Evil Clown (3.5e NPC Class)
From D&D Wiki
Evil clowns are people who willingly give up their humanity and gradually become monsters. They are the eaters of children, and of the world, and their laughter is the stuff of nightmares. Evil clowns steal the life force from living beings, scare people to death, harm people with their very words and do it all with a smile on their face. Evil clowns come from all walks of life but are never good, anyone after all can 'Run away and join the circus.'
Making an Evil Clown
Evil clowns are more like monsters than men. Their powerful natural attacks, and Tomfoolery makes them an ideal choice as main melee dps, and their plethora of unique abilities make them great for ranged support roles, as well as making them overall well rounded. Their mediocre HP, lack of armor proficiency, and low Fort save make them poor choices for tanking roles, though their abilities to steal life with their natural hits, Aura of Menace, and AC bonus can make them efficient stopgag tanks. They should be played with shock value in mind and with a DM (and party) who does not mind a character eating children and poisoning water supplies.
Abilities: An evil clown's most important attribute is charisma as it boosts the DC's and numerical values for most of his abilities.
Races: Any race can be an evil clown
Alignment: Any evil.
Starting Gold: 5d4x10= 100 gp
Starting Age: Any, though most start in their youth or middle ages.
|1st||+0||+0||+2||+2||Aura of Evil, Clown School, Tomfoolery +1d6, Hammerspace, Balloon Familiar, Bonus Language (Squeak), AC Bonus, Horrific Appearance, Clown Gags, Claws 1d3, bite 1d4, Photogenic, Immunities|
|2nd||+1||+0||+3||+3||Bonus Vile Feat, All in good fun, Laugh It Off|
|3rd||+2||+1||+3||+3||Tomfoolery +2d6, Vanishing|
|4th||+3||+1||+4||+4||Bonus Vile Feat, Quick regeneration.|
|5th||+3||+1||+4||+4||Tomfoolery +3d6, claws 1d4, bite 1d6, Aura of Menace|
|6th||+4||+2||+5||+5||Eater of Children, Comfort in Insanity, Mad Mind|
|7th||+5||+2||+5||+5||Tomfoolery +4d6, Clown Car|
|8th||+6/+1||+2||+6||+6||Low Light Vision|
|10th||+7/+2||+3||+7||+7||claws 1d6, bite 1d8, Tent of Horrors|
|12th||+9/+4||+4||+8||+8||Eater of the World|
|13th||+9/+4||+4||+8||+8||Tomfoolery +7d6, 4th Wall|
|14th||+10/+5||+4||+9||+9||Improved Clown Car|
|15th||+11/+6/+1||+5||+9||+9||Tomfoolery +8d6, claws 1d8, bite 1d10, Aura of Terror|
|18th||+13/+8/+3||+6||+11||+11||Cotton Candy Contraption|
|20th||+15/+10/+5||+6||+12||+12||claws 1d10, bite 1d12, Worst Nightmare, True Monster, Last Trick|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Evil Clown.
Weapon and Armor Proficiency: A clown is proficient with all simple weapons, short swords, rapiers, scimitars, warhammers, throwing axes, scythes, whips, and with squeaky hammers, but not with armor or shields.
immunities (Ex): Immune to fear and compulsion.
Aura of Evil (Ex): The power of an evil clown's aura of evil (see the detect evil spell) is equal to his evil clown level
Clown School (Ex): An evil clown adds 1/2 his class level to Perform Comedy checks.
Tomfoolery (Ex): With a disturbing and insulting joke, an evil clown can add insult to injury and deal extra damage. As a free action the evil clown can bestow a DC 10 + 1/2 the evil clown's class level + his charisma modifier Will save on a single foe. If the foe fails, the evil clown may deal extra damage on a number of attacks in that round equal to his Charisma bonus, minimum 1. This check may be made only one time per round. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two evil clown levels thereafter. Ranged attacks can count as tomfoolery only if the target is within 30 feet. This damage is never nonlethal damage. Tomfoolery is only effective against creatures that can see and/or hear the evil clown (including through blindsight) and have an intelligence score of at least 3. Tomfoolery is a mind-affecting effect.
Hammerspace (Su): As a free action a number of times per round equal to his charisma modifier, minimum 1, an evil clown may magically produce items for his other abilities, as specified in the descriptions of the individual abilities. This ability can be used even when it isn't the evil clown's turn.
