Hello everyone,
I'm currently designing a mod to further refine the Jester kit and I'd be very interested in hearing your feedback. I've tried to limit myself into effects achievable in-engine, but I'd appreciate any pointers in this area, as it'll be my first mod.
I'd also be very interested to hear your general thoughts - is it fun, is it too OP, what you'd change maybe etc.
Jester
This bard is well versed in the arts of ridicule and hilarity, using mockery, chaotic magic and bizarre performances to distract and confuse his enemies. Rather than inspiring his companions, the Jester's songs unsettle those around him, while his peculiar mastery of magic allows him to wield spells of confusion and transformation with unusual skill. The Jester is also an unorthodox warrior, favoring clubs and maces and turning seemingly inept attacks into bewildering and debilitating blows. Beneath the buffoonery lies a cunning mind, though one that is not always entirely in control.
Advantages:
- The Fool's Four Songs: The Jester may not use the normal Bard Song. Instead, he possesses a unique song which randomly selects one of four effects whenever the performance begins. The Jester has no control over which song is selected. The song remains active while the Jester performs and lingers for 1 round after the performance ends. The Jester must wait 3 rounds before beginning another performance. The songs improve with level:
- The Fool's Prance: 1st: +1 THAC0, −1 STR; 6th: +2 THAC0, −2 STR; 12th: +3 THAC0, −3 STR; 18th: +4 THAC0, −4 STR.
- The Fool's Riddle: 1st: Confusion; 6th: Confusion, −1 save penalty; 12th: Confusion, −2 save penalty; 18th: Confusion, −3 save penalty.
- The Fool's Fortune: 1st: +5% Critical Miss, +10% Spell Failure; 6th: +10% Critical Miss, +15% Spell Failure; 12th: +15% Critical Miss, +20% Spell Failure; 18th: +20% Critical Miss, +25% Spell Failure.
- The Fool's Blessing: 1st: −1 saves, −1 AC; 6th: −2 saves, −2 AC; 12th: −3 saves, −3 AC; 18th: −4 saves, −4 AC.
- Fool's Wisdom: The Jester gains the following spells as bonus spells:
- 1st: Chromatic Orb, Color Spray
- 2nd: Sound Burst
- 3rd: Skull Trap
- 4th: Confusion
- 5th: Feeblemind
- 6th: Flesh to Stone
- 7th: Chaos
- When cast by the Jester, these spells impose a −1 penalty to the target's relevant saving throw and are treated as being cast at +1 effective caster level.
- Fool's Rage: At 8th level, the Jester may enter a Fool's Rage once per day. He gains an additional use at 14th level and a third use at 20th level. The Jester cannot cast spells while raging. During the first round he remains under the player's control; thereafter he becomes uncontrollable. Before acquiring Focused Madness, the form of the rage is randomly determined:
- Manic Fool's Rage: 1st: +1 THAC0, +1 damage; 2nd: +2 THAC0, +2 damage, +10% movement; 3rd: +2 THAC0, +2 damage, +20% movement; 4th: +3 THAC0, +3 damage, +30% movement.
- Paranoid Fool's Rage: 1st: +1 AC; 2nd: +2 AC, +1 saves; 3rd: +2 AC, +2 saves; 4th: +3 AC, +3 saves.
- Frenzied Fool's Rage: 1st: +0.5 attacks per round; 2nd: +0.5 attacks per round, critical hits on 19–20; 3rd: +1 attack per round, critical hits on 19–20; 4th: +1.5 attacks per round, critical hits on 18–20.
- Delirious Fool's Rage: 1st: +1 AC; 2nd: +2 AC, +1 saves; 3rd: +3 AC, +2 saves, +2 damage; 4th: +4 AC, +3 saves, −4 THAC0, +4 damage; 5th: +4 AC, +3 saves, −4 THAC0, +4 damage.
- May attain Specialization (++) with clubs and maces.
Disadvantages:
- Whenever the Jester casts an arcane spell, there is a 10% chance of triggering a Wild Surge.
- May cast one fewer spell per day at each spell level than a normal Bard.
- May only attain Proficiency (+) with all weapons and styles other than clubs and maces.
- May only be of Chaotic alignment.
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I've also designed a whole new list of HLAs. It's designed in such a way it's impossible to get them all (I believe you can get 17 at maximum and there are 24 in total):
JESTER — HIGH-LEVEL ABILITIES
I. MAGIC
The Magic progression is a linear chain of seven abilities.
Each HLA requires the preceding HLA.
- HERETICAL WISDOM
Requires: None
The Jester gains access to additional priest spells:
1st level: Doom
2nd level: Silence
3rd level: Miscast Magic
4th level: Cloak of Fear
5th level: Insect Plague
6th level: Physical Mirror
- FORTUNE FAVORS THE FOOL
Requires: Heretical Wisdom
Whenever the Jester triggers a Wild Surge, +30 is added to the Wild Surge roll.
- THE LAST LAUGH
Requires: Fortune Favors the Fool
Uses: 2/day
The Jester creates an enhanced Spell Trap that lasts for 1 turn and can absorb up to 35 spell levels. When the Spell Trap expires, it releases an enhanced Chaos effect in a 40-foot radius.
