From: oracle@jhunix.HCF.JHU.EDU (Jonah H. Cohen)


New Kit: the Jester.


This kit can be used by wizards and thieves (bards).  

Races allowed: human, half-elf.

Ability requirements: dex 13, int 11, wis 11, chr 13 (charisma will
generally refer less to the character's looks, and more to how funny he
is).

Alignments: may be NG, CG, N or CN.


Bonus proficiencies: juggling, play one musical instrument, repel
projectiles (works on any thrown, non-magic weapon: a successful check
means that the player rolls to hit, failure means an automatic hit;
neither counts as the PC's action for that round).

Recommended proficiencies: gaming, legend lore.

Forbidden proficiency: etiquette.


Benefits:

1) alters morale a la bards; party gains bonus to all morale checks.

2) +10% on any rolls involving luck (games, random attacks etc.).

3) 50% chance to befuddle any characters w. intelligence of 3 or lower.
(Example: jester to some really dumb orcs - "You daren't harm me!
You're not wearing socks!" <storms off in a huff>. Orcs spend half an
hour wondering where their socks went.) This doesn't work on
non-thinking monsters.

4) Can effectively reproduce the effects of a Taunt spell by insulting
opponents. This can be done while performing other actions.

5) Mage or bard jesters can automatically cast Cantrip spell once a day.

6) Can, at any time, do a spontaneous performance in a bar, on street
corners etc. (Will collect 5d8 gp. DM's discretion how often this can
be done.) Jesters may also earn a living by booking formal performances.

7) Can do slight-of-hand "magic trips. Skill is useful for slipping
whooppe cushions under seats, fake barf onto dinner trays etc.


Disadvantages:

1) A roll of 20 on any chr or morale check means the jester has said
something pretty offensive and is in deep doodoo.

2) Other characters will generally not take the jester too seriously. 
Party members may learn to respect him, but NPC's may not believe what
he says, thinking he's a fool, or is pulling their legs. Generally
"They don't get no respect!".

3) Jesters can't cast necromantic spells.

4) A la Swashbucklers, jesters get into trouble. But where the
Swashbuckler gets into danger, the jester has embarassing/annoying/
bizarre stuff happen to him. He may put on the cursed Ring of Body
Odor. He may be polymorphed into a giant otter. He may be forced to
dress in drag to escape evil villains.


Role:

The Jester insures that there will never be a dull moment. He may be a
wild n' crazy guy. He may be a con man. He may be truly obnoxious and
perverted, a constant annoyance. He may be a true weirdo. He may be a
cool, smart kinda guy.

Thief jesters may dress in business suits, perhaps accentuated by
Hawaiian shirts, fish ties, multi-colored bow-ties etc.  (this allows
them to shadow-hide without penalty). Those who aren't concerned with
hiding in shadow will probably wear more traditional Fool's clothes.

Jesters tend to see the world at a different slant. Why pick up the
Sword +6 when there's a Rod of hurling whipped cream pies around? They
may do foolish or reckless things, but also may see things that are so
obvious that others miss them (like: "The Emperor has no clothes!").
They may get away with some uncouth behavior because fools are supposed
to do that (casting a Stinking Cloud in a formal dinner, tho, is likely
to cause problems).

If the PC is a court jester to a king or duke, he may be an important
advisor/employee, and have access to lots of info and resources.