Balloon Familiar: An evil clown may use his hammerspace ability to produce a long skinny balloon, which he may shape into any of the standard animals available to be a sorcerer's familiar as a full-round action. The balloon animal animates, and gains the abilities of a familiar belonging to a sorcerer of a level equal to the evil clown's class level. This familiar is treated as a construct, rather than a magical beast. When a balloon familiar is subject to slashing or piercing damage, it takes triple the normal damage. An evil clown does not lose experience if this familiar is destroyed, but cannot create another balloon familiar until the next day. Any natural weapons the familiar has deal nonlethal damage. If the familiar is within reach, the evil clown may change the familiar to the shape of any other familiar from the standard list as a full-round action. The balloon familiar is otherwise identical to a sorcerer's familiar.
Speak Language (Squeak): An evil clown gains Squeak as a bonus language. This language cannot be learned by anyone who is not an evil clown, no matter how hard they try to learn it. The language is spoken by emitting squeaks of various lengths and pitches, and the written language looks like a cross between sheet music and morse code.
AC Bonus (Ex): When unarmored and unencumbered, the evil clown adds his Charisma bonus (if any) to his AC. In addition, an evil clown gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five evil clown levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the evil clown is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Claws and Bite (Ex): An evil clown gains retractable talons and sharp teeth which grow longer and sharper as they grow in power. Evil clowns are treated as having the Multi Attack feat for their natural attacks and gain 2 claws and 1 bite per round with all being treated as primary attacks, and have a critical range of 20/x2. A DC 10 + 1/2 class lvl Disguise check can cover the appearance of these traits.
Laugh It Off (Ex): Fate protects fools and little children, and Evil Clowns certainly adopt the role of fools. At 2nd level, a Jester may add his Charisma modifier as a morale bonus to his saves.
Horrific Appearance (Ex): An evil clown gains a circumstance bonus to intimidate checks against nonevil creatures equal to 1/2 his class level as his skin pales, his nose grows red and bulbous, and his hair gradually becomes one or more unnatural colors.
Clown Gags: An evil clown has a gag pool with a number of gags per day equal to his class level + his charisma modifier. These gags can be spent on various abilities as detailed below. Any save DCs are equal to 10 + 1/2 the evil clown's class level + his charisma modifier.
Creepy Grin (Sp): As a standard action, an evil clown may spend 3 gags to use Slow as a spell-like ability, with a caster level equal to his class level. This is a mind-affecting fear effect.
Exploding Cigar (Su): As a immediate interrupt, an evil clown may spend 6 gag to stop an enemy within 5ft from attacking and offer them an exploding cigar. The target makes a sense motive check against your bluff check. If you win the target immediately ends their turn and at the start of your next turn they take 1d6 damage. This damage goes up by 1d6 every 4 levels after the 1st (max:5d6). If you lose you become the target of the attack and are considered flat-footed.
Jack in the Box (Su): As a standard action, an evil clown may spend 3 gag to create a cleverly disguised jack in the box that lasts for a number of minutes equal to the evil clown's class levels. The box is nearly invisible, taking on the general characteristics of whatever is around it. Creatures must make a Spot check equal to 1/2 the evil clown's class level + 15 to avoid it's effect. When enemies come within 5ft of the box it springs out and confuses enemies as per the spell Lesser Confusion with no save.
Seltzer Splash (Su): As a standard action, an evil clown may spend 2 gag to shoot selzter water at a single creature within 10 ft., dealing 1d6 acid damage per lvl (maximum 6d6) and dazing it for a number of rounds equal to the evil clown's charisma modifier, minimum 1. The creature is entitled to a Fortitude save to negate the daze effect. The acid damage deals 1/2 it's initial damage on the following round for 1 round. An evil clown can make a DC 10 Perform (Comedy) check to use his hammerspace ability to produce the requisite bottle of seltzer water; this can also be a lapel flower at the character's behest.
Confetti Blast (Su): As a standard action, an evil clown may spend 1 gag to shoot a confetti popper at a foe with a range of 5 ft. If the hit is successful it is treated exactly as a Flare spell, dazzling the target for 1 round with no save. An evil clown can make a DC 10 Perform (Comedy) check to use his hammerspace ability to produce the requisite confetti popper.
