the deep burns going through his head. At this unexpected sight the other two trolls burst out laughing at their friend. Never had they seen something so funny. Still juggling three logs the gnome pitched one at a strange angle causing it to bounce off the big one's chest and hit the third in the back of his head. The unexpected attack caught him off guard, but when the big one saw his second friend's head begin to smolder he let out another round of deep belly laughter.

The others in the party were confused at this point. They thought the gnome was helping, but he still seemed more interested in playing with the large attackers than actually causing physical harm to anyone in particular. The party's cleric was using this small respite to heal the fallen.

The gnome took this free moment to grab the bag holding the lamp's oil flasks. The glass bottles he insisted on purchasing to the consternation of the others was about to pay off. He started juggling his last two burning logs again, only now they were beginning to hurt his little fingers, no matter. This last stunt should really hit the trolls' sense of humor. He juggled to last two one-handed and swung the bag in large circles at his side. The biggest troll began to tire of these games and walked once more towards his mobile hors'douvre. The gnome let fly the bag and with a great crash the flasks shattered against the troll's hide. Oil saturated the bag and spilled all over the trolls torso. The wet sack fell at the hungry monster's feet and the little jester let fly his two burning pieces of wood. They both struck home and the trolls chest and feet erupted into flame.

The other adventurers regained their feet and rid the camp of the greatly weakened menace. As the last of the green bodies burnt to ash they gave curious looks to their small traveling companion. He just kept sitting in the shadows of the blaze smiling inwardly. Crude physical humor was never really his specialty, but he did find it rather funny.

--Comedy in
action. The
warrior side
of humor

j

LoG

Peculiar Gear Common to the Jester

Arrow, Prop
5G
Can of Nuts
20G
Disappearing      Dye
30G
 
Lapel Flower
12G
Noisome Cushion
10G
Sneezing Powder
30G
Trick Candle 30G

Item Descriptions

Arrow, Prop - These specially designed arrows were crafted so that they shatter upon impact inflicting only 1d3 points of nonlethal damage. If used in any mighty bow the arrow shatters before it is ever launched. No bonus damage can be done regardless of circumstance (such as sneak attacks and weapon specialization).

Can of Nuts - This small tin sounds as if it is full of candies or exotic nuts. The first time anyone opens the can though a great many small, garishly covered, springs pops out rendering whomever opened it flat-footed for 1 round unless they succeed at a Reflex Save (DC 15). This trick only works once on any given victim. Those who had previously seen it but did not actually open it receive a +4 circumstance bonus to their save.

Disappearing Dye - Specially prepared by master alchemists, this black ink is crafted so that it vanishes exactly 1 hour after it has been exposed to air.

Lapel Flower - A well made cloth flower with a small wooden or metal centerpoint. This flower connects to a small resevoir (typically filled with water) that can be used to make a ranged touch attack out to 5 feet. Anyone targeted by the affect and is actually hit must make a Will save (DC 12) or be effectively dazed for 1 round. The flower holds only enough water for a single shot.

Noisome Cushion - This well made cushion looks to be very comfortable to sit upon. But hidden within its center is a specially treated fish bladder that can be easily inflated if you know where to look. When someone sits down upon the cushion their weight forces the air out of the bladder making the most unpleasant and inappropriate of sounds.

Sneezing Powder - When a properly trained alchemist mixes certain ground peppers and bits of seasoning together they make the most remarkable of items. When a dose of this powder is blown into a victim's face (either through attack or a well placed trap) the target must make a Fortitude save (DC 12) or start sneezing for 1d3 rounds. during this time all skill checks, attack rolls and saves are at a -2.

Trick Candle - The wick of this small candle has been treated so that it retains enough heat to respark itself if it is blown out by the wind. While this would normally be a boon to most candles, the process makes its flame burn weaker (only half a normal candle's level of brightness) and it is known to spit out small random little sparks. To properly put out 1 of these candles it must be submerged in water for a full round.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

LoG