Post by thela on Apr 25, 2017 15:20:23 GMT -5
name:velvet
Class:jester[20th]/harlequin[20th]
Type: Puppet [construct: flesh golem]
sub type: undead
level: 40 [epic]
Armor Class: 10+ 15[dex]+ 10[cha]+ 20[1/2 level base]+ 20 [natureal]=75
Armor class:[horrid form] 10+15[dex]+20[1/2 level base]+40[natural]=85
DR: normal= 20
DR: horrid= 50
Hit points:400 + 1/4th the hp of any creature devoured
Speed: 90ft(land) 120ft(fly)
STR- 10(+0)
DEX- 40(+15)
CON-0
INT-20 (+5)
WIS- 20 (+5)
CHA- 30 (+10)
abilties:[race]
horrid form: wile natural abit horrifying the puppet can change it's body into something truly horrible using parts from others it has obtained from it's devour ability
devour: any creature of medum size or smaller has a chance to be devoured by the puppet wile in it's horrid form, once grapled the creature has three turns before it is consummed within the puppet's body trapped in the magical space inside and quickly eaten havieng both it's body and life consumed to power the puppet
magics:
* puppets can cast levitation, magic hand, spider climb and prestidigitation at will.
* puppets can cast spells fromt he 1st and 2nd level of arcane spells as a free action.
* puppets are able to cast 3rd and 4th level arcane spells as a standered action.
these spells do not count agnest any spells per day for any caster class they may take
Magic eater: puppets wile magical in nature are immune to magic. above this, if a spell is cast on a puppet that would do dammage, that dammge is rolled, then halved the puppet is healed for this amount. this does not effect magical weapons, the dammage from an enchanted weapo is delt normly
holy susetabilty: weapons enchanted with holy magics will cut thought he puppets damage resistance, as wella s deal dubble the normal dammage, a puppet can not cross into holy land [depending on the diaty or faith of the caster of the consication]
frightful presence: wile in there horrid form theya re aturely frightful thing, any charactor under the lever of 10 dies form seeing it [no save] levels 11-19 flee from it, levels 20-25 are cowered unless the wil save is met, 26-30 suffer a -10 to all rolls unless the dc is met
dc= 10+30[level]+10[cha]=50
abiltys: class:
Jester:
Poison Use (Ex): A Jester may prepare, apply, and use poison without any chance of poisoning himself.
Harlequin’s Mask (Ex): As long as a Jester’s face is painted, masked, or adorned in the manner of a harlequin or other comedic figure, he is immune to compulsion effects.
Laugh It Off (Ex): Fate protects fools and little children, and Jesters certainly adopt the role of fools. At 2nd level, a Jester may add his Charisma modifier as a morale bonus to his saves.
Power Slide (Ex): If a 3rd level Jester takes damage from an attack, he may allow himself to be flung backwards, thereby lessening the impact. He may make a balance check with a DC equal to the damage inflicted and if she succeeds, he suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. He is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. If there is not enough space for him to move, he suffers a d6 of damage for each square not moved. If he passes through an occupied square provoking AoO, the Jester would have to make a tumble check to avoid any attacks of opportunity, following the rules of tumble.
If this ability is gained from another class, then the Jester may choose to increase or decrease the total distance moved by 50% (so a Power Slide that negated 12 points of damage can cause him to move 5’, 10’, or 15’ at her choice).
Sneak Attack (Ex): At 3rd level, a Jester gains the ability to make sneak attacks as a rogue would. At 3rd level, his sneak attacks inflict 1 extra d6 of damage, and this increases by 1d6 every three levels (6, 9, 12, 15, and finally 6d6 at 18).
Jester’s Feint (Ex): At 4th level, a Jester learns to distract and unnerve his enemies by throwing unexpected objects at them. As a swift action, he may toss a brightly colored object in the square of an enemy with a Sleight of Hand Check opposed by the enemy’s Spot check. If it succeeds, the enemy is denied his Dex bonus for the Jester’s next attack. This ability does not work against creatures who do not use sight.
