The Jester/ Glee Man

Jesters are agents of entertainment. They live to have an enjoyable time, though often their concepts of humor are decidedly unsettling. They may be of any alignment. They are pranksters who use their cutting wit and skills to inspire allies and manipulate enemies. Also known as Glee Men in some parts of the world, a Jester is an entertainer, often traveling between towns, villages, inns, and taverns, though many find permanent employment is the service of a king or rich lord. They are expected to be expert story tellers as well as acrobatic, and typically wear a cloak made of many colorful patches as a mark of their profession. Most skilled gleemen can play one sort of instrument or another, some examples are flute, or if more skillful, a lute or harp.

Jesters may be of any age, though the skills required to become a jester require several years of experience. Jesters vary wildly in age, and you are just as likely to encounter a young jester (an apprentice) as you are to encounter a middle aged or even old jester. Jesters are typically allowed to go anywhere they wish, as all commoners delight in or at least tolerate their presence. It is said that music has special power, and the Jester proves that saying true. Wandering across the land, gathering lore, telling stories, performing wondrous tricks of prestidigitation, and living on the gratitude of his audience: Such is the life of a Jester. When a Jester arrives in town or at a tavern, often all work or talk ceases, the more to enjoy his entertainment. When chance or opportunity draws them into a conflict, gleemen serve as negotiators, messengers, scouts, and spies.

A Jester works a sort of magic with his music, tales, poetry, and tricks. He can encourage allies, hold his audiences rapt, and distract attackers with clever sleights. Jesters have some of the skills that many adventurers have, although they are not as focused on skill mastery as those other souls. They listen to stories as well as tell them, of course, so they have a vast knowledge of local events and noteworthy items. Jesters love to join the entourage of heroes (and villains) to witness their deeds firsthand. Indeed, after telling so many stories about mighty deeds, many Jesters take these themes to heart and assume the role of hero themselves. An apprentice Jester learns bis skills from a single experienced Jester, whom he follows and serves until he is ready to strike out on his own. Jesters occasionally congregate in informal "colleges," but an individual has no strong allegiance to others as a whole. A few Jesters, the best of the best, go on to become Court Jesters, entertaining kings, courts, and rich folk with their wondrous musical abilities. Wherever they come from, Jesters proudly denote their status and skills by wearing bright clothing and hats and patchwork cloaks. The fluttering patches display a myriad of colors, catching the eye even in a crowd and acting as a sort of advertising for the Jester. Most Jesters are male, but this is not a requirement.

Weapon and Armor Proficiency: A Jester is proficient with all simple weapons. Additionally, a Jester is proficient with one of the following weapons: longbow, longsword, rapier, sap, short sword, short bow, or whip. Jesters are proficient with light armor and all shields except for the tower shield. Most jesters prefer light armor that gives them the maximum flexibility needed to perform their acrobatics.