Discarded Banana Peel (Ex): As an immediate action, an evil clown may spend 3 gags to throw a banana peel at a single creature that is moving from one square to another, under its own power and while touching the ground. The evil clown makes a ranged touch attack against the target, with a range incerement of 10 ft. If the attack hits, the enemy falls prone and ends their move. An evil clown can make a DC 20 Perform (Comedy) check to use his hammerspace ability to produce the requisite banana peel.
Pie Toss (Ex): As a standard action, an evil clown may spend 1 gag to throw a cream pie at a single creature with discernable eyes. The evil clown makes a ranged touch attack with a range increment of 10 ft. If the attack hits, the enemy is rendered blind until it takes a standard action to wipe off the cream. An evil clown can make a DC 10 Perform (Comedy) check to use his hammerspace ability to produce the requisite cream pie.
Squeaky Hammer (Su): An evil clown must declare that he is using this ability before he makes his attack roll (thus, a failed attack roll ruins the attempt). By spending 2 gags, an evil clown can confuse a foe damaged by his squeaky hammer for a number of rounds equal to the evil clown's charisma modifier, minimum 1. A successful Fortitude save negates. An evil clown can make a DC 15 Perform (Comedy) check to produce the requisite squeaky hammer with his hammerspace ability. A squeaky hammer is identical to a warhammer, except that it deals nonlethal damage. Unlike most nonlethal weapons, the wielder of a squeaky hammer cannot take a -4 penalty on attack rolls in order to deal lethal damage.
Unicycle Ride (Ex): By spending 3 gags, an evil clown can use a move action to mount a unicycle and either juggle clubs or hold a quarterstaff for balance. He can maintan this for a number of rounds equal to his charisma modifier, minimum 1. After this period of time, the clown must make a balance check each round, DC 10 for the first check, with the DC increasing by 2 each round. Failure means that the evil clown falls off and end up prone. While riding his unicycle like this, he can make flurries of blows with a quarterstaff or thrown clubs as a monk of a level equal to the evil clown's class level. Dismounting is a free action. An evil clown can make a DC 20 Perform (Comedy) check to produce the requisite unicycle, club, or quarterstaff, with a separate check and use of hammerspace to produce each item.
Fake Magic (Su): By spending 3 gag, an evil clown can pretend to cast a spell by spending one turn concentrating. At the start of his next turn he cast a spell that lets out a loud bang and a sheet of paper comes out of his hand that says "BANG!". All enemies who have a line of sight make a sense motive check to the Evil Clowns Bluff check + his charisma mod (a second time). Those who fail the check no longer see the Dark Clown as a threat and will pay attention else wear while those who succeed are left uninfected.
Disquieting Diddy (Su): By spending 3 gag, an evil clown can magically produce circus music and laugh maniacally in a cone with range (35 ft. + 5 ft./2 levels). The creature must make a Will save or fall to the ground while breaking out in uncontrollable laughter, the targets are considered prone and cant take any actions until the effects wear off. for a number of rounds equal to the evil clown's charisma modifier, minimum 1.
Frightening Fanfare (Su): By spending 1 gags, an evil clown can magically produce circus music and laugh maniacally in a cone with range (25 ft. + 5 ft./2 levels). The creature must make a Will save or be frightened for a number of rounds equal to the evil clown's charisma modifier, minimum 1.
Terrifying Tune (Su): By spending 3 gags, an evil clown can magically produce circus music and laugh maniacally in a cone with range (25 ft. + 5 ft./2 levels). The creature must make a Will save or be panicked for a number of rounds equal to the evil clown's charisma modifier, minimum 1.
Cackle Fever (Su): By spending 3 gags, an evil clown can blow diseased air and glitter in the general direction of an enemy. This is considered a ranged touch attack with a range of 5 ft and deals no initial damage but dazzles the target for 1 round with no save and exposes foes to the disease Cackle Fever. Cackle Fever causes the target to laugh constantly to the point of coughing blood, has a 1 day incubation period, is contagious and airborne, deals 1d6 wisdom damage per day, and has a Fort save of DC 16.
Photogenic : At 1st level you may choose to permanently alter your appearance in any picture to be something so horrifying no one will look at it or remove yourself from the photo completely.
Bonus Vile Feat : At 