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Jester
In
short:
Jesters are comedians, fools, clowns and buffoons. These flamboyant,
outrageous, and ridiculous performers entertain for a living, often
in the employ of a noble. Because of Fool's Luck, they receive a +1
bonus (+5%) on armor class and almost all die rolls including saving
throws, initiative, proficiency checks, thief skill checks, ability
checks, and ability sub-checks.
This Luck does not apply to attack rolls, damage rolls, initial character
generation rolls, and hit point rolls. Through Jesting gestures, the
jester may aggravate an opponent such that all they want to do is attack
the fool. They may also use Joking to modify the reaction of individuals
towards the party. Jesters are immune to attacks that cause insanity
and gain a saving throw bonus equal to their level vs. wizard spells
of the Enchantment/Charm school and priest spells of the Charm sphere.
They may only use small weapons and must be of chaotic alignment.
Requirements:
Dexterity 14, must be chaotic in alignment.
Description:
Jesters are known by many names: fools, clowns, jokers, buffoons, etc.
The Jester covers them all. Jesters are comedians at heart. They love
to have a good time and enjoy sharing their mirth and merriment with others.
Most people enjoy having a Jester about, they raise morale, entertain,
and make great scapegoats when problems arise.
Jesters
are flamboyant, outrageous, and ridiculous. Many sages believe that Jesters
live in a constant state of borderline insanity.
Weapon
Proficiencies: Jesters spend most of their lives entertaining others
by playing the role of the fool or the clown. Large weapons do not fit
in this category. Thus Jesters may become proficient only in the blowgun,
hand crossbow, dagger, dart, hand axe, javelin, knife, quarterstaff, scourge,
sling, short sword, and whip.
Armor/Equipment:
They may only wear the following types of armor: Leather, padded, studded
leather, or elven chain. They almost always dress in an outlandish manner.
Even in danger they still hop around in their flashy suits with tassels
and foppish hats.
Special
Benefits:
Fools
Luck: They get a +1 or +5% on most dice rolls. Saves, initiative,
surprise, proficiency checks, thief skill checks, ability checks. It also
adds a +1 to the Jester's AC. About the only rolls it does not effect
are attack rolls, damage rolls, and hit dice rolls.
Jesting:
Jesting is the art of projecting meaning and mood through the use of body
movements. By jesting, a Jester may communicate a single sentence each
round. Anyone who rolls a wisdom check with a -5 penalty can get the meaning
of the Jester's movements.
Jesting
can be used to taunt or tease. Such jesting affects only those who are
within 30 feet of the Jester and who are able to fully view him. This
causes the person being jested to make a save vs. paralyzation, with a
-1 per 3 level of the Jester.
Those
who fail must try to strike the Jester physically for as long as the Jesting
continues. This ends when the jesting ends. Jesting is a wonderful way
to break the ranks of enemy forces.
Joking:
The practice of creating and telling jokes has been elevated to an art
form by the Jester; this skill can be used for many special purposes.
Joking requires 1d10 rounds to tell, after which the audience must roll
a save vs. paralyzation with a -1 every 3 levels of the Jester. Those
who fail have their reactions adjusted by one level in the direction the
Jester wishes. Those who succeed take the joke the wrong way and have
their reactions adjusted one level in the opposite direction.
Finally,
a joke told at the right moment can dispel fear. Such a joke requires
a round to tell and enables all those affected by fear to roll a second
save to avoid the fear.
Jester's
Mind: Jesters are immune to attacks that cause insanity. They also
gain a bonus equal to their level vs. wizard spells of the enchantment/charm
school, and priest spells of the charm sphere. Furthermore, any attempt
to read a Jester's mind has a percentage chance equal to the Jester's
level of causing confusion in the mind of the reader.
Source:
The Complete Bard's Handbook
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