Class Features

  1. Jester's Audacity:
    • The jester's natural talent for performance, his often-outrageous dress, and his 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 first level, a jester gains a +1-dodge bonus. This bonus increases to +2 at fifth level, +3 at 10th level, +4 at 15th level. The jester's audacity draws in part on his shameless ability to project himself as nonchalant, silly, and inept in even the deadliest struggle.
    • Juggler: Jesters are experts in juggling, which translates well to throwing weapons in combat. A jester may juggle a few small objects (up to one-handed weapons) equal to 3 + his P.P. bonus without issue. While juggling these objects the items are equipped by the jester, but the jester is also treated as having its hands free. The jester may use or switch between juggled items and open hands as needed. Weapons juggled can be thrown, and the jester may add its audacity bonus to the attack and damage roll for the weapon. Creatures struck by juggled weapons are denied their P.P. bonus to parry/dodge. Initiating a throw requires a successful Sleight of Hand skill check as well as a successful strike. If the jester is injured while juggling, they must succeed a Sleight of Hand check Intentionally stopping the juggle has no ill effects, and all items are appropriately placed where desired. Failing to maintain the juggle or being interrupted results in all but two randomly determined items being dropped on the floor, however. This ability may be used any number of times per day.
    • 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 second level, a jester can Deflect Arrows (successful parry roll with +4 bonus)
    • At fifth level, a jester gains Snatch Arrows out of the air (successful parry roll with +4 bonus). Their reflexes and timing improve to the point that they can catch deadly missiles rather than merely knock them aside.
  2. Jester's Music:
    • A number of times per day equal to his level plus his M.A. modifier, a Jester can use his singing, taletelling, or sleight of hand to produce astonishing or “Magic-like” effects on those around him. He can inspire courage in allies, fascinate a creature, help others perform skills better, or inspire greatness. While these abilities fall under the category of Jester's music, they can include reciting poetry, chanting, singing lyrical songs, playing an instrument, playing an instrument in combination with some spoken performance, or (where noted and logical) displays of dexterity such as juggling. A deaf Jester suffers a 20% chance to fail with any effect that involves sound. If he fails, the attempt still counts against his daily limit. Any use of Jester 's music is a move or attack action.
    • Inspire Courage: At level 2, A jester can use song, poetics, or sometimes tales to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must hear the Jester perform for a full round. The effect lasts as long as the Jester performs and for 5 rounds after the Jester stops performing (or 5 rounds after the ally can no longer hear the Jester). While performing, the Jester can fight. Affected allies receive a +2 morale bonus on saving throws against mind influencing magic or Psionics or similar effects, and a + 1 morale bonus on attack and weapon damage rolls.
    • Fascinate: at level 3, a Jester can use song, poetics, taletelling, or legerdemain to cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the Jester and must be within 90 feet. The Jester must also see the creature and must concentrate. The creature must be able to pay attention to the Jester. The distraction of a nearby combat or other dangers prevents the ability from working. The Jester makes a Perform, and the target can negate the effect with a ME saving throw. If the saving throw succeeds, the Jester cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to or watches the Jester for up to 1 round per level of the Jester. While fascinated, the target takes no action other than to sit and listen or watch. Any potential threat (such as an ally of the Jester moving behind the fascinated creature) allows the fascinated creature a second saving throw. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect.
    • Inspire Competence: At level 4, a Jester can use song, poetics, or tales to help an ally succeed at a task. The ally must be able to see and hear the Jester and must be within 30 feet. The Jester must also see the ally. Depending on the task that the ally has at hand, the Jester may use his performance to lift the ally's spirits, to help the ally focus mentally, or in some other way. The ally gets a +20% competence bonus on skill checks with a particular skill as long as he or she continues to hear the Jester's music. The GM may rule that certain uses of this ability are infeasible chanting to make a wanderer move more quietly, for example, is self defeating. Some desperate situations, perhaps not even the loftiest tales can lift someone's spirits. The Jester can maintain the effect for 2 minutes + 30 seconds per level
    • Inspire Greatness: At level 5, a A Jester can use song, poetics, or tales to inspire greatness in another Jester
  3. Jester's Performance:
    • The jester is the expert in 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 a magic l;ike effects in those around him. 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. The jester cannot 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: A jester 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 ninety 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 attains beyond first, he can target one additional creature with a single use of this ability.
      • To use the ability, a Jester makes a skill check. If a creature’s saving throw succeeds, the jester cannot attempt to fascinate that creature again for 24 hours. Creatures that fail this save sit quietly and listen to the jester's performance, taking no other actions for as long as the jester continues to perform (up to a maximum of one round per jester level). While fascinated, a target takes a -40% penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the jester to make another Perform (comedy) roll and allows the creature a new saving throw
      • Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.
    • Inspiring Quip: A jester can boost his allies' morale with a joke that breaks their tension and invigorates their spirits, as an immediate action when an opponent misses an attack, the jester makes a wisecrack denigrating the foe's fighting ability. The jester must be able to see the unsuccessful attack. All allies within thirty feet of the jester gain a +2-morale bonus on all attacks against that foe for the rest of the encounter. The jester can use this ability more than once during an encounter to grant a morale bonus against multiple foes.
    • Taunt: A jester 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 sixty 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 an ME If he fails, the target gains a +1-morale bonus on attack rolls but takes a -2 penalty to dodge or parry. 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 stop if an opponent blocks its path and can move around its foes in such a way as to avoid provoking 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-dependent ability.
    • Calming Performance: A jester of sixth level 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 and 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: A 9th-level jester 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 thirty feet of whom he has line of sight. The target must be able to see and hear the jester and gets an ME save If the target misses this save, it loses its PP bonus to parry/dodge. The target gains a new save each round the jester maintains buffoonery (a free action). If the target makes a successful ME save the effect ends and the target becomes immune to that jester’s buffoonery for 24 hours.
    • Vicious Lampoon: A 10th-level 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 an ME save. Creatures that fail this save suffer a -10% to skills, -2 penalty on attack rolls, 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 mind-affecting, language-dependent effect.
    • Vexing Dialogue: A 12th-level 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 M.E. check to cast a spell, use a supernatural ability, or otherwise perform an act that would require a Concentration to complete if the target suffered damage while attempting it. This effect lasts for one round. The jester can use this ability against a given target once per encounter. This is a mind-affecting, language- dependent effect.
    • Scathing Wit: An 15th-level jester can leave his target a dispirited, demoralized shell with a few choices, cutting remarks. The target can make an ME. If the save fails, the target suffers a penalty equal to the jester's MA 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.
    • Coulrophobia: An 11th level jester becomes immune to fear effects and can unsettle foes with its mere presence like the Frightful Presence ability. The ability takes effect automatically whenever the jester attacks, charges, or uses a Performance skill. Creatures within a radius of 100 feet are subject to the effect. A potentially affected creature that succeeds on an ME save remains immune to that jester's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Weapon and Armor Proficiency: A Jester is proficient with all simple weapons. Additionally, a Jester is proficient with one of the following weapons: longbow, longsword, rapier, sap, short sword, short bow, or whip. Gleemen are proficient with light armor, medium armor, and shields. Jesters are proficient with light armor and all shields except for the tower shield. Most jesters prefer light armor that gives them the maximum flexibility needed to perform their acrobatics.