Some Jesters use objects with magical or alchemic effects that act in an enemy’s square to use with this ability, while others use colored balls, fruit, pieces of cloth or scarves, or other cast-off materials that fit the requirement of being brightly colored. Wealthy, desperate, or foolish Jesters sometime used coins or gems.
Cruel Comment (Su): At 5th level, the Jester has learned to say extremely funny but hurtful things about others. As a swift action, the Jester can make a Bluff check opposed by a d20 + target’s level + Charisma check. If the target fails this check, he suffers a -4 to attack rolls, saves, and all other checks. This effect lasts 1d4 rounds. This is a language-dependant compulsion ability.
Sight Gag: At 7th level, the Jester may apply the Silent Spell and Still Spell metamagics spontaneously to his spells, but only if he casts them as full-round actions. This ability only works with spells on the Jester list, and it does not increase the spell’s level or slot used.
Low Comedy (Ex): By using this ability, a Jester of 8th level or higher can double the armor check penalty of an opponent within 50 feet that he hits with a ranged touch attack. Using this ability is an attack action and counts as a thrown weapon. The penalty can be restored to its normal value with 10 minutes and a bar of soap.
Slapstick (Ex): At 8th level, any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round.
Jack-in-the-Box King (Sp): Twice per day, a 10th level Jester may use fabricate or major creation as a spell-like ability, but only if he is constructing weapons or traps.
Tricky Hands (Sp): At the 11th level the Jest has mastered Sleight of Hand and may produce any non-magical weapon from thin air as a quick action. Any enemy that can see your hands get to roll a Spot Check versus your Sleight of Hand, if they succeed this ability fails.
Killer Clown (Su): At 12th level, so long as he meets the requirements of his Harlequin’s face ability, the Jester can make a special Intimidate check as a move action. If successful, this check causes the enemy to suffer the panicked condition for 1d4 rounds. This is a mind-affecting fear effect.
Annoy the Gods (Su): As world-class pranksters, Jesters must learn to avoid the curses and transformations of enemies with a sense of humor. Any time a 14th level Jester has spent at least one round as the victim of an effect that could be removed by a break enchantment effect, the effect is removed.
Prat Fall (Ex): At 16th level, any time a Jester strikes an enemy with a sneak attack, the Jester can make a free Trip attack that does not provoke an Attack of Opportunity. This ability cannot be used on any one enemy more than once a round. The Jester may not be tripped if this fails, and it may be used with ranged sneak attacks. The Jester may substitute his Dexterity modifier for his Strength modifier for the opposed test to trip his foe.
Last Trick (Su): At 18th level, the Jester can turn even his death into a joke. Any time the Jester is killed or knocked unconscious, one of his spells known is cast as if it were spell in a contingency effect.
Eternal Trickster (Ex): At 20th level, the Jester can become a personification of the Laughing God Who has No Temples. While meeting the requirements of his Harlequin’s Mask ability, he does not age and is under the effects of a mind blank effect.
*Mind blank: the subject if protected from all devices and spells that detect,influence, or read emtions or thoughts, this spell protects against all mind effecting spells and effects as well as information gathering by divinations spells or effets, mind blank even foils limited with, miracle and wish spells whent hey are used in such a way
Harlequin:
AC Bonus (Ex): When unarmored or in allowed armor and unencumbered, the harlequin adds her Charisma bonus (if any) to her AC. In addition, a harlequin gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five harlequin levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
Jester's Mask (Su): Harlequins always wear masks or a vibrant combination of make-up. Usually in the form of Olidammara’s symbol, this mask magically conceals the harlequin’s alignment, race, and identity as long as the harlequin wears it. Harlequins always choose a new name and title when they put on the mask. The mask can be repaired easily with whatever material it was constructed from.
