The Jester is a bard alternative that is more of a trickster matching thief type abilities with cunning illusions.
Jester
Requirements: Minimum DEX 9, minimum INT 9
Prime requisite: CHA
Hit Dice: 1d6
Maximum level: 14
Armour: Leather, chainmail, no shields
Weapons: Missile weapons, one-handed melee weapons.
Languages: Alignment, Common
Alignment: Jesters are irreverent beings with little respect for the order of society thus they can not be of lawful alignment.
Arcane Magic
Spell casting: Jesters carry spell books containing the formulae for arcane spells. The level progression table (below) shows both the number of spells in the Jester’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 2nd level Jester has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to Jesters is found in the illusionist spell list.
Using magic items: As spell casters, Jesters are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands). They are, however, not able to use magic items with effects that cause direct damage (e.g. a wand that shoots fireballs).
Initiative Bonus (Optional Rule)
If using the optional rule for individual initiative, Jesters get a bonus of +1 to initiative rolls.
Jester Skills
Jesters can use the following skills with the chance of success shown below.
▶ Catch Object (CO): Any time a Jester is aware of a small object such as a dagger or dart being thrown within 10’ of them they may attempt to catch it. The Object must weight less than one pound.
▶ Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the Jester falls at the halfway point, suffering falling damage.
▶ Falling (FA): When able to roll into it, Jesters suffer no damage from the first 10’ of any fall. Damage due to falling from a greater height is reduced by the listed percentage (rounding fractions down).
▶ Pick pockets (PP): If the victim is above 5th level, the thief ’s roll is penalised by 5% for every level above 5th. There is always at least a 1% chance of failure. A roll of more than twice the percentage required for success means that the attempted theft is noticed. The referee should determine the reaction of the victim.
After Reaching 11th Level
A bard can establish a troupe of entertainers. 2d6 entertainers of 1st level will come to study under the character.
Optional: Roll once for each entertainer on the Jester’s Troupe table to determine the class of each entertainer that joins the Jester’s troupe.
Bard Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4
1 0 1d6 19 [0] 13 14 13 16 15 – – – –
2 2,000 2d6 19 [0] 13 14 13 16 15 1– – –
3 4,000 3d6 19 [0] 13 14 13 16 15 2 – – –
4 8,000 4d6 19 [0] 13 14 13 16 15 3 – – –
5 16,000 5d6 17 [+2] 12 13 11 14 13 3 1 – –
6 32,000 6d6 17 [+2] 12 13 11 14 13 3 2 – –
7 64,000 7d6 17 [+2] 12 13 11 14 13 3 3 – –
8 120,000 8d6 17 [+2] 12 13 11 14 13 3 3 1 –
9 240,000 9d6 14 [+5] 10 11 9 12 10 3 3 2 –
10 360,000 9d6+2* 14 [+5] 10 11 9 12 10 3 3 3 –
11 480,000 9d6+4* 14 [+5] 10 11 9 12 10 3 3 3 1
12 600,000 9d6+6* 14 [+5] 10 11 9 12 10 3 3 3 2
13 720,000 9d6+8* 12 [+7] 8 9 7 10 8 3 3 3 3
14 840,000 9d6+10* 12 [+7] 8 9 7 10 8 4 4 3 3
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
Jester Skills Chance of Success Jester’s Troupe Table
Level CO CS FA PP D20 Class
1 81 87 25 20 1 Acrobat
2 82 88 25 25 2 Acrobat
3 83 89 25 30 3 Thief
4 84 90 33 35 4 Thief
5 85 91 33 40 5 Assassin
6 86 92 33 45 6 Bard
7 87 93 33 55 7 Bard
8 88 94 50 65 8 Jester
9 87 95 50 75 9 Jester
10 88 96 50 85 10 Jester
11 89 97 50 95 11 Jester
12 90 98 66 105 12 Jester
13 91 99 66 115 13 Jester
14 92 99 75 125 14 Jester
15 Jester
16 Strongman*
17 Strongman*
18 Elf
19 Illusionist
20 Magic User
* 1-2 Barbarian, 3-5 Fighter, 6 Dwarf
Requirements: Minimum WIS 9
Prime requisite: CON and STR
Hit Dice: 1d6
Maximum level: 10
Armour: Leather, shields
Weapons: Club, Spear, Long Bow and Short Bow
Languages: Alignment, Common, Elvish, Gnoll, Hobgoblin, Orcish
Prime requisites: A Wild Elf with at least 13 in one prime requisite gains a 5% bonus to experience. If both STR and CON are 16 or higher, the Wild Elf gets a +10% bonus.
