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MODULE 6
The Jester
Iain Fyffe
Fifth Element Games Modules are simple, straightforward products with a narrow
focus. They are low-priced and have a simple layout and presentation. Modules are
meant to be “plugged in” to your campaign with minimal effort.
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All trade marked terms, titles or logos, including Fifth Element Games and the Fifth Element Games logo, used in this
work are designated Product Identity as per the terms of the Open Game License version 1.0a. All text and information
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Content as per the terms of the Open Game Licence version 1.0a.
The JESTER
A jester is a madman, but not in the sense of being
insane. His actions are unpredictable, sometimes
even to him. He is rash and wild, and can be
intimidating to someone who does not know him. A
jester's behaviour can be quite bizarre, even
unsettling, often apparently unrelated to the
immediate situation. He relies on surprise, blind
luck and unusual tactics and ideas to escape danger
and evade his enemies. He sows confusion and
chaos, and uses it to his advantage.
good for a rousing tale or jest (thus the name),
though some might leave those around him
concerned about his sanity, or taste. Jesters thrive on
being difficult to read, and work best when their
opponents are hesitant and off-step.
Jesters tend to wear bright, gaudy clothing, and
often put on airs, pretending to be something they're
not, even just for a few moments. This too serves to
keep others off their guard. The man with a truly
noble countenance, who was but a moment before
conversing gently, suddenly turns abusive and
starts cursing like a sailor. The simpleton in the dark
corner of the bar suddenly opines with deep,
philosophical ruminations. A jester always has just
a touch of madness, and plays it to the hilt.
Not all jesters are professional fools, though some
are, but all are entertainers at their core. Jesters
rarely stop talking or laughing, and regale those
around them with tales of harrowing adventure or
embarrassing failure and folly. A jester is always
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published
by Wizards of the Coast, Inc. ‘d20 System' and the 'd20 System' logo are trademarks of
Wizards of the Coast, Inc. and are used according to the terms of the d20 System License
version 6.0. A copy of this License can be found at www.wizards.com/d20.
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The JESTER
A jester has significant natural magical abilities. But
even with his spells a jester does not often confront
his foes directly. His magic hinders and annoys, and
makes life difficult for his enemies. Indeed, many
jesters cast their spells not to destroy their
opponents, but to cause the greatest amount of
mischief.
to behave so erratically. While half-orcs are quite
chaotic and rash, they lack the subtlety and strange
charm that characterizes most jesters.
Other Classes : Jesters associate most easily with
rogues and bards, sharing some characteristics with
both of them. They share easy laughs with
barbarians and respect the independent nature of
most sorcerers. They do not associate so easily with
more serious or studious classes such as paladins
and wizards, and will often play pranks on such
people, or harass them with constant jabbering, just
to get a rise out of them.
Adventures : Many jesters love adventure, seeking to
use their natural talents to their full advantage. To
other jesters, adventuring seems like a good idea at
the time, and they may continue with such a life or
change course at a moment's notice. It's rare that a
jester will pursue any career for a significant length
of time; fortunately, no two adventures are ever
alike, and this variety keeps a jester happy.
Role : A jester's role is hard to pin down. He is
something of a jack-of-all-trades, having a degree of
magical ability, a wide array of skills and a touch of
martial competence. A jester's personality is not
ideally suited for dealing with friendly creatures; his
unusual behaviour and countenance can make
others uneasy. On the other hand, a jester is perfect
for negotiating with hostile forces, since he can put
them off their guard. In direct conflict, jesters work
best behind the front line, hurling insults and spells
at his foes.
Alignment : The lawful alignment is completely
incompatible with the jester's methods, and his
madness. A jester gives no thought to proper
behaviour, of careful planning. Even neutral jesters
are fairly rare. Chaotic is the predominant alignment
for madmen.
Religion : Most jesters profess no particular religion,
and those that do have no real preference. A jester
prays to whichever deity he thinks might help him
at that particular moment. Jesters turn most often to
god of luck and trickery, and narrow escapes.
Game Rule Information
Abilities : A jester's magical abilities are based on
Charisma. Dexterity is important in keeping a jester
alive in tight situations. Charisma and Dexterity, as
well as Intelligence, are also important to many class
skills.
Alignment : Any non-lawful.
Hit Die : d6.
Races : Jesters are most often human, gnome, half-elf
or halfling. Humans excel at acting randomly and
nonsensically; just ask any elf or dwarf. Gnomes are
well-known for their unusual sense of humour and
penchant for tricks. Half-elves often share the
human trait of irrationality, and are fiercely
independent to boot. The schism between his greatly
divergent parentages can also make a half-elf edgy,
and slightly unstable. The wandering life of a jester
suits halflings well, and halfling curiosity and
precociousness suits a jester well.