Jester's Outfit (Su): Harlequins also wear, besides her Jester's Mask, a colorful outfit with dazzling patterns. The outfit is conjured when the Harlequin wears her Jester's Mask and is dispelled when the Jester's Mask is remove or is further than 10 feet from the Jester's Mask. The Jester's Outfit reflects the Jester's Mask with damages(A crack on the mask is a tear in the outfit) and vice versa, but is is impossible to have the Jester's Mask break if the Jester's Ouitfit is destroyed. The outfit provides no armor but a +5 to any preform skill check. This does not cancel out any Special Abilities as this does not count as armor.
Hideous Hysterics (Sp): The harlequin gains a new hysteric each level this ability is earned shown on the table above. A harlequin can cast a number of hysterics per day equal to her class level and only when she wears her Jester's Mask and it is visible. Casting a hysteric requires one or more standard actions.
*Banana Slip: The harlequin can cast Grease, as the spell. Her caster level is equal to her harlequin level. The balance DC increases to 10+1/2 the harlequin's level+the harlequin's Charisma modifier.
*Tell a Joke: The harlequin tells a joke as she casts Tasha's Hideous Laughter, as the spell (DC=10+1/2 the harlequin's level+the harlequin's Charisma modifier). Her caster level is equal to her harlequin level. This spell can effect up to 1 creature per 4 levels the harlequin has as long as all the targets hear the joke.
*Insult: The harlequin insults the target creature. The harlequin makes a bluff check and the target creature makes an opposed sense motive check. If the harlequin succeeds, the creature is enraged by the insult and is compelled to attack the harlequin. The creature might still fight its way to the harlequin upon the DM's discretion. If the creature fails by 5 or more, it is overwhelmed by tears and runs to a corner to cry for 1d6 rounds. The creature is treated at shaken for that period of time and an additional 1d4 rounds after the crying ceases. The encouragement from a friendly creature shortens the duration of both effects by 2 rounds.
*Killer Clown: The harlequin can use the demoralize special attack with the intimidate skill at a range of 30ft. If the target creature fails by 5 or more, it becomes frightened for 1 round. This action can effect up to 1 creature per 4 levels the harlequin has as long as all the targets are within range and can see the harlequin.
*Juggle: This ability is identical to the bard's fascinate ability except that the DC of the will save is determined by the harlequin's perform (comedy) check. The harlequin must provide at least 3 small objects to juggle. The harlequin must be at least 9th level before she is able to learn this hysteric.
*Entertain: This ability is identical to the bard's fascinate ability except that the DC of the will save is determined by the harlequin's perform (any instrument other than singing) check. The harlequin must provide the instrument of choice. This produces the effect of Otto's Irresistible Dance, as the spell. The harlequin must be at least 9th level before she is able to learn this hysteric.
Skirmish (Ex): A harlequin relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the harlequin's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). This extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorpreal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The harlequin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Harlequins can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a harlequin gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the harlequin has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A harlequin loses this ability when wearing any armor or carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Evasion (Ex): At 2nd level or higher if a harlequin makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a harlequin is wearing light armor or no armor. A helpless harlequin does not gain the benefit of evasion.
Great Leap (Ex): At 4th level and higher, a harlequin always makes jump checks as is she were running and had the Run feat, enabling her to make long jumps without as running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player's Handbook). This ability can be used only if she is wearing no armor and is carrying no more than a light load.
Laugh it Off (Su): A harlequin is able to press the limits of her body with laughs of joy. At 2nd level, she can delay the initial damage of any poison to the moment when the secondary damage occurs. This does not negate the initial damage, but both the initial and secondary poison damage occur simultaneously. At 4th level, she can delay the effects of spells or abilities of the school of enchantments as her mind becomes more chaotic in nature. At 10th level, she always persists to finish her current performance. A 10th level harlequin is immune to all negative changes in her ability modifiers below her normal values. Her ability scores are free to change, but her original ability modifiers never decrease below their normal levels. This only applies while she wears the Jester's Mask.
