Class Information

Hit Die: d8

The Jester’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Comedy) (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level

6 + Int modifier.

Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Jesters Audacity +1, Jesters Performance, Fascinate, Inspiring Quip
2nd +1 +0 +3 +3 Bonus Feat, Shenanigans
3rd +2 +1 +2 +2 Taunt, Knee slapper
4th +3 +1 +2 +2 Agile Maneuvers
5th +3 +1 +3 +3 Jesters Audacity +2 Bonus Feat
6th +4 +2 +3 +3 Calming Performance
7th +5 +2 +4 +4 -
8th +6/+1 +2 +4 +4 Jack of All Trades
9th +6/+1 +3 +5 +5 Buffoonery
10th +7/+2 +3 +5 +5 Bone Rattler, Jesters Audacity +3
11th +8/+3 +3 +1 +1 Close Combat Shot
12th +9/+4 +4 +1 +1 Viscous Lampoon, Punch Line
13th +9/+4 +4 +2 +2 -
14th +10/+5 +4 +2 +2 -
15th +11/+6/+1 +5 +3 +3 Jesters Audacity +4, Vexing Dialogue
16th +12/+7/+2 +5 +3 +3 -
17th +12/+7+2 +5 +4 +4 -
18th +13/+7/+3 +6 +11 +11 Scathing Wit
19th +14/+9/+4 +6 +11 +11 Jesters Audacity +5
20th +15/+10/+5 +6 +12 +12 Killing Performance

Class Features

Spell Casting - As a Bard; see (Pathfinder SRD for Bard Spell Casting) Spells

Jester's Audacity The jester's natural talent for performance, his often outrageous dress, and his seemingly lackadaisical attitude throws his opponents off guard in combat. Even a jester armed with a vicious looking weapon cuts a comedic figure that many warriors have trouble taking seriously. At 1st level, a jester gains a +1 dodge bonus to his Armor Class. This bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. However, this bonus can never be greater than the jester's current Charisma bonus. The jester's audacity draws in part on his shameless ability to project himself as nonchalant, goofy, and inept in even the deadliest struggle.

Jester's Performance The jester is the master of the verbal put down, the hilarious joke, or the savage verbal lashing. His words can inspire dread and outrage in his enemies or confidence and comfort in his friends. Once per day per jester level, the jester can use his wit to produce magical effects in those around him. The jester must have at least 1 rank in Perform (comedy) to use these abilities, and many of them rely on the use of that skill to establish their save DCs and other effects. The jester must share a language and be able to speak to the target or targets of his performance abilities unless otherwise noted in the specific ability's description. Starting a jester's performance ability is a standard action, and the jester can maintain the performance (either as a free action or move action, depending on the specific performance used). The jester cannot use spells, activate magic items by spell completion, or activate magic items by word while using his jester's performance
ability. The jester must keep up a steady stream of puns, insults, or jokes to maintain the performance's effect. A deaf jester has a 20% failure chance when attempting to use his performance ability. If he fails, the attempt still counts against his daily number of jester's performances.

Fascinate (Su) At 1st level, Sp): A jester with 3 or more ranks in Perform
(comedy) can create a running stream of jokes, gags,and acrobatic stunts to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the jester, and able to pay attention to him. The jester must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Jester has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the Jester’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the Jester cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspiring Quip A 1st level Jester can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the Jester’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The Jester must choose which component to use when starting his performance.

Taunt A jester with 3 or more ranks in Perform (comedy) can attempt to hurl such stinging insults
against a foe that his opponent loses his temper in an explosive display. The jester targets one creature within 60 feet that shares a language with him. The target must be able to hear the jester for this ability to have an effect. The target can make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If he fails, the target gains a +1 morale bonus on attack rolls but takes a -2 penalty to Armor Class. On its next turn the affected target takes the most direct route possible (charging if able) toward the jester that avoids any obviously dangerous terrain, such as a pit of bubbling lava. The target may stopif an opponent blocks its path and can move around its foes in such a way as to avoid provoking attacks of opportunity (unless able to charge). If the target does provoke an attack of opportunity due to this movement, it immediately gets to make another Will save, this time with a +2 bonus. The jester must use a free action to continue to taunt his opponent each round, and if he cannot complete this act the taunt's effects immediately end. This is a mind-affecting, language-dependant ability.