Class Skills
The bard’s class skills (and the key ability for each
skill) are Balance (Dex), Bluff (Cha), Climb (Str),
Concentration (Con), Craft (Int), Diplomacy (Cha),
Disguise (Cha), Escape Artist (Dex), Forgery (Int),
Gather Information (Cha), Hide (Dex), Intimidate
(Cha), Jump (Str), Knowledge (arcana) (Int),
Knowledge (local) (Int), Listen (Wis), Move Silently
(Dex), Perform (Cha), Profession (Wis), Ride (Dex),
Search (Int), Sense Motive (Wis), Sleight of Hand
(Dex), Speak Language (n/a), Spellcraft (Int), Spot
Dwarves are far too serious to become jesters; they
do not tolerate buffoonery. A mentally unstable
dwarf is merely dangerous, not entertainingly
quirky. Elves, too, are too serious in nature, but in a
quiet, contemplative sense. An elf is far too focused
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The JESTER
Table I: The Jester
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
AC
Bonus
Level
Special
1st
+0
+0
+2
+2
+1
Fast-talk, jester’s luck 1/day, taunt
2nd
+1
+0
+3
+3
+1
Befuddle (-1), sneak attack +1d6
3rd
+2
+1
+3
+3
+1
Fear resistance, slippery body
4th
+3
+1
+4
+4
+1
Evasion, jester’s luck 2/day
5th
+3
+1
+4
+4
+2
6th
+4
+2
+5
+5
+2
Slippery mind, sneak attack +2d6
7th
+5
+2
+5
+5
+2
Jester’s luck 3/day
8th
+6/+1
+2
+6
+6
+2
Befuddle (-2)
9th
+6/+1
+3
+6
+6
+3
Impromptu sneak attack 1/day
10th
+7/+2
+3
+7
+7
+3
Jester’s luck 4/day, sneak attack +3d6
11th
+8/+3
+3
+7
+7
+3
Sow ditrust
12th
+9/+4
+4
+8
+8
+3
13th
+9/+4
+4
+8
+8
+4
Jester’s luck 5/day
14th
+10/+5
+4
+9
+9
+4
Befuddle (-3), sneak attack +4d6
15th
+11/+6/+1
+5
+9
+9
+4
Random spell
16th
+12/+7/+2
+5
+10
+10
+4
Jester’s luck 6/day
17th
+12/+7/+2
+5
+10
+10
+5
Impromptu sneak attack 2/day
18th
+13/+8/+3
+6
+11
+11
+5
Sneak attack +5d6
19th
+14/+9/+4
+6
+11
+11
+5
Jester’s luck 7/day
20th
+15/+10/+5
+6
+12
+12
+5
Befuddle (-4)
(Wis), Swim (Str), Tumble (Dex), and Use Magic
Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int
modifier.
like any other arcane spellcaster, a jester wearing
medium or heavy armor or using a shield incurs a
chance of arcane spell failure if the spell in question
has a somatic component, which most do. A
multiclass jester still incurs the normal arcane spell
failure chance for arcane spells received from other
classes.
Class Features
Weapon and Armor Proficiency : A jester is
proficient with all simple weapons, plus the
longsword, rapier, sap, short sword, shortbow, and
whip. Jesters are proficient with light armor and
shields, but not tower shields. A jester can cast jester
spells while wearing light armor without incurring
the normal arcane spell failure chance. However,
Spells : A jester casts arcane spells, which are drawn
from the jester spell list. He can cast any spell he
knows without preparing it ahead of time. To learn
or cast a spell, a jester must have a Charisma score
equal to at least 10 + the spell. The Difficulty Class
for a saving throw against a jester’s spell is 10 + the
spell level + the jester’s Charisma modifier.
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The JESTER
Table II: Jester Spells per Day
Table III: Jester Spells Known
Level
0
1st
2nd
3rd
4th
5th
Level
0
1st
2nd
3rd
4th
5th
1st
2
-
-
-
-
-
1st
4
-
-
-
-
-
2nd
3
0
-
-
-
-
2nd
5
2*
-
-
-
-
3rd
3
1
-
-
-
-
3rd
5
3
-
-
-
-
4th
3
2
-
-
-
-
4th
5
3
-
-
-
-
5th
3
3
0
-
-
-
5th
5
4
2*
-
-
-
6th
3
3
1
-
-
-
6th
5
4
3
-
-
-
7th
3
3
2
-
-
-
7th
5
4
3
-
-
-
8th
3
3
3
0
-
-
8th
5
4
4
2*
-
-
9th
3
3
3
1
-
-
9th
5
4
4
3
-
-
10th
3
3
3
2
-
-
10th
5
4
4
3
-
-
11th
3
3
3
3
0
-
11th
5
4
4
4
2*
-
12th
3
3
3
3
1
-
12th
5
4
4
4
3
-
13th
3
3
3
3
2
-
13th
5
4
4
4
3
-
14th
4
3
3
3
3
0
14th
6
4
4
4
4
2*
15th
4
3
3
3
3
1
15th
6
4
4
4
4
3
16th
4
3
3
3
3
2
16th
6
4
4
4
4
3
17th
4
4
3
3
3
3
17th
6
5
4
4
4
4
18th
4
4
3
3
3
3
18th
6
5
4
4
4
4
19th
4
4
4
3
3
3
19th
6
5
5
4
4
4
20th
4
4
4
3
3
3
20th
6
5
5
4
4
4
* Provided the jester has a high enough Charisma
score to have a bonus spell of this level.
