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 Making a Harlequin
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: Charisma is vital for a Harlequin. Intelligence and Dexterity are also very important.
Races: Humans are the most likely to become Harlequins however other races can be found behind the Harlequin's mask.
Alignment: Any Chaotic.
Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).
|1st||+0||+0||+2||+0||AC bonus, Skirmish (+1d6), Jester’s Mask, Hideous Hysterics|
|2nd||+1||+0||+3||+0||Evasion, Laugh it Off: Poison Resistance|
|3rd||+2||+1||+3||+1||Skirmish (+1d6,+1 AC), Great Leap|
|4th||+3||+1||+4||+1||Feather Fall 20ft, Laugh it Off: Delay Poison|
|5th||+3||+1||+4||+1||Skirmish (+2d6,+1 AC) , Hideous Hysterics|
|6th||+4||+2||+5||+2||Feather Fall 30ft, Spring Attack|
|7th||+5||+2||+5||+2||Skirmish (+2d6,+2 AC), Acrobatic Charge|
|8th||+6||+2||+6||+2||Feather Fall 40ft, Improved Evasion|
|9th||+6||+3||+6||+3||Skirmish (+3d6,+2 AC), Hideous Hysterics|
|10th||+7||+3||+7||+3||Feather Fall 50ft, Laugh it Off: Enchantment Resistance|
|11th||+8||+3||+7||+3||Skirmish (+3d6,+3 AC), Acrobatic Skill Mastery|
|12th||+9||+4||+8||+4||Feather Fall 60ft, Bounding Assault|
|13th||+9||+4||+8||+4||Skirmish (+4d6,+3 AC), Hideous Hysterics|
|14th||+10||+4||+9||+4||Feather Fall 70ft, Slippery Mind|
|15th||+11||+5||+9||+5||Skirmish (+4d6,+4 AC)|
|16th||+12||+5||+10||+5||Feather Fall 80ft, Chaotic Mind|
|17th||+12||+5||+10||+5||Skirmish (+5d6,+4 AC), Hideous Hysterics|
|18th||+13||+6||+11||+6||Feather Fall 90ft, Rapid Blitz|
|19th||+14||+6||+11||+6||Skirmish (+5d6,+5 AC)|
|20th||+15||+6||+12||+6||Feather Fall any distance, Humorous Self|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
 Class Features
<-fluff about class features->. All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: Harlequins are proficient with all simple and martial weapons but no armor or shields.
<-AC Bonus-> (Ex): When unarmored 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). This only applies while she wears the Jester's Mask.
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.
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 as long as the harlequin wears it.
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 panicked 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.
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.
Laugh it Off (Su): A harlequin is able to press the limits of her body with laughs of joy. At 2nd level, she adds her Charisma modifier to fortitude saves to resist the effects of poisons. At 4th level, she can delay the initial poison effect. Both the primary and secondary damage from poison occur simultaneously but at the time the secondary damage would occur. At 10th level, she adds her Charisma modifier to her will saves to resist the effects of enchantments as her mind becomes more chaotic. This only applies while she wears the Jester's Mask.
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.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk 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 monk'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.
Dance of Death (Ex): At 6th level, the harlequin gains Spring Attack as a bonus feat. At 12th level, she gains Bounding assault as a bonus feat. At 18th level, she gains Rapid Blitz as a bonus feat. The harlequin does not need to meet the prerequisite for the necessary base attack bonus for these feats but she must meet all other prerequisites.
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 Evasion (Ex): At 8th 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.
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.
Chaotic Mind (Su): At 16th 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.
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 monk’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.
Ex-harlequins usually never turn back to the side of chaos. They can return to being a harlequin if they wish but the alignment prerequisite must be restored.
 Epic Harlequins
|21st||Skirmish (+6d6,+5AC), AC Bonus +4, Fast Movement +70ft|
|22nd||Skirmish (+6d6,+6AC), AC Bonus +4, Fast Movement +70ft|
|23rd||Skirmish (+7d6,+6AC), AC Bonus +4, Fast Movement +70ft, Bonus Feat|
|24th||Skirmish (+7d6,+7AC), AC Bonus +5, Fast Movement +80ft|
|25th||Skirmish (+8d6,+7AC), AC Bonus +5, Fast Movement +80ft|
|26th||Skirmish (+8d6,+8AC), AC Bonus +5, Fast Movement +80ft, Bonus Feat|
|27th||Skirmish (+9d6,+8AC), AC Bonus +5, Fast Movement +90ft|
|28th||Skirmish (+9d6,+9AC), AC Bonus +6, Fast Movement +90ft|
|29th||Skirmish (+10d6,+9AC), AC Bonus +6, Fast Movement +90ft, Bonus Feat|
|30th||Skirmish (+10d6,+10AC), AC Bonus +6, Fast Movement +100ft|
6 + Int modifier skill points per level.
Bonus Feats: The epic harlequin gains a bonus feat (selected from the list of epic harlequin bonus feats) every 3 levels after 20th.
Epic Harlequin Bonus Feat List: <-list of bonus epic feats->.
 <-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
 Campaign Information
 Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
 <-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
 <-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
 <-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.