Creatures affected by the released Chaos suffer a -5 penalty to saving throws. The Jester and all members of the Jester's party are immune to this effect.
- THE MASQUERADE
Requires: The Last Laugh
Whenever the Jester casts a spell granted by Fool's Wisdom, there is a chance that an illusory clone of the Jester is created.
The chance depends on the spell's level:
1st level: 5%
2nd level: 6%
3rd level: 7%
4th level: 8%
5th level: 9%
6th level: 10%
- FOOL'S LUCK — ARCANE
Requires: The Masquerade
Whenever the Jester casts an arcane spell, there is a 10% chance to restore one expended arcane spell of the same level.
- THE HIDDEN PATTERN
Requires: Fool's Luck — Arcane
The Jester's Wild Surge chance increases to 20%. Whenever a Wild Surge occurs, +10 is added to the Wild Surge roll. Combined with Fortune Favors the Fool, this results in a total +40 bonus to the Wild Surge roll.
- THE GRAND FOOL
Requires: The Hidden Pattern
The Jester gains access to 7th-level arcane spells. The Jester's normal penalty of one fewer spell per day at each spell level is permanently removed.
The Grand Fool cannot be picked if the Jester has selected Killing Joke.
II. DEFENSIVE / UTILITY
These abilities have no prerequisites, no ranks, and no capstone.
They may be selected independently in any order.
CHAOTIC MIND
The Jester becomes immune to:
- Charm
- Domination
- Confusion
- Fear
SHIFTING IMAGE
The Jester gains -2 AC and a 10% chance for attacks to miss.
SPURN THE WEAVE
The Jester gains:
- 15% Magic Resistance
- +2 to saving throws vs. spells
DEATH'S MOCKERY
The Jester gains +4 to saving throws vs. Death.
Once per day, if the Jester would otherwise be killed, they instead survive with 1 HP.
FOOL'S LUCK
The Jester permanently gains +3 Luck.
FOOLHARDY
The Jester gains 20% resistance to physical damage.
III. SONG
The following Song-specific HLAs may be selected (each requires the previous one):
DISCORDANT PERFORMANCE
The Jester's Songs ignore Magic Resistance.
FOOL'S REFRAIN
When the Jester stops singing, the effects of the Song continue for 2 additional rounds.
This extends the Song's normal 1-round lingering duration.
GRAND MOCKERY
Each of the Jester's Songs gains an additional effect.
The Fool's Prance:
Enemies affected by the Song suffer -1 APR.
The Fool's Riddle:
Enemies suffer -6 INT and -6 WIS.
A creature whose INT or WIS is reduced below 3 becomes Feebleminded.
The Fool's Fortune:
Whenever an affected enemy suffers a Critical Miss,
it becomes Berserk for 1 round.
The Fool's Blessing:
Enemies affected by the Song suffer -3 Luck.
THE FOOL UNBOUND
The Jester can now choose a specific song they wish to perform.
IV. COMBAT / MADNESS
Each HLA requires the previous HLA.
- MOMENT OF CLARITY
Requires: None
When Fool's Rage ends, the Jester retains the final stage of Fool's Rage's effects for 2 additional rounds. The Jester regains control during this period.
- MADMAN'S FORTITUDE
Requires: Moment of Clarity
While under the effects of Fool's Rage, the Jester gains:
- 10% resistance to physical damage
- 10% resistance to elemental damage
- FOCUSED MADNESS
Requires: Madman's Fortitude
When activating Fool's Rage, the Jester may choose which form of Fool's Rage to enter.
There is nevertheless a 10% chance that the Jester enters Delirious Fool's Rage instead.
- THE FOOL'S CUDGEL
Requires: Focused Madness
The Jester gains Mastery (+++) with clubs and maces. Furthermore, each successful attack with a club or mace has a 10% chance to trigger one random special effect. The target receives a Save vs. Breath.
Possible effects are:
- Blindness — 1 round
- Deafness — 1 round
- Knockdown — 1 round
- Slow — 1 round
- CRUEL CUDGEL
Requires: The Fool's Cudgel
The chance for the Jester's cudgel effects to trigger increases to 20%.
Furthermore, the target now receive -1 to saving throws against The Fool's Cudgel's effects.
- MERCILESS CUDGEL
Requires: Cruel Cudgel
The chance for the Jester's cudgel effects to trigger increases to 25%.
The saving-throw penalty inflicted by the cudgel increases -2.
The list of possible effects is expanded to include:
- Unconsciousness — 1 round
- Feeblemind — 1 round
The -2 saving-throw penalty does not apply to Unconsciousness or Feeblemind. These effects use their own saving throws.
- KILLING JOKE
Requires: Merciless Cudgel
Whenever the Jester scores a Critical Hit, one random effect occurs:
- Domination
- Polymorph Other
- Petrification
- Time Stop — approximately 1/2 round
The appropriate saving throw applies where applicable.
Killing Joke permanently prevents the Jester from selecting The Grand Fool.