Fast Movement (Ex): At 3rd level, a harlequin gains an enhancement bonus to her speed, as shown on Table: The Harlequin. A harlequin in armor or carrying a medium or heavy load loses this extra speed.
Feather Fall (Su): At 4th level, a harlequin can control her dancing motions so well that she can leap and fall great distances without hurting herself. This ability is identical to the harlequin's Slow Fall ability however the harlequin does not require a wall to reduce her falling distance. This is identical to a Feather Fall spell.
Uncanny Dodge (Ex):Starting at 4th level, a harlequin can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flatfooted or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a harlequin already has uncanny dodge from a different class (rogue or barbarian), she automatically gains improved uncanny dodge instead.
Acrobatic Charge (Ex): A harlequin of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or tumble over tables to get to her target. Depending of the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
Improved Uncanny Dodge (Ex): A harlequin of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking her. The exception to this defense is that a rogue (or rogue equivalent)) at least four levels higher than the harlequin can flank her (and thus sneak attack him). If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue (or Rogue equivalent) level required to flank the character.
Improved Evasion (Ex): At 9th level, a harlequin’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless harlequin does not gain the benefit of improved evasion.
Acrobatic Skill Mastery (Ex): At 11th level, a harlequin becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a harlequin may take 10 even if stress and distractions would normally prevent her from doing so.
Chaotic Mind (Su): At 14th level, the harlequin gains Chaotic Mind as a bonus feat if she meets the prerequisites. This only applies while she wears the Jester's Mask.
Slippery Mind (Su): A harlequin gains this ability at 14th level. This ability represents the harlequin’s ability to wriggle free from magical effects that would otherwise control or compel her. If a harlequin with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. This only applies while she wears the Jester's Mask.
Humorous Self (Su): At 20th level, a harlequin becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the harlequin's creature type was) for the purpose of spells and magical effects. Additionally, the harlequin gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the harlequin can still be brought back from the dead as if she were a member of her previous creature type.
Class:jester[20th]/harlequin[20th]
Type: Puppet [construct: flesh golem]
sub type: undead
level: 40 [epic]
Armor Class: 10+ 15[dex]+ 10[cha]+ 20[1/2 level base]+ 20 [natureal]=75
Armor class:[horrid form] 10+15[dex]+20[1/2 level base]+40[natural]=85
DR: normal= 20
DR: horrid= 50
Hit points:400 + 1/4th the hp of any creature devoured
Speed: 90ft(land) 120ft(fly)
STR- 10(+0)
DEX- 40(+15)
CON-0
INT-20 (+5)
WIS- 20 (+5)
CHA- 30 (+10)
abilties:[race]
horrid form: wile natural abit horrifying the puppet can change it's body into something truly horrible using parts from others it has obtained from it's devour ability
devour: any creature of medum size or smaller has a chance to be devoured by the puppet wile in it's horrid form, once grapled the creature has three turns before it is consummed within the puppet's body trapped in the magical space inside and quickly eaten havieng both it's body and life consumed to power the puppet
magics:
* puppets can cast levitation, magic hand, spider climb and prestidigitation at will.
* puppets can cast spells fromt he 1st and 2nd level of arcane spells as a free action.
* puppets are able to cast 3rd and 4th level arcane spells as a standered action.
these spells do not count agnest any spells per day for any caster class they may take
Magic eater: puppets wile magical in nature are immune to magic. above this, if a spell is cast on a puppet that would do dammage, that dammge is rolled, then halved the puppet is healed for this amount. this does not effect magical weapons, the dammage from an enchanted weapo is delt normly
holy susetabilty: weapons enchanted with holy magics will cut thought he puppets damage resistance, as wella s deal dubble the normal dammage, a puppet can not cross into holy land [depending on the diaty or faith of the caster of the consication]
frightful presence: wile in there horrid form theya re aturely frightful thing, any charactor under the lever of 10 dies form seeing it [no save] levels 11-19 flee from it, levels 20-25 are cowered unless the wil save is met, 26-30 suffer a -10 to all rolls unless the dc is met
dc= 10+30[level]+10[cha]=50
abiltys: class:
Jester:
Poison Use (Ex): A Jester may prepare, apply, and use poison without any chance of poisoning himself.
