Harlequin (3.5e Class)
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Harlequins follow Olidammara to their souls, but not as rogues do. Harlequins take part in enjoying life for the humorous events that occur and often times cause those events themselves. Rogues enjoy being thieves and living in secrecy where harlequins enjoy being the center of attention and embarrassing others. They participate in traveling performance troops that put on great dances with lively music that tell stories of history in the world.
Making a Harlequin
Harlequins can quickly strike just as the enemy is looking the other way but can also distract their foes using clownish tactics. Harlequins make every moment a performance of art or comedy. They always enjoy poking fun at their opponents and striking when they are weak.
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: 3d8×10 gp (135).
|Saving Throws||Special|| AC
|1st||+0||+0||+2||+0||AC bonus, Jester’s Mask, Jester's Outfit, Hideous Hysterics, Skirmish (+1d6)||+0||+0ft|
|2nd||+1||+0||+3||+0||Evasion, Great Leap||+0||+0ft|
|3rd||+2||+1||+3||+1||Laugh it Off: Delay Poison, Fast Movement, Skirmish (+1d6,+1 AC)||+0||+10ft|
|4th||+3||+1||+4||+1||Feather Fall 20ft||+0||+10ft|
|5th||+3||+1||+4||+1||Hideous Hysterics, Skirmish (+2d6,+1 AC)||+1||+10ft|
|6th||+4||+2||+5||+2||Feather Fall 30ft, Laugh it Off: Delay Enchantment||+1||+20ft|
|7th||+5||+2||+5||+2||Acrobatic Charge, Skirmish (+2d6,+2 AC)||+1||+20ft|
|8th||+6/+1||+2||+6||+2||Feather Fall 40ft||+1||+20ft|
|9th||+6/+1||+3||+6||+3||Hideous Hysterics, Improved Evasion, Skirmish (+3d6,+2 AC)||+1||+30ft|
|10th||+7/+2||+3||+7||+3||Acrobatic Skill Mastery, Feather Fall 50ft||+2||+30ft|
|11th||+8/+3||+3||+7||+3||Skirmish (+3d6,+3 AC)||+2||+30ft|
|12th||+9/+4||+4||+8||+4||Feather Fall 60ft, Laugh it Off: Ability Damage Immunity||+2||+40ft|
|13th||+9/+4||+4||+8||+4||Hideous Hysterics, Skirmish (+4d6,+3 AC)||+2||+40ft|
|14th||+10/+5||+4||+9||+4||Chaotic Mind, Feather Fall 70ft||+2||+40ft|
|15th||+11/+6/+1||+5||+9||+5||Skirmish (+4d6,+4 AC)||+3||+50ft|
|16th||+12/+7/+2||+5||+10||+5||Feather Fall 80ft||+3||+50ft|
|17th||+12/+7/+2||+5||+10||+5||Hideous Hysterics, Skirmish (+5d6,+4 AC)||+3||+50ft|
|18th||+13/+8/+3||+6||+11||+6||Feather Fall 90ft, Slippery Mind||+3||+60ft|
|19th||+14/+9/+4||+6||+11||+6||Skirmish (+5d6,+5 AC)||+3||+60ft|
|20th||+15/+10/+5||+6||+12||+6||Feather Fall any distance, Humorous Self||+4||+60ft|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Harlequins have the abilities to Distract their foes and strike quickly. All of the following are class features of the Harlequin.
Weapon and Armor Proficiency: Harlequins are proficient with all simple weapons plus the Shortsword, Longsword, Rapier, Scimitar, Whip, and Hand Crossbow.Only padded,leather,and studded leather allowed but no shields.
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). This only applies while she wears the Jester's Mask.
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.
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.
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.
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.
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.
|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: Blinding Speed, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reflexes, Epic Skill Focus, Epic Speed, Great Charisma, Great Dexterity, Great Intelligence, Improved Combat Reflexes, Legendary Leaper.
Human Harlequin Starting Package
Weapons: Rapier and 3 daggers.
Skill Selection: Pick a number of skills equal to 6 + Int modifier.
|Perform (String Instruments)||4||Cha||"—"|
Bonus Feats: Mobility.
Gear: Jester's Outfit, Jester's Mask, Lute, Disguise Kit, Bedroll, Bell, Wine Bottle, Chalk (5 pieces), Crowbar, Common Lamp, Oil (4 pints), 2 Belt Pouches, 50ft Hemp Rope, Sack, Signal whistle, Soap (1lb), Waterskin.
Playing a Harlequin
Religion: Harlequins enjoy life as much as their patron, Olidammara.
Other Classes: Harlequins often enjoy poking fun at the other players with an occasional rude remark or telling jokes.
Combat: Harlequins can take the role of a few different characters. The harlequin's hysteric abilities allow it to play the role of a bard who focuses on distracting his foes or take the role of a monk or mobile fighter with its expert combat skills.
Advancement: Harlequins can be easily multi-classed with levels in rogue, fighter, and scouts. Due to the alignment requirement, harlequin monks do not exist.
Harlequins in the World
"It wasn't me that tossed a fish head in the duchess's bodice.It was the mask.The mask insisted.You believe me,don't you,Your Grace?-Caravaggio the Mad
Harlequins often join performance troops. Prestigious harlequins sometimes are called upon to be court jesters to kings. Some harlequins want to explore the world and bring happiness and comedy with them,while other harlequins laugh up their sleeves at the chaos and confusion they enjoy causing wherever they go.
Daily Life: Harlequins spend most of their time performing in front of new audiences, always with new tricks up their sleeves.
'Notables: Caravaggio the Mad, Bung the Flatulent, Tink Gallows the Hysterical Halfling
Organizations: A Harlequin can usually be found in crowded areas to maximize the potential for chaotic hilarity.Markets,sporting events,and taverns are all likely spots to encounter a Harlequin.
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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->.|
Harlequins in the Game
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