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Evil Clown (3.5e Class)

664 bytes added, 17:58, 1 June 2019
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'''Abilities:''' Charisma is the primary ability of this class, followed by Dexterity to dodge attacks and help with ranged attacks (like juggling), and Constitution because evil clowns provoke so many attacks having high HP is essential.
'''Races:''' Races that give a bonus to Charisma commonly take this class, as do smaller races and those with movement bonuses. Common races include Halflings, [[Goblin, Filcher (3.5e Race)|Filcher Goblin]], [[Goblin, Flintspark (3.5e Race)|Flintspark Goblin]], [[Kitsune (3.5e Race)|Kitsune]], [[Viverrae (3.5e Race)|Viverrae]], [[Sprightling (3.5e Race)|Sprightling]] and [[Half-Nymph (3.5e Race)|Half-Nymph]].
'''Alignment:''' Any non-good.
{{3.5e Class Simple
|classname=Evil Clown
|hitdie=68
|length=20
|bab=Moderate
|will=Good
|specialhead1=rowspan="2"{{!}}[[#AC Bonus|AC Bonus]]{{!!}}rowspan="2"{{!}}[[#Clown Gags|Gag Pool]]
|special1=[[#Tomfoolery|Tomfoolery +1d61d8]], [[#Hammerspace|Hammerspace]], [[#Clown Gags|Clown Gags]]{{!!}}—{{!!}}2
|special2=[[#Balloon Familiar|Balloon Familiar]], [[#Bonus Language|Bonus Language (Squeak)]], [[#Horrific Appearance|Horrific Appearance]]{{!!}}—{{!!}}4
|special3=[[#Laugh it Off|Laugh it Off (Mental Resistance)]]{{!!}}—{{!!}}6
|special4=[[#Tomfoolery|Tomfoolery +2d62d8]], [[#Silly Clown|Silly Clown]]{{!!}}—{{!!}}8
|special5=[[#Bonus Feat|Bonus Feat]]{{!!}}+1{{!!}}10
|special6=[[#Laugh it Off|Laugh it Off (Damage Reduction)]]{{!!}}+1{{!!}}12
|special7=[[#Tomfoolery|Tomfoolery +3d63d8]], [[#Contort Size|Contort Size]]{{!!}}+1{{!!}}14
|special8=[[#Bonus Feat|Bonus Feat]]{{!!}}+1{{!!}}16
|special9=[[#Laugh it Off|Laugh it Off (Chaotic Mind)]]{{!!}}+1{{!!}}18
|special10=[[#Tomfoolery|Tomfoolery +4d64d8]]{{!!}}+2{{!!}}20
|special11=[[#Bonus Feat|Bonus Feat]]{{!!}}+2{{!!}}22
|special12=[[#Laugh it Off|Laugh it Off (Resilient Body)]]{{!!}}+2{{!!}}24
|special13=[[#Tomfoolery|Tomfoolery +5d65d8]], [[#Contort Size|Improved Contort Size]]{{!!}}+2{{!!}}26
|special14=[[#Bonus Feat|Bonus Feat]]{{!!}}+2{{!!}}28
|special15=[[#Laugh it Off|Laugh it Off (Mental Fortress)]]{{!!}}+3{{!!}}30
|special16=[[#Tomfoolery|Tomfoolery +6d66d8]]{{!!}}+3{{!!}}32
|special17=[[#Bonus Feat|Bonus Feat]]{{!!}}+3{{!!}}34
|special18=[[#Laugh it Off|Laugh it Off (Escape Death)]]{{!!}}+3{{!!}}36
|special19=[[#Tomfoolery|Tomfoolery +7d67d8]]{{!!}}+3{{!!}}38
|special20=[[#Bonus Feat|Bonus Feat]]{{!!}}+4{{!!}}40
|skillpoints=4
'''Weapon and Armor Proficiency:''' A clown is proficient with all simple weapons and with squeaky hammers, but not with armor or shields.
