Fool (3.5e NPC Class)
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They're every where!
- A wisdom score of 10 or less. Charisma would be very helpful.
- Any non-Lawful
- Starting Age
|1st||+0||+0||+0||+2||Bonus Feat, Unwise.|
|5th||+3||+1||+1||+4||Accepted, Short Attention Span|
|6th||+4||+2||+2||+5||Pros and Cons|
|8th||+6/+1||+2||+2||+6||Charismatic Mind, Day Dreamer|
|10th||+7/+2||+3||+3||+7||Liked, Very Unwise|
|13th||+9/+4||+4||+4||+8||Quick Tongue, Naturally Chaotic|
Class Skills (8 + Int modifier per level)
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.
- Any Skills which have an Ability modifier of Wisdom receive a minus 1 to all checks.
- Fools are treated as if they themselves are lucky.
- All Fools gain the Forgetful Flaw, without the benefits.
- 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.
- 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.
- Fools receive a plus 3 to Reputation.
- 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.
- Fools receive a plus 4 to Reputation.
- Any Skills which have an Ability modifier of Wisdom receive a minus 8 to all checks.