Harlequin’s Mask (Ex): As long as a Jester’s face is painted, masked, or adorned in the manner of a harlequin or other comedic figure, he is immune to compulsion effects.
Laugh It Off (Ex): Fate protects fools and little children, and Jesters certainly adopt the role of fools. At 2nd level, a Jester may add his Charisma modifier as a morale bonus to his saves.
Power Slide (Ex): If a 3rd level Jester takes damage from an attack, he may allow himself to be flung backwards, thereby lessening the impact. He may make a balance check with a DC equal to the damage inflicted and if she succeeds, he suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. He is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. If there is not enough space for him to move, he suffers a d6 of damage for each square not moved. If he passes through an occupied square provoking AoO, the Jester would have to make a tumble check to avoid any attacks of opportunity, following the rules of tumble.
If this ability is gained from another class, then the Jester may choose to increase or decrease the total distance moved by 50% (so a Power Slide that negated 12 points of damage can cause him to move 5’, 10’, or 15’ at her choice).
Sneak Attack (Ex): At 3rd level, a Jester gains the ability to make sneak attacks as a rogue would. At 3rd level, his sneak attacks inflict 1 extra d6 of damage, and this increases by 1d6 every three levels (6, 9, 12, 15, and finally 6d6 at 18).
Jester’s Feint (Ex): At 4th level, a Jester learns to distract and unnerve his enemies by throwing unexpected objects at them. As a swift action, he may toss a brightly colored object in the square of an enemy with a Sleight of Hand Check opposed by the enemy’s Spot check. If it succeeds, the enemy is denied his Dex bonus for the Jester’s next attack. This ability does not work against creatures who do not use sight.
Some Jesters use objects with magical or alchemic effects that act in an enemy’s square to use with this ability, while others use colored balls, fruit, pieces of cloth or scarves, or other cast-off materials that fit the requirement of being brightly colored. Wealthy, desperate, or foolish Jesters sometime used coins or gems.
Cruel Comment (Su): At 5th level, the Jester has learned to say extremely funny but hurtful things about others. As a swift action, the Jester can make a Bluff check opposed by a d20 + target’s level + Charisma check. If the target fails this check, he suffers a -4 to attack rolls, saves, and all other checks. This effect lasts 1d4 rounds. This is a language-dependant compulsion ability.
Sight Gag: At 7th level, the Jester may apply the Silent Spell and Still Spell metamagics spontaneously to his spells, but only if he casts them as full-round actions. This ability only works with spells on the Jester list, and it does not increase the spell’s level or slot used.
Low Comedy (Ex): By using this ability, a Jester of 8th level or higher can double the armor check penalty of an opponent within 50 feet that he hits with a ranged touch attack. Using this ability is an attack action and counts as a thrown weapon. The penalty can be restored to its normal value with 10 minutes and a bar of soap.
Slapstick (Ex): At 8th level, any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round.
Jack-in-the-Box King (Sp): Twice per day, a 10th level Jester may use fabricate or major creation as a spell-like ability, but only if he is constructing weapons or traps.
Tricky Hands (Sp): At the 11th level the Jest has mastered Sleight of Hand and may produce any non-magical weapon from thin air as a quick action. Any enemy that can see your hands get to roll a Spot Check versus your Sleight of Hand, if they succeed this ability fails.
Killer Clown (Su): At 12th level, so long as he meets the requirements of his Harlequin’s face ability, the Jester can make a special Intimidate check as a move action. If successful, this check causes the enemy to suffer the panicked condition for 1d4 rounds. This is a mind-affecting fear effect.