Like other spellcasters, a jester can cast only a certain
number of spells of each spell level per day. His base
daily spell allotment is given on Table II: Jester
Spells per Day. In addition, he receives bonus spells
per day if he has a high Charisma score. When Table
III: Jester Spells Known indicates that the jester gets
0 spells per day of a given spell level, he gains only
the bonus spells he would be entitled to based on his
Charisma score for that spell level.
spells per day, the number of spells a jester knows is
not affected by his Charisma score; the numbers on
Table: Jester Spells Known are fixed.
Upon reaching 3rd level, and at every second jester
level after that (5th, 7th, and so on), a jester can
choose to learn a new spell in place of one he already
knows. In effect, the jester “loses” the old spell in
exchange for the new one. The new spell’s level
must be the same as that of the spell being
exchanged, and it can be of any level the jester can
The jester’s selection of spells is extremely limited,
even more so than a bard. A jester begins play
knowing four 0-level spells of his choice. At most
new jester levels, he gains one or more new spells, as
indicated on Table: Jester Spells Known. Unlike
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The JESTER
cast. A jester may swap only a single spell at any
given level, and must choose whether or not to swap
the spell at the same time that he gains new spells
known for the level.
within 30 feet of the jester, and must be able to hear
and understand the jester.
To taunt a target, the jester must use a standard
action and make a DC 15 jester level check, modified
by the jester's Charisma. If this check succeeds, the
target can try to resist. The target resists the taunt by
making a Will saving throw (DC 10 + jester’s class
level + jester’s Cha bonus). If the save fails, the target
becomes dazed (unable to act, but can defend
normally) for 1 round.
As noted above, a jester need not prepare his spells
in advance. He can cast any spell he knows at any
time, assuming he has not yet used up his allotment
of spells per day for the spell’s level.
AC Bonus (Ex): A jester gains a +1 bonus to AC at 1st
level. He is simple difficult to pin down in battle.
This bonus increases by 1 for every four jester levels
thereafter (+2 at 5th, +3 at 9th, +4 at 13th and +5 at
17th). This benefit only applies when the jester is
wearing no armor or light armor, and not carrying a
medium or heavy load.
A taunt can be played on an opponent any number
of times. This is a Mind-Affecting ability.
Befuddle (Ex): Beginning at 2nd level, a jester has
the ability to befuddle a target through sheer force of
personality, unnerving laughter, and off-kilter
behaviour. The target must have an Intelligence
score of 3 or higher to be susceptible to a befuddle
attempt, must be within 30 feet of the jester, and
must be able to see, hear, and understand the jester.
These bonuses to AC apply even against touch
attacks or when the jester is flat-footed. He loses
these bonuses when he is immobilized or helpless.
Fast-Talk (Ex): The jester has a way with words and
mannerisms when attempting to con and deceive.
With this ability, he applies his jester level as a
competence bonus on any Bluff, Diplomacy, or
Gamble checks the character makes while
attempting to lie, cheat, or otherwise bend the truth.
To befuddle a target, the jester must use a standard
action and make a DC 15 jester level check, modified
by Charisma. If this check succeeds, the target can
try to resist. The target resists the befuddle attempt
by making a Will saving throw (DC 10 + jester’s class
level + jester's Cha bonus). If the save fails, the target
suffers -1 penalty on attack rolls, ability checks, skill
checks, and saving throws for a number of rounds
equal to the character’s jester level.
Jester's Luck (Ex): A jester can use his innate luck to
affect the result of die rolls. He can add his Charisma
modifier to the result of a die roll, after the roll has
been made but before the result of the action is
determined. For example, a jester makes an attack
roll and rolls a 14. He can choose to add his
Charisma modifier to this roll, but only before the
referee informs him if the attack hits or misses.
A jester's befuddle penalty increases to -2 at 8th
level, -3 at 14th level and -4 at 20th level. This is a
Mind-Affecting ability.
Sneak Attack: Beginning at 2nd level, if a jester can
catch an opponent when he is unable to defend
himself effectively from his attack, he can strike a
vital spot for extra damage.
A jester can use this ability once per day at 1st level,
and gains one additional use per day every three
jester levels thereafter, as indicated on Table I: The
Jester.
The jester’s attack deals extra damage any time his
target would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity bonus or
not), or when the jester flanks his target. This extra
damage is 1d6 at 2nd level, and it increases by 1d6
Taunt (Ex) : A jester has the ability to temporarily
rattle a target through the use of insults and
goading. The target must have an Intelligence score
of 3 or higher to be susceptible to a taunt, must be
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