New Class Suggestions
Posted: Fri Oct 16, 2015 1:24 pm
First off, I'd like to say that these are suggestions for possible classes for Baldur's Gate: The Sword Coast Chronicles. I am aware the chances of any of these suggestions is rather slim, and I gladly have spent the time writing it all out anyway. These can be modified appropriately to even out possible over powered qualities or attributes that simply would be best to remain out of the game.
Master of Many Faces
Description: These masters of transmutation can seemlessly alter their very body down to minor details, effectively allowing them to blend into any situation with ease. Though typically these multi-faced individuals are hunted, they are rarely ever caught. It is only through Mask that these mastery of transmutation may exist.
Requirements
Spell focus: Transmutation
Greater Spell focus: Transmutation
Must be of non-lawful alignment
Deity: Mask
8 spellcraft
Able to cast 3rd level spells or higher
Class Features
Hit die: d6
Base Attack Bonus: Low
High Saves: Will and Fortitude
Weapon Proficiencies: simple weapons
Armor Proficientcies: None
Skill Points: 4 + Int Modifier
Class Skills: Bluff, Concentration, Diplomacy, Heal, Lore, Sense Motive, Spot, Use Magic Device.
Spells Per Day/ Spells Known: When a Master of Many Faces gains in new levels, they may attain spells as if he/she had also gain a level in whatever he/she belonged to before they became a Master of Many Faces.
Class Feats:
1: Bodily Enhancment/x1 Per Day
2: Bodily Enhancment/x2 Per Day
3: Minor Body Shaping
4: Bodily Enhandment/x3 Per Day
5: Major Body Shaping
Bodily Enhancment: A Master of Many Faces temporarily alters his/her body. Gaining and losing abilities. These enhancments lasts for 6 seconds per character level.
-Heavy Enhancment: A Master of Many Faces adds unto their body weight, gaining +2 Strength, +2 Constitution but -2 Armor Class.
-Charming Enhancment: A Master of Many Faces sharpens their appearance, gaining +4 Charisma but -2 Constitution and speed is cut in half. ((everyone looks better in slow-mo))
-Nimble Enhancment: A Master of Many Faces becomes thinner, gaining +2 Dexterity, and +2 Armor Class, but -2 Strength and -2 Constitution.
Minor Body Shaping: A Master of Many Faces learns how to turn into a few races through force of will. Gaining in strengths and weaknesses, though only physically. A Master of Many Faces may use this ability through one use of Bodily Enhancment. Forms include: Sun Elf, Human, Dwarf, Half-Orc and Half-Elf. Each form gains randomized face, hair and features set onto them.
Major Body Shaping: A Master of Many Faces learns how to turn into many more races through their force of will. Gaining in strengths and weaknesses, though only physically. A Master of Many Faces may use this ability through one use of Bodily Enhancment. Forms include: Tiefling, Aasimar, Halfling, Gnome, Goblin, and Grey Orc. Each form gains randomized face, hair and features set onto them.
Fey-Kin Warlock
Description: Akin to the Fey of the woods, some warlocks pact themselves with chaotic entities, to achieve their power. Dominating a different side of their dark magic. Fey-Kin Warlocks specialize in assaults of the mind in addition to the soul. Imbuing their eldritch blasts with potently chaotic energy, they can tear apart the senses of their foes.
Requirements:
Any nonlawful
12 lore, 6 spellcraft, 6 use magic device
Can NOT have levels in Hellfire Warlock or Star-Dusk Warlock
Spellcasting: Charm (invocation)
Class Features
Hit die: d6
Base Hit Bonus: Medium
High Saves: Will
Weapon Proficiencies: none
Armor Proficiencies: none
Skill Points: 2+ Int modifier
Class Skills: Bluff, Concentration, Lore, Spellcraft, Survival, and Use Magic Device
Invocations: At each level, you gain new invocations as if you had taken a level in Warlock.