The Jester/Glee Man OCC

Attribute Requirements: P.P. 12 or higher.
Alignment: Any
Gender: Generally Male but can also be Female
Race: Any though some races may have difficulty gaining acceptance.
O.C.C. Bonuses: The character has a one-time bonus of +1 to strike, +2 damage, +2 on initiative, +1 to dodge and +1 to pull punch (or knife or weapon strike) and the ability to throw an extra two items in any one melee round. Jesters can attempt to throw anything as a weapon.
O.C.C. Skills:

  • Diplomacy
  • Juggling (+40%)
  • Athletics (General)
  • Acrobatics
  • Concealment (+5%)
  • Palming (+10%)
  • Pick Pocket
  • Public Speaking (+5%)
  • Languages: Native Tongue at 98%, plus two of choice (+5% each)
  • Streetwise (+4%)
  • Intelligence
  • Knowledge (Local)
  • Knowledge (Nobility and Royalty)
  • Escape Artist
  • W.P. Knife and Two of choice.
  • Hand to Hand: Basic (Hand to hand: basic can be changed to hand to hand: expert or assassin (if evil) for the cost of one "other" skill or martial arts for the cost of two "other" skills.)

O.C.C. Related Skills: Select six other skills of choice at level one, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

  • Communications: Any (+5% each)
  • Domestic: Any (+5%)
  • Espionage: Any (+10% to escape artist only)
  • Horsemanship: General or Exotic Only.
  • Labour: Any
  • Medical: First Aid only.
  • Military: Heraldry and Recognize Weapon Quality (+5%) only.
  • Naval Skills: None
  • Performing Arts: Any (+10%)
  • Physical: Any, except Boxing.
  • Rogue: Any (+10%)
  • Science: Mathematics skills only.
  • Scholar/Noble/Technical: Any (+10% on any language skills)
  • Weapon Proficiencies: Any, except siege.
  • Wilderness: Any

Secondary Skills: Choose 5 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: The character starts with one suit of plain street clothes. including hat, scarf, shirt, jacket, cloak, pants (or kilt and leggings), leather boots, and belt, plus a suit of "performance" clothing in fancy, bright patterns, and colors (same Components, but with at least two secret pockets). Tools of the trade include a set of juggling balls (10), juggling pins (8), treated torches (8). small glass goblets and clay bowls (all designed and weighted for juggling. 12 of each). The character also a brightly coloured patchwork cloak as well as has a backpack, a bedroll, a shoulder bag, 1D4 small sacks, a tinder box, and a water skin.

Armour: The jester can choose to wear any type of armour but is most uncomfortable in anything that restricts full freedom of movement (same penalties as a Men of Arms O.C.C). Armour that hampers and impairs movement can mean suicide for this kind of character. If any heavy armour is worn, the character suffers a 1/2 speed reduction, and will be at -15% on most skills. with a -1 to strike, parry, and dodge. Regular chain mail is a little less restrictive, only reducing skills by 10%, and with no penalty to strike, parry, or dodge, and a 1/3 speed reduction. The character starts out with a full suit of soft leather armour (10 A.R. and 20 S.D.C.).

Weapons: Jesters like to have a full range of throwing weapons at hand, as well as weapons to match any other W.P. they might have. The character starts out with a set of high-quality, very good looking, throwing knives (8), a set of small throwing axes (6), a set of weighted meat cleavers (4), and a sling with two dozen loads (metal balls that do 1D6 damage). The jester starts with a set of throwing pins (4) that look just like the juggling pins but are filled with lead weights, so they do 2D4 damage when used as a club. Also, one pair of matched weapons to fit the character's chosen W.P. (decent quality, but nothing special).

Money: The character starts with 240 in gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for jobs and/or booty.

LevelExperience
10-2,200
22,201-4,400
34,401-8,800
48,801-16,500
516,501-25,000
625,001-35,000
735,001-50,000
850,001-71,000
971,001-96,500
1096,501-135,500
11135,501-180,500
12180,501-230,500
13230,5001-280,500
14280,501-335,500
15335,501-400,500

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