'''{{Anchor|Tomfoolery}} {{Ex}}:''' With a disturbing and insulting joke, an evil clown can add insult to injury and deal extra damage. By making a successful Perform (Comedy) check opposed by the target's modified level check (1d20+character level or hit dice+Wisdom modifier), she may add a tomfoolery strike to all of her attacks that round. This check is made only once per round as a free action. This does 1d6 1d8 extra damage. Ranged attacks can count as tomfoolery only if the target is within 30 feet. This damage is never nonlethal damage. Tomfoolery is only effective against creatures that can see and/or hear the evil clown (including through blindsight) and have an Intelligence score of at least 6.
At 4th level and every three after, the damage increases by 1d61d8.
'''{{Anchor|Hammerspace}} {{Su}}:''' As a free action once per round for every Charisma modifier (minimum 1), an evil clown may magically produce items for her other abilities, as specified in the descriptions of the individual abilities. This ability can be used even when it isn't the evil clown's turn.
'''{{Anchor|Clown Gags}}:''' An evil clown has a gag pool (see above), she adds her Charisma modifier to this number. She cannot spend more than her class level in a single gag (i.e., at 2nd level, max gag cost 2 gags, or 1 gag and an augment). Her gag pool resets at the start of the next day. Any save DCs are equal to 10+1/2 class level+Charisma modifier, and all spell-like abilities have a caster level equal to class level (psi-like , manifester level is equal).
*''{{Anchor|Trick}} {{Sp}}:'' As a standard action, for 1/2 gag, can perform a magical trick (treat like ([[SRD:Prestidigitation|''prestidigitation'']]).
*''{{Anchor|Disquieting Diddy}} {{Su}}:'' As an immediate action, for 1 gag, can magically produce circus music and laugh maniacally at a single creature within close range (25 ft.+5 ft./2 levels) to which she has line of sight. The creature is [[SRD:Shaken|shaken]] one round per evil clown Charisma modifier (minimum 1); can be negated with a Will save. Every extra gag point spent allows this to affect one more creature.
*''{{Anchor|Distracting Dance}} {{Ex}}:'' As a standard action, for 4 gags, can preform a comical dance. This [[SRD:Fascinated|fascinates]] all creatures within 30 feet; can be negated with a Will save. Each creature to be fascinated must be able to pay attention. The distraction of nearby combat or other dangers prevents the ability from working.
*''{{Anchor|Profanity}} {{Sp}}:'' As a standard action, for 4 gags, can spout profanity (treat like [[Profanity (3.5e Spell)|''profanity'']]).
*''{{Anchor|Summon Gremlin}} {{Su}}:'' As a standard action, for 4 gags, can summon a [[Gremlin (3.5e Monster)|gremlin type III]]. The summoned gremlin lasts for 1 round per class level, is not under the clown's control, and is pure choas -- willing to do actions against its own self-preservation. For 1 2 extra gaggags, can improve the gremlin type by oneto III.
*''{{Anchor|Summon Clown Car}} {{Su}}:'' As a standard action, for 5 gags, can summon a clown car. This car has only enough space for a clown in the driver's seat, however, its trunk acts like a [[SRD:Bag of Holding|bag of holding type II]]. The clown car is medium sized, has a speed of 50', 15 AC, 20 HP, 5 hardness, and can pull 1000 lbs. If it is destroyed, all items and creatures within it fall to the same square (prone if creatures). For 1 extra gag, can increase the cars HP by 10 and bag of holding type to III.
*''{{Anchor|Bouncy House}} {{Ps}}:'' As a standard action, for 6 gags, can make the floor bouncy (treat like [[Psionic Jelly Floor (3.5e Power)|''jelly floor'']], unaugmented). For 1 extra gag, can increase the area by one 10' square.
'''{{Anchor|AC Bonus}} {{Ex}}:''' When unarmored and unencumbered, the evil clown adds her Charisma bonus (if any) to her AC. At 5th and every 5 after, she gets an additional +1 bonus to AC (i.e., +2 at 10th). These bonuses to AC apply even against touch attacks or when she is flat-footed. She loses these bonuses if immobilized, helpless, wearing any armor, uses a shield, or carrying a medium or heavy load.
====Ex-Evil Clowns====
An evil clown whose alignment changes to be good does not lose any class features, but cannot advance her evil clown level unless she once again becomes non-good. Using a clown gag is considered a heinously evil act.
 
===Campaign Information===
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