Fool (3.5e NPC Class)

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Fool (3.5e NPC Class)
Rating: Not rated
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Status: idea
Editing: Constructive edits welcome

Fool[edit]

They're every where!

Prerequisites
A wisdom score of 10 or less. Charisma would be very helpful.
Alignment
Any non-Lawful
Starting Age
Simple

Table: The Fool
Hit Die: d6

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +0 +2 Bonus Feat, Unwise.
2nd +1 +0 +0 +3
3rd +2 +1 +1 +3 Lucky, Forgetful
4th +3 +1 +1 +4
5th +3 +1 +1 +4 Accepted, Short Attention Span
6th +4 +2 +2 +5 Pros and Cons
7th +5 +2 +2 +5
8th +6/+1 +2 +2 +6 Charismatic Mind, Day Dreamer
9th +6/+1 +3 +3 +6
10th +7/+2 +3 +3 +7 Liked, Very Unwise
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8 Quick Tongue, Naturally Chaotic
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9 Loved, Unreactive
16th +12/+7/+2 +5 +5 +10
17th +12+7/+2 +5 +5 +10
18th +13/+8/+3 +6 +6 +11 Epiphany/Bad Idea
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12 Adored, Foolish

Class Skills (8 + Int modifier per level)
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Perform (Cha), Ride (Dex), Speak Language (N/A), Swim (Str), Tumble (Dex), Use Magic Device (Cha).


Class Features[edit]

All of the following are class features of the Fool:

Weapon and Armour Proficiency
Fools are proficient with all simple weapons, one martial weapon of the characters choice, and all light armour.
Bonus Feat
Fools gain a bonus feat at first level.
Unwise
Any Skills which have an Ability modifier of Wisdom receive a minus 1 to all checks.
Lucky
Fools are treated as if they themselves are lucky.
Forgetful
All Fools gain the Forgetful Flaw, without the benefits.
Accepted
Fools receive a plus 1 to Reputation. Fools have the same Reputation as an Aristocrat.
Short Attention Span
Any Skills which have an Ability modifier of Wisdom receive a minus 2 to all checks.
Pros and Cons
A Fool may increase his Ability scores every 3 levels instead of every 4 levels (i.e. 6th, 9th, 12th, 15th, etc.) but every time he increases an Ability He must decrease his Wisdom score by 1, unless He increased his Wisdom score.
Charismatic Mind
A Fool can apply his Charisma modifier to Will Saves instead of his Wisdom modifier.
Day Dreamer
Because a Fool is ever so foolish, whenever a Fool is subject to a Reflex Save, he must first make a Will Save to see if he was paying enough attention.
Liked
Fools receive a plus 2 to Reputation.
Very Unwise
Any Skills which have an Ability modifier of Wisdom receive a minus 4 to all checks.
Quick Tongue
A Fool automatically gains the Persuasive and the Negotiator Feats.
Naturally Chaotic
Because Fools rarely rub well to authority, whenever a Fool comes in contact with an authority figure he must make a Diplomacy check with a DC equal to his reputation + Class Level + the authority figure's Intelligence modifier. If a Fool passes the check, then the authority figure treats him as a commoner, if he fails then the authority figure treats him similar to a criminal.
Loved
Fools receive a plus 3 to Reputation.
Unreactive
A Fool automatically gains the Unreactive Flaw.
Epiphany/Bad Idea
2/day a Fool can make a check to think of an idea for a problem. The DM will give the Fool 2 options, one right one wrong, the Fool can choose to follow one of those ideas.
Adored
Fools receive a plus 4 to Reputation.
Foolish
Any Skills which have an Ability modifier of Wisdom receive a minus 8 to all checks.

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