Class Feats:
1. Chaotic Blast +2d6
2. Chaotic Blast +4d6, Call to the Fey, Feyish Resistance
3. Chaotic Blast +6d6, Chaos Shield
Chaotic Blast: Applies sonic damage and a minor stun with a DC equal to (10+Half of character Levels (to a max of 10)+Charisma Modifier)
Call to the Fey: The Fey-Kin Warlock beckons for aid, and is quickly answered with a powerful Dryad to protect the Warlock. This Dryad lasts for 1 round equal to Fey-Kin Warlock+1d8+Charisma Modifier.
Feyish Resistance: Grants spell resistance equal to Warlock levels, does not stack with other spell resistance spells, abilities or items.
Chaos Shield: For the next 10 rounds, a Fey-Kin Warlock becomes shrouded in pixie dust. Granting several chances to blind foes beyond 5 feet, and stun foes within 5 feet. Has a DC of (10+Half of character Level (to a max of 15)+Charisma Modifier)
Star-Dusk Warlock
Description: Like the rise and fall of the moon, Star-Dusk Warlocks wax and wane with the dance of time. Unlike many other pacts, Star-Dusk pacts seek intelligent minds, a keen sense of secrecy and of course, those who favor the night. Once a pact is made, these warlocks can imbue their eldritch blasts with the power of the night, the moon and the stars.
Requirements:
12 lore, 6 spellcraft, 6 appraise
Can NOT have levels in Hellfire Warlock or Fey-Kin Warlock
Spellcasting: Beshadowed Blast (Invocation)
Class Features
Hit die: d6
Base Hit Bonus: Medium
High Saves: Will
Weapon Proficiencies: none
Armor Proficiencies: none
Skill Points: 4+ Int modifier
Class Skills: Appraise, Bluff, Concentration, Lore, Spellcraft, and Use Magic Device
Invocations: At each level, you gain new invocations as if you had taken a level in Warlock.
Class Feats:
1: Moon Blast +2d6
2: Moon Blast +4d6, Seek the Stars, Nocturnal Desire
3: Moon Blast +6d6, Dusk Shield
Moon Blast: Applies the damage as cold and change to inflict blindness with a DC equal to (10+Half of character Levels (to a max of 10)+Charisma Modifier).
Seek the Stars: The Star-Dusk Warlock beckons to the stars, and is quickly answered with a powerful Shadow to fight for the party for a duration equal to 1 round equal to Star-Dusk Warlock+1d8+Charisma Modifier.
Nocturnal Desire: The Star-Dusk Warlock becomes attuned to the night sky, effectively gaining bonuses when in the sight of the moon, and penalties when in the sight of the sun. During the night, a Star-Dusk Warlock receives +2 base Charisma, +2 to attack, and +2 to AC. During the day, a Star-Dusk Warlock receives -2 Charisma, -2 to attack, and -2 to AC.
Dusk Shield: A Star-Dusk Warlock surrounds him/herself with a barrier of shadows and chilling ice. Creatures within melee range suffer 4d6 of cold damage every successful melee attack and the Star-Dusk Warlock themselves receive a damage resistance of 15/- magic for the duration of rounds equal to Star-Dusk Warlock levels+1d8+Charisma Modifier.
Master Enchanter
Description: Unparalleled masters of enchantment, these wand crafters can imbue more power into their wands as well as restore the charges every now and again. Building their knowledge constantly on ways to enhance their grasp of their art.
Requirements:
Craft Wand
skill focus (appraise)
10 spellcraft, 5 appraise
Class Features
Hit die: d4
Base Hit Bonus: low
High Saves: Will
Weapon Proficiencies: none
Armor Proficiencies: none
Skill Points: 2+ Int modifier
Class Skills: appraise, concentration, lore, search, spellcraft, use magic device
Spells per day/ spells known: A Master Enchanter gains in new spells as if they had taken a level in what ever they were before becoming a Master Enchanter.
Class Feats:
1: Efficient Enchanting, Recharge
2: Runed Bomb
3: Risky Imbuing
4:
5: Masterful Enchanting
Efficient Enchanting: Reduces the cost of crafting wands down to 85% of the normal cost. This does not effect the variables which determine the total cost, but lowers the original cost by 15%.