Annoy the Gods (Su): As world-class pranksters, Jesters must learn to avoid the curses and transformations of enemies with a sense of humor. Any time a 14th level Jester has spent at least one round as the victim of an effect that could be removed by a break enchantment effect, the effect is removed.
Prat Fall (Ex): At 16th level, any time a Jester strikes an enemy with a sneak attack, the Jester can make a free Trip attack that does not provoke an Attack of Opportunity. This ability cannot be used on any one enemy more than once a round. The Jester may not be tripped if this fails, and it may be used with ranged sneak attacks. The Jester may substitute his Dexterity modifier for his Strength modifier for the opposed test to trip his foe.
Last Trick (Su): At 18th level, the Jester can turn even his death into a joke. Any time the Jester is killed or knocked unconscious, one of his spells known is cast as if it were spell in a contingency effect.
Eternal Trickster (Ex): At 20th level, the Jester can become a personification of the Laughing God Who has No Temples. While meeting the requirements of his Harlequin’s Mask ability, he does not age and is under the effects of a mind blank effect.
*Mind blank: the subject if protected from all devices and spells that detect,influence, or read emtions or thoughts, this spell protects against all mind effecting spells and effects as well as information gathering by divinations spells or effets, mind blank even foils limited with, miracle and wish spells whent hey are used in such a way
Harlequin:
AC Bonus (Ex): When unarmored or in allowed armor and unencumbered, the harlequin adds her Charisma bonus (if any) to her AC. In addition, a harlequin gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five harlequin levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
Jester's Mask (Su): Harlequins always wear masks or a vibrant combination of make-up. Usually in the form of Olidammara’s symbol, this mask magically conceals the harlequin’s alignment, race, and identity as long as the harlequin wears it. Harlequins always choose a new name and title when they put on the mask. The mask can be repaired easily with whatever material it was constructed from.
Jester's Outfit (Su): Harlequins also wear, besides her Jester's Mask, a colorful outfit with dazzling patterns. The outfit is conjured when the Harlequin wears her Jester's Mask and is dispelled when the Jester's Mask is remove or is further than 10 feet from the Jester's Mask. The Jester's Outfit reflects the Jester's Mask with damages(A crack on the mask is a tear in the outfit) and vice versa, but is is impossible to have the Jester's Mask break if the Jester's Ouitfit is destroyed. The outfit provides no armor but a +5 to any preform skill check. This does not cancel out any Special Abilities as this does not count as armor.
Hideous Hysterics (Sp): The harlequin gains a new hysteric each level this ability is earned shown on the table above. A harlequin can cast a number of hysterics per day equal to her class level and only when she wears her Jester's Mask and it is visible. Casting a hysteric requires one or more standard actions.
*Banana Slip: The harlequin can cast Grease, as the spell. Her caster level is equal to her harlequin level. The balance DC increases to 10+1/2 the harlequin's level+the harlequin's Charisma modifier.
*Tell a Joke: The harlequin tells a joke as she casts Tasha's Hideous Laughter, as the spell (DC=10+1/2 the harlequin's level+the harlequin's Charisma modifier). Her caster level is equal to her harlequin level. This spell can effect up to 1 creature per 4 levels the harlequin has as long as all the targets hear the joke.
*Insult: The harlequin insults the target creature. The harlequin makes a bluff check and the target creature makes an opposed sense motive check. If the harlequin succeeds, the creature is enraged by the insult and is compelled to attack the harlequin. The creature might still fight its way to the harlequin upon the DM's discretion. If the creature fails by 5 or more, it is overwhelmed by tears and runs to a corner to cry for 1d6 rounds. The creature is treated at shaken for that period of time and an additional 1d4 rounds after the crying ceases. The encouragement from a friendly creature shortens the duration of both effects by 2 rounds.
