[Monster Class] Gray Jester

Started by Burdenking, November 24, 2013, 02:12:07 PM

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Burdenking

Gray Jester



HD:d6
Level   Bab   Fort   Ref   Will   Feature
1   +0   +0   +2   +2   Gray Jester body, Hideous Laughter, Dark Humor, +1 Dex, +1 Cha
2   +1   +0   +3   +3   Last Laugh, Jester's Scepter, +1 Dex, +1 Cha
3   +1   +1   +3   +3   Devour Joy, Mysterious Scepter, +1 Dex, +1 Cha
4   +2   +1   +4   +4   Joy slaves, +1 Dex, +1 Cha

Skills: 8+int modifier per level, quadruple at 1st level. Its class skills are Balance, Bluff, Disguise,  Diplomacy ,  Hide, Listen , Perform (any), Move Silently, Search Sense Motive, Spot, Tumble, Use Magic Device, Profession (any) Use rope

Proficiencies: Simple weapons.

Features:

Gray Jester body: at first level loses all other racial bonus and gains fey traits (basically low light vision). The GJ is a medium sized fey with base speed 50 foot.

In addition, the GJ gains a deflection bonus to AC equal to half its Cha modifier, rounded up (yes, rounded up).

Hideous Laughter: If the GJ hits an opponent with a melee attack or succeeds on a melee touch attack, it may inflict an hideous laughter on the touched creature. This ability may be used a number of times per day equal to HDxCha mod. The save is 10+1/2HD+Cha modifier. If the creature was successfully feinted by the GJ, then the save is 10+HD+Cha modifier instead. Spell resistance applies, use the GJ's full HD+Cha modifier for Caster level both for duration and bypassing SR.

Dark Humor: The GJ is a true artist of humor. Creatures with the same number of HD as the GJ or less don't receive any special bonus against Hideous Laughter for having low int or being of a different type than the GJ.

Creatures immune to mind affecting abilities can be affected if the GJ succeeds on a feint check before using his hideous laughter ability (normal feinting rules), but the save is just 10+1/2HD+Cha modifier.

Creatures without an int score are still immune. You cannot make laugh an animated piece of rock no matter how good you are.

Ability Score Increase: The Gray Jester gains +1 to Dex and Cha at every level, for a total of +4 Dex and +4 Cha at 4th level.


Last Laugh: The GJ gains DR/cold iron equal to half its HD and SR equal to 15+HD. It may rise or lower its SR at any moment as a free action even if it isn't its turn.

Jester Scepter: All gray jesters carry scepters of some sort, much like those wielded by real court jesters. Sometimes they may not even look like a scepter at all, like an over sized glove or a bizarre hat. Either way, it counts as both a Masterwork Tool of Bluff and as a Masterwork one-handed light weapon that deals 1d6 bludgeoning damage on the hands of the Gray Jester, and as an improvised weapon on the hands of anyone else. It takes 8 hours and 100 GP for the Gray Jester to craft it, and can be further enhanced as a normal masterwork weapon. The Gray Jester may enhance his own scepter with raw materials worth half the market price, using his own HD as CL and having an ally cast any necessary spells, or provide them trough Scrolls of the correct kind that are consumed in the process. Those enchantments however only apply to the GJ, and thus makes the Scepter pretty worthless in the market.

In addition, the Scepter grants the Gray Jester the Improved Feint feat while wielding it, even if it doesn't meet the prerequisites.

Devour joy: As a standard action, a GJ can absorb the joy out of any laughing creature within 30 feet. The maximum number of creatures affected with each use of this ability is equal to the GJ's Cha modifier. Only creatures laughing can be affected (including those under the hideous laughter effect).

The affected creatures must make a will save (10+1/2HD+Cha mod) or take 1d4 points of Cha drain and stop laughing (but getting rid of any Hideous laughter effect on them). Creatures reduced to 0 Cha by this ability aren't disabled, but rather become unable to feel joy or laugh anymore.

The Cha damage increases by an extra 1d4 and the range increases by an extra 30 feet for every 5HD of the GJ. The Gray Jester heals an equal number of HP as the Cha drained, and gains a bonus on her own Cha score equal to the highest Cha drained for 24 Hours. Multiple drainings don't stack.

Creatures normally immune to ability drain still take half damage from this ability.

Mysterious Scepter: The Gray Jester adds all kinds of extra tricks and props to its implement. As a swift action, the Scepter can
-Grow in length, doubling its normal reach for 1 round.
-Grow in width, providing the Gray Jester with a 20% chance to "Block" any incoming attack for 1 round, but the GJ can't attack with the scepter either.
-Grow or retract blades and spikes, changing the kind of damage it deals between Piercing, Slashing and Bludgeoning. This lasts until changed again.

Joy slaves: Creatures drained to 0 Cha by Devour Joy that have less or equal number of HD as the Gray Jester become complete slaves to her, obeying all her commands. They lose all abilities that rely on alignment, plus those that require Charisma, but otherwise retain all their capabilities.

The gray jester can control 4 times her own HD in Joy slaves at any time, but not any single slave may have more CR than the GJ's own HD-2.

Notice that since Joy Slaves cannot use social skills, any people they contact with will quickly notice they're not on their normal state.

LA: +4

(Re-posted from this site, not my idea. http://www.minmaxboards.com/index.php?topic=1502.0 )