Recharge: A Master Enchanter may attempt to recharge a wand, for a fourth of the price to craft it (Efficient Enchanting does not effect this ability). Recharging takes two rolls. The first roll determines if the wand breaks or not, the second determines how much the wand is charged. Roll one works as the following DC of (15+3d6) as the wand and the Master Alchemist's roll for (Twice the Master Alchemist Levels+the appraise skill+1d20). Roll two recharges a total of (Intelligence modifier+Master Enchanter Level+1d20). The price of recharging equals the standard rate, as per the use of a recharging station.
Runed Bomb: Once per day, a Master Enchanter may craft a specialized Runed explosive. The explosive stuns all targets within the blast with a DC of 22. These cost 135 gp per grenade.
Risky Imbuing: A Master Enchanter may take a chance at adding additional charges, to a maximum charge of 75. This is however a very difficult task, as the wand will not only break upon failure, but deal tremendous damage to the Enchanter proportionate to how far the roll was lost by. The DC of successfully adding more charges functions as the following (20+a fourth of the current charges on the wand rounded down+1d10) and the Master Enchnter's roll as (Twice the Master Alchemist Levels+the appraise skill+1d20). The amount recharged is half of (Intelligence modifier+Master Enchanter Level+1d20). Should the Master Enchanter fail this roll, they are dealt Xd6 points of magic damage, where X=the amount they had missed. A wand can only be overcharged if it is FULLY charged first. The cost of overcharging is half of the price to craft it.
Masterful Enchanting: Further lowers the price to craft wands by an additional 15%, this adds unto Efficient Enchanting. Note that this efficiency only functions with crafting a wand, not recharging and not overcharging.
Master Smith
Description: Through fire and steel many warriors are born, but not a single of them would succeed without a sturdy hammer or a sharp blade in hand. These craftsmen can modify weapons, armors and shields to better suit any situation. Making any blade sharper, making any armor thicker, and making any shield sturdier.
Requirements
Skill Focus (Craft Weapon)
Skill Focus (Craft Armor)
10 Craft Weapon, 10 Craft Armor
Class Features
Hit die: d6
Base Hit Bonus: medium
High Saves: Fort
Weapon Proficiencies: Simple Weapons
Armor Proficiencies: Light Armor Proficiency
Skill Points: 2+ Int modifier
Spells per Day/ Spells Known: A Master Smith does not progress in any spell progression.
Class Feats:
1: Tempering /x1
2:
3: Smithy's Fire, Tempering /x2
4:
5: Masterful Tempering, Tempering /x3
Tempering: Once per day, a Master Smith may take this time to bolster any of three items at a time, it them on himself, or another. If a Master Smith chooses to Temper his/her armor, he/she would receive +2 armor AC, stacks with in place AC bonus. If a weapon is chosen, the weapon would receive +2 enhancement bonus and the KEEN trait. If a shield is chosen, the shield would receive +2 shield AC, stacks with in place AC bonus. Tempering on items lasts for 1 hour per Master Smith Level. A Master Smith may use this ability twice at Master Smith level 3, and three times at Master Smith level 5.
Smithy's Fire: Brandishing themselves with a zealous grin of the craft, a Master smith may ignite either themselves or their weapon with perilous flames. If a Master Smith chooses to ignite themselves, it would act as the Body of Sun druid spell for half of the duration. If a Master Smith chooses to ignite their weapon, it would act as Blades of Fire ranger spell for the same duration. REQUIRES THE USE OF A TORCH OR A TORCH-LIKE OBJECT IN HAND!
Masterful Tempering: In addition to what Tempering affects, Masterful Tempering increase this effect slightly. Armor would receive +3 AC instead of +2. Weapons would receive +3 enhancement and Keen instead of +2 enhancement and Keen. Shields would receive +3 shield AC instead of +2.
Jester
Description: Typically seen as a joke and a mockery of the world, Jesters actually are experts of manipulation. Behind the insidious grin lies a plot, behind the miraculous tricks lies a poisoned blade, behind the laughter lies the madness. Unpredictable and ruthless, Jesters are never an easy target to hit, either with a blade or with humor.