*Killer Clown: The harlequin can use the demoralize special attack with the intimidate skill at a range of 30ft. If the target creature fails by 5 or more, it becomes frightened for 1 round. This action can effect up to 1 creature per 4 levels the harlequin has as long as all the targets are within range and can see the harlequin.
*Juggle: This ability is identical to the bard's fascinate ability except that the DC of the will save is determined by the harlequin's perform (comedy) check. The harlequin must provide at least 3 small objects to juggle. The harlequin must be at least 9th level before she is able to learn this hysteric.
*Entertain: This ability is identical to the bard's fascinate ability except that the DC of the will save is determined by the harlequin's perform (any instrument other than singing) check. The harlequin must provide the instrument of choice. This produces the effect of Otto's Irresistible Dance, as the spell. The harlequin must be at least 9th level before she is able to learn this hysteric.
Skirmish (Ex): A harlequin relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the harlequin's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). This extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorpreal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The harlequin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Harlequins can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a harlequin gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the harlequin has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A harlequin loses this ability when wearing any armor or carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Evasion (Ex): At 2nd level or higher if a harlequin makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a harlequin is wearing light armor or no armor. A helpless harlequin does not gain the benefit of evasion.
Great Leap (Ex): At 4th level and higher, a harlequin always makes jump checks as is she were running and had the Run feat, enabling her to make long jumps without as running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player's Handbook). This ability can be used only if she is wearing no armor and is carrying no more than a light load.
Laugh it Off (Su): A harlequin is able to press the limits of her body with laughs of joy. At 2nd level, she can delay the initial damage of any poison to the moment when the secondary damage occurs. This does not negate the initial damage, but both the initial and secondary poison damage occur simultaneously. At 4th level, she can delay the effects of spells or abilities of the school of enchantments as her mind becomes more chaotic in nature. At 10th level, she always persists to finish her current performance. A 10th level harlequin is immune to all negative changes in her ability modifiers below her normal values. Her ability scores are free to change, but her original ability modifiers never decrease below their normal levels. This only applies while she wears the Jester's Mask.
Fast Movement (Ex): At 3rd level, a harlequin gains an enhancement bonus to her speed, as shown on Table: The Harlequin. A harlequin in armor or carrying a medium or heavy load loses this extra speed.
Feather Fall (Su): At 4th level, a harlequin can control her dancing motions so well that she can leap and fall great distances without hurting herself. This ability is identical to the harlequin's Slow Fall ability however the harlequin does not require a wall to reduce her falling distance. This is identical to a Feather Fall spell.
Uncanny Dodge (Ex):Starting at 4th level, a harlequin can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flatfooted or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a harlequin already has uncanny dodge from a different class (rogue or barbarian), she automatically gains improved uncanny dodge instead.
Acrobatic Charge (Ex): A harlequin of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or tumble over tables to get to her target. Depending of the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
Improved Uncanny Dodge (Ex): A harlequin of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking her. The exception to this defense is that a rogue (or rogue equivalent)) at least four levels higher than the harlequin can flank her (and thus sneak attack him). If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue (or Rogue equivalent) level required to flank the character.
Improved Evasion (Ex): At 9th level, a harlequin’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless harlequin does not gain the benefit of improved evasion.
Acrobatic Skill Mastery (Ex): At 11th level, a harlequin becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a harlequin may take 10 even if stress and distractions would normally prevent her from doing so.
Chaotic Mind (Su): At 14th level, the harlequin gains Chaotic Mind as a bonus feat if she meets the prerequisites. This only applies while she wears the Jester's Mask.
Slippery Mind (Su): A harlequin gains this ability at 14th level. This ability represents the harlequin’s ability to wriggle free from magical effects that would otherwise control or compel her. If a harlequin with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. This only applies while she wears the Jester's Mask.
Humorous Self (Su): At 20th level, a harlequin becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the harlequin's creature type was) for the purpose of spells and magical effects. Additionally, the harlequin gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the harlequin can still be brought back from the dead as if she were a member of her previous creature type.