Agile Maneuvers The Jester gets Agile Maneuvers as a bonus Feat

Bonus Feat A jester learns a variety of juggling tricks to entertain his audience. As a result, he develops the reflexes and timing needed to knock fast moving objects out of the air. At 2nd level, a jester with 5 or more ranks in Perform (comedy) gains Deflect Arrows as a bonus feat. At 6th level, a jester with 9 or more ranks in Perform (comedy) gains Snatch Arrows as a bonus feat. His reflexes
and timing improve to the point that he can catch deadly missiles rather than merely knock them aside.

Shenanigans At 2nd level, the Jester becomes resistant to bardic performances, performances of other Jesters, and to sonic effects in general. The Jester gains a +4 bonus on saving throws made against Jesters performance, sonic, and language-dependent effects.

Jack of all Trades At 9th level, the Jester can use any skill, even if the skill normally requires him to be trained. At 16th level, the Jester considers all skills to be class skills. At 19th level, the Jester can take 10 on any skill check, even if it is not normally allowed.

Calming Performance (Su) A jester of 6th level and with 9 or more ranks in Perform (comedy) can diffuse the tension, anger, and simmering violence in a confrontation. He can cause all creatures currently affected by his fascinate ability to adopt a friendly attitude toward himself his allies, and all other creatures currently affected by the jester's fascinate ability. This effect lasts for 10 minutes per jester level. Calming performance is a mind-affecting, language-dependent ability.

Buffoonery (Su) A 9th-level jester with 12 or more ranks in Perform (comedy) can caper and dance to distract his opponents in battle. The jester's outrageous actions distract his foe, leaving it unable to effectively defend itself. The jester can choose a single target within 30 feet to whom he has line of sight. The target must be able to see and hear the jester, and gets a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If the target misses this save, it loses its Dexterity bonus (if any) to its Armor Class. The target gains a new save each round the jester maintains buffoonery (a free action). If the target makes a successful Will save the effect ends and the target becomes immune to that particular jester's buffoonery for 24 hours.

Vicious Lampoon (Su) A 12th-level jester with 15 or more ranks in Perform (comedy) can mock his opponents with such vicious, cutting humor that they lose confidence in their fighting ability. Every opponent within 60 feet of the jester who can hear and understand him must make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). Creatures that fail this save suffer a -2 penalty on attack rolls, skill and ability checks, and saving throws for as long as the jester continues to perform (as a move action), up to a maximum number of rounds equal to the jester's level. This is a mindaffecting, language-dependant effect.

Vexing Dialogue (Su) A 15th-level jester with 18 or more ranks in Perform (comedy) can create a running series of jokes, observations, and insults that breaks a single target's ability to concentrate. When the jester uses this ability, his target must make a Concentration check opposed by the jester's Perform (comedy) check to cast a spell, use a supernatural ability, or otherwise perform an act that would require a Concentration check to complete if the target suffered damage while attempting it. This effect lasts for 1 round. The jester can use this ability against a given target once per encounter. This is a mind-affecting, language dependent effect. Scathing Wit (Su): An 18th-level jester with 21 or more ranks in Perform (comedy) can leave his target a dispirited, demoralized shell with a few choice, cutting remarks. The target can make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If the save fails, the target suffers a penalty equal to the jester's Charisma bonus on attack rolls and saving throws. This penalty lasts for as long as the jester performs (a move action), for a maximum number of rounds equal to half the jester's level. This is a mind-affecting, language-dependent effect. The target must be able to see and clearly hear the jester.

Knee Slapper Once per encounter The Jester may attempt to hit an opponent on their knee causing them to lose their 1d3 dexterity for 1 round and the opponent can only move at half speed. This attack is made using the Jesters CMB vs the Opponents CMD

Bone Rattler At l0th-level, the jester's antics are so vexing that even the normally implacable undead fall victim to them. The jester's mind-affecting jester's performance abilities function as normal
against undead that possess intelligence scores, although undead creatures gain a +2 bonus on their
saves against such abilities. Undead creatures that lack intelligence scores and other types of creatures immune to mind-affecting effects remain immune to the jester's talents.

Punch Line At 12th level a Jester knows how to add Insult to Injury. as a swift action The Jester may choose to add half his charisma modifier to damage and immediately can make a perform check verses your opponents CMD. Upon failing the opponent is under the effects of the Jesters "Taunt".

Killing PerformanceA Jester of 20th level or higher can use his performance to cause one enemy to die from laughing too hard. To be affected, the target must be able to see and hear the Jester perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the Jester’s level + the Jester’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies.Deadly performance is a mind-effecting death effect that relies on audible and visual components.

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