Requirements
Any chaotic or evil
Alertness
Feint
8 parry, 8 perform
6 base attack bonus
Class Features
Hit die: d6
Base Hit Bonus: medium
High Saves: Reflex and Will
Weapon Proficiencies: Simple Weapons and Martial Weapons
Armor Proficiencies: Light Armor Proficiency
Skill Points: 6+ Int modifier
Spells per Day/ Spells Known: A Jester does not progress in any spell progression.
Class Feats:
1: Unstable Mind
2:
3: Use Poison
4: Hide in Plain Sight
5:
6: Cackling Swordplay
7:
8: Maddening Zeal
9:
10: Jester's Trick
Unstable Mind: Grants the Jester a +4 on will saves vs mind effecting spells and immunity to confusion and dominate.
Use Poison: The character is trained in the use of poison and is never at risk of poisoning himself when applying poison to a weapon.
Hide in Plain Sight: The character can use the hide skill when being observed. This ability will not always be successful in the frenzy of combat -- but disengaging from the enemy before attempting to hide in plain sight will succeed.
Cackling Swordplay: Once per day, the Jester begins to break into an uncontrollable laughter at the sight of an enemy, disheartening them and doubling the speed of the Jester's attack for 10 rounds. Targets within 5 feet suffer -2 to AC and their attack speed is cut in half.
Maddening Zeal: The lower the Jester's hit points are as opposed to their maximum hit points, the stronger they become. At less than 75% health, a Jester receives +2 attack. At less than 50% health, a Jester receives +2 AC and an additional +2 attack. At less than 25% health, a Jester receives immunity to movement impeding effects, an additional +2 AC, and an additional +2 attack. To a total of +4 AC and +6 attack.
Jester's Trick: A Jester pull's their last trick out of their sleeve, cutting their health in half (damage equal to their MAX HEALTH, not current health) to deal 20d10 points of irresistible damage to a single target. This trick can only be used once a day, and leaves the Jester with a -4 AC and -6 attack due to the expense of the damage he/she had dealt to themselves. the debuff lasts for 2 minutes and can not be removed upon resting.
*Edited to fix a mistake of grammar
Master of Many Faces
Description: These masters of transmutation can seemlessly alter their very body down to minor details, effectively allowing them to blend into any situation with ease. Though typically these multi-faced individuals are hunted, they are rarely ever caught. It is only through Mask that these mastery of transmutation may exist.
Requirements
Spell focus: Transmutation
Greater Spell focus: Transmutation
Must be of non-lawful alignment
Deity: Mask
8 spellcraft
Able to cast 3rd level spells or higher
Class Features
Hit die: d6
Base Attack Bonus: Low
High Saves: Will and Fortitude
Weapon Proficiencies: simple weapons
Armor Proficientcies: None
Skill Points: 4 + Int Modifier
Class Skills: Bluff, Concentration, Diplomacy, Heal, Lore, Sense Motive, Spot, Use Magic Device.
Spells Per Day/ Spells Known: When a Master of Many Faces gains in new levels, they may attain spells as if he/she had also gain a level in whatever he/she belonged to before they became a Master of Many Faces.
Class Feats:
1: Bodily Enhancment/x1 Per Day
2: Bodily Enhancment/x2 Per Day
3: Minor Body Shaping
4: Bodily Enhandment/x3 Per Day
5: Major Body Shaping
Bodily Enhancment: A Master of Many Faces temporarily alters his/her body. Gaining and losing abilities. These enhancments lasts for 6 seconds per character level.
-Heavy Enhancment: A Master of Many Faces adds unto their body weight, gaining +2 Strength, +2 Constitution but -2 Armor Class.
-Charming Enhancment: A Master of Many Faces sharpens their appearance, gaining +4 Charisma but -2 Constitution and speed is cut in half. ((everyone looks better in slow-mo))
-Nimble Enhancment: A Master of Many Faces becomes thinner, gaining +2 Dexterity, and +2 Armor Class, but -2 Strength and -2 Constitution.
Minor Body Shaping: A Master of Many Faces learns how to turn into a few races through force of will. Gaining in strengths and weaknesses, though only physically. A Master of Many Faces may use this ability through one use of Bodily Enhancment. Forms include: Sun Elf, Human, Dwarf, Half-Orc and Half-Elf. Each form gains randomized face, hair and features set onto them.
Major Body Shaping: A Master of Many Faces learns how to turn into many more races through their force of will. Gaining in strengths and weaknesses, though only physically. A Master of Many Faces may use this ability through one use of Bodily Enhancment. Forms include: Tiefling, Aasimar, Halfling, Gnome, Goblin, and Grey Orc. Each form gains randomized face, hair and features set onto them.
Fey-Kin Warlock
Description: Akin to the Fey of the woods, some warlocks pact themselves with chaotic entities, to achieve their power. Dominating a different side of their dark magic. Fey-Kin Warlocks specialize in assaults of the mind in addition to the soul. Imbuing their eldritch blasts with potently chaotic energy, they can tear apart the senses of their foes.
Requirements:
Any nonlawful
12 lore, 6 spellcraft, 6 use magic device
Can NOT have levels in Hellfire Warlock or Star-Dusk Warlock
Spellcasting: Charm (invocation)
Class Features
Hit die: d6
Base Hit Bonus: Medium
High Saves: Will
Weapon Proficiencies: none
Armor Proficiencies: none
Skill Points: 2+ Int modifier
Class Skills: Bluff, Concentration, Lore, Spellcraft, Survival, and Use Magic Device
Invocations: At each level, you gain new invocations as if you had taken a level in Warlock.
Class Feats:
1. Chaotic Blast +2d6
2. Chaotic Blast +4d6, Call to the Fey, Feyish Resistance
3. Chaotic Blast +6d6, Chaos Shield
Chaotic Blast: Applies sonic damage and a minor stun with a DC equal to (10+Half of character Levels (to a max of 10)+Charisma Modifier)
Call to the Fey: The Fey-Kin Warlock beckons for aid, and is quickly answered with a powerful Dryad to protect the Warlock. This Dryad lasts for 1 round equal to Fey-Kin Warlock+1d8+Charisma Modifier.
Feyish Resistance: Grants spell resistance equal to Warlock levels, does not stack with other spell resistance spells, abilities or items.
Chaos Shield: For the next 10 rounds, a Fey-Kin Warlock becomes shrouded in pixie dust. Granting several chances to blind foes beyond 5 feet, and stun foes within 5 feet. Has a DC of (10+Half of character Level (to a max of 15)+Charisma Modifier)
Star-Dusk Warlock
Description: Like the rise and fall of the moon, Star-Dusk Warlocks wax and wane with the dance of time. Unlike many other pacts, Star-Dusk pacts seek intelligent minds, a keen sense of secrecy and of course, those who favor the night. Once a pact is made, these warlocks can imbue their eldritch blasts with the power of the night, the moon and the stars.
Requirements:
12 lore, 6 spellcraft, 6 appraise
Can NOT have levels in Hellfire Warlock or Fey-Kin Warlock
Spellcasting: Beshadowed Blast (Invocation)
Class Features
Hit die: d6
Base Hit Bonus: Medium
High Saves: Will
Weapon Proficiencies: none
Armor Proficiencies: none
Skill Points: 4+ Int modifier
Class Skills: Appraise, Bluff, Concentration, Lore, Spellcraft, and Use Magic Device
Invocations: At each level, you gain new invocations as if you had taken a level in Warlock.
Class Feats:
1: Moon Blast +2d6
2: Moon Blast +4d6, Seek the Stars, Nocturnal Desire
3: Moon Blast +6d6, Dusk Shield
Moon Blast: Applies the damage as cold and change to inflict blindness with a DC equal to (10+Half of character Levels (to a max of 10)+Charisma Modifier).
Seek the Stars: The Star-Dusk Warlock beckons to the stars, and is quickly answered with a powerful Shadow to fight for the party for a duration equal to 1 round equal to Star-Dusk Warlock+1d8+Charisma Modifier.
Nocturnal Desire: The Star-Dusk Warlock becomes attuned to the night sky, effectively gaining bonuses when in the sight of the moon, and penalties when in the sight of the sun. During the night, a Star-Dusk Warlock receives +2 base Charisma, +2 to attack, and +2 to AC. During the day, a Star-Dusk Warlock receives -2 Charisma, -2 to attack, and -2 to AC.
Dusk Shield: A Star-Dusk Warlock surrounds him/herself with a barrier of shadows and chilling ice. Creatures within melee range suffer 4d6 of cold damage every successful melee attack and the Star-Dusk Warlock themselves receive a damage resistance of 15/- magic for the duration of rounds equal to Star-Dusk Warlock levels+1d8+Charisma Modifier.
Master Enchanter
Description: Unparalleled masters of enchantment, these wand crafters can imbue more power into their wands as well as restore the charges every now and again. Building their knowledge constantly on ways to enhance their grasp of their art.
Requirements:
Craft Wand
skill focus (appraise)
10 spellcraft, 5 appraise
Class Features
Hit die: d4
Base Hit Bonus: low
High Saves: Will
Weapon Proficiencies: none
Armor Proficiencies: none
Skill Points: 2+ Int modifier
Class Skills: appraise, concentration, lore, search, spellcraft, use magic device
Spells per day/ spells known: A Master Enchanter gains in new spells as if they had taken a level in what ever they were before becoming a Master Enchanter.
Class Feats:
1: Efficient Enchanting, Recharge
2: Runed Bomb
3: Risky Imbuing
4:
5: Masterful Enchanting
Efficient Enchanting: Reduces the cost of crafting wands down to 85% of the normal cost. This does not effect the variables which determine the total cost, but lowers the original cost by 15%.
Recharge: A Master Enchanter may attempt to recharge a wand, for a fourth of the price to craft it (Efficient Enchanting does not effect this ability). Recharging takes two rolls. The first roll determines if the wand breaks or not, the second determines how much the wand is charged. Roll one works as the following DC of (15+3d6) as the wand and the Master Alchemist's roll for (Twice the Master Alchemist Levels+the appraise skill+1d20). Roll two recharges a total of (Intelligence modifier+Master Enchanter Level+1d20). The price of recharging equals the standard rate, as per the use of a recharging station.
Runed Bomb: Once per day, a Master Enchanter may craft a specialized Runed explosive. The explosive stuns all targets within the blast with a DC of 22. These cost 135 gp per grenade.
Risky Imbuing: A Master Enchanter may take a chance at adding additional charges, to a maximum charge of 75. This is however a very difficult task, as the wand will not only break upon failure, but deal tremendous damage to the Enchanter proportionate to how far the roll was lost by. The DC of successfully adding more charges functions as the following (20+a fourth of the current charges on the wand rounded down+1d10) and the Master Enchnter's roll as (Twice the Master Alchemist Levels+the appraise skill+1d20). The amount recharged is half of (Intelligence modifier+Master Enchanter Level+1d20). Should the Master Enchanter fail this roll, they are dealt Xd6 points of magic damage, where X=the amount they had missed. A wand can only be overcharged if it is FULLY charged first. The cost of overcharging is half of the price to craft it.
Masterful Enchanting: Further lowers the price to craft wands by an additional 15%, this adds unto Efficient Enchanting. Note that this efficiency only functions with crafting a wand, not recharging and not overcharging.
Master Smith
Description: Through fire and steel many warriors are born, but not a single of them would succeed without a sturdy hammer or a sharp blade in hand. These craftsmen can modify weapons, armors and shields to better suit any situation. Making any blade sharper, making any armor thicker, and making any shield sturdier.
Requirements
Skill Focus (Craft Weapon)
Skill Focus (Craft Armor)
10 Craft Weapon, 10 Craft Armor
Class Features
Hit die: d6
Base Hit Bonus: medium
High Saves: Fort
Weapon Proficiencies: Simple Weapons
Armor Proficiencies: Light Armor Proficiency
Skill Points: 2+ Int modifier
Spells per Day/ Spells Known: A Master Smith does not progress in any spell progression.
Class Feats:
1: Tempering /x1
2:
3: Smithy's Fire, Tempering /x2
4:
5: Masterful Tempering, Tempering /x3
Tempering: Once per day, a Master Smith may take this time to bolster any of three items at a time, it them on himself, or another. If a Master Smith chooses to Temper his/her armor, he/she would receive +2 armor AC, stacks with in place AC bonus. If a weapon is chosen, the weapon would receive +2 enhancement bonus and the KEEN trait. If a shield is chosen, the shield would receive +2 shield AC, stacks with in place AC bonus. Tempering on items lasts for 1 hour per Master Smith Level. A Master Smith may use this ability twice at Master Smith level 3, and three times at Master Smith level 5.
Smithy's Fire: Brandishing themselves with a zealous grin of the craft, a Master smith may ignite either themselves or their weapon with perilous flames. If a Master Smith chooses to ignite themselves, it would act as the Body of Sun druid spell for half of the duration. If a Master Smith chooses to ignite their weapon, it would act as Blades of Fire ranger spell for the same duration. REQUIRES THE USE OF A TORCH OR A TORCH-LIKE OBJECT IN HAND!
Masterful Tempering: In addition to what Tempering affects, Masterful Tempering increase this effect slightly. Armor would receive +3 AC instead of +2. Weapons would receive +3 enhancement and Keen instead of +2 enhancement and Keen. Shields would receive +3 shield AC instead of +2.
Jester
Description: Typically seen as a joke and a mockery of the world, Jesters actually are experts of manipulation. Behind the insidious grin lies a plot, behind the miraculous tricks lies a poisoned blade, behind the laughter lies the madness. Unpredictable and ruthless, Jesters are never an easy target to hit, either with a blade or with humor.
Requirements
Any chaotic or evil
Alertness
Feint
8 parry, 8 perform
6 base attack bonus
Class Features
Hit die: d6
Base Hit Bonus: medium
High Saves: Reflex and Will
Weapon Proficiencies: Simple Weapons and Martial Weapons
Armor Proficiencies: Light Armor Proficiency
Skill Points: 6+ Int modifier
Spells per Day/ Spells Known: A Jester does not progress in any spell progression.
Class Feats:
1: Unstable Mind
2:
3: Use Poison
4: Hide in Plain Sight
5:
6: Cackling Swordplay
7:
8: Maddening Zeal
9:
10: Jester's Trick
Unstable Mind: Grants the Jester a +4 on will saves vs mind effecting spells and immunity to confusion and dominate.
Use Poison: The character is trained in the use of poison and is never at risk of poisoning himself when applying poison to a weapon.
Hide in Plain Sight: The character can use the hide skill when being observed. This ability will not always be successful in the frenzy of combat -- but disengaging from the enemy before attempting to hide in plain sight will succeed.
Cackling Swordplay: Once per day, the Jester begins to break into an uncontrollable laughter at the sight of an enemy, disheartening them and doubling the speed of the Jester's attack for 10 rounds. Targets within 5 feet suffer -2 to AC and their attack speed is cut in half.
Maddening Zeal: The lower the Jester's hit points are as opposed to their maximum hit points, the stronger they become. At less than 75% health, a Jester receives +2 attack. At less than 50% health, a Jester receives +2 AC and an additional +2 attack. At less than 25% health, a Jester receives immunity to movement impeding effects, an additional +2 AC, and an additional +2 attack. To a total of +4 AC and +6 attack.
Jester's Trick: A Jester pull's their last trick out of their sleeve, cutting their health in half (damage equal to their MAX HEALTH, not current health) to deal 20d10 points of irresistible damage to a single target. This trick can only be used once a day, and leaves the Jester with a -4 AC and -6 attack due to the expense of the damage he/she had dealt to themselves. the debuff lasts for 2 minutes and can not be removed upon resting.
*Edited to fix a mistake of grammar