Alignment: Wild Elves regard the ways of
the natural world as the ideal state of
things. They see the concepts of Law and
Chaos as extremes that are both equally
against nature. Thus, Wild Elves must be
neutral in alignment.
Charm Immunity
Wild Elves are immune to the charms of fairies and Sylvan creatures (e.g. dryads, nixies).
Divine Magic
Holy symbol: A Wild must carry a holy symbol: a sprig of mistletoe which the character must harvest.
Spell casting: From 1st level, due to a deep connection with nature, a Wild Elf gains the ability to cast spells.
The power and number of spells available to a Wild Elf are determined by the character’s experience level. The list of spells available to Wild Elves is found in druid spell list.
Using magic items: As spell casters, Wild Elves can use magic scrolls of spells on theirs pell list. They can also use items that may only be used by divine spell casters (e.g. some staves). Wild Elves may not use magical books or tomes.
Foraging and Hunting
A party with a wild elf succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance .
Hiding
Wild Elves have an uncanny ability to disappear from sight. In woods or undergrowth, a Wood Elf can hide with a 90% chance of success.
Identification
Wild Elves can identify all plants and animals and can discern pure water.
Infravision
Wild Elves have infravision to 60’.
Path-Finding
A party with a Wild Elf has only a 1-in-6 chance of getting lost in woodlands.
Tracking
Wild Elves can identify and follow tracks. This skill improves as the character gains levels (see the table to the Ranger tracking table). Success may be modified by the following factors:
▶ Soft/hard ground: +20% to –50%.
▶ Size of group being tracked: +2% per creature beyond the first.
▶ Passing through an area where other tracks mingle: –50%.
▶ Age of tracks: –5% per 12 hours.
▶ Rainfall: –25% per hour.
▶ Efforts made to hide tracks: –25%
Wild Elf Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4 5
1 0 1d6 19 [0] 12 13 13 15 15 1 – – – –
2 2,250 2d6 19 [0] 12 13 13 15 15 2 – – – –
3 4,500 3d6 19 [0] 12 13 13 15 15 2 1 – – –
4 9,000 4d6 17 [+2] 10 11 11 13 12 2 2 – – –
5 18,000 5d6 17 [+2] 10 11 11 13 12 2 2 1 – –
6 36,000 6d6 17 [+2] 10 11 11 13 12 2 2 2 – –
7 72,000 7d6 14 [+5] 8 9 9 10 10 3 2 2 1 –
8 135,000 8d6 14 [+5] 8 9 9 10 10 3 3 2 2 –
9 250,000 9d6 14 [+5] 8 9 9 10 10 3 3 3 2 1
10 500,000 9d6+2* 12 [+7] 6 7 8 8 8 3 3 3 3 2
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
After Reaching 9th Level
A Wild Elf may construct a stronghold in the depths of the forest, blending in with the natural environment of a site of great beauty, for example: in the treetops, beside a serene valley, or hidden behind a waterfall. Whatever material it is made of, the construction costs as much as similar work in stone, due to the exquisite quality of craftsmanship involved.
Forest animals within a 5 mile radius of the completed stronghold will become friends with the elves. They may warn of intruders, carry messages and news, and so on. In exchange for this friendship, the Wild Elf must protect the animals from harm.
A Wild Elf ruler may only hire Wild Elf mercenaries. Specialists and retainers of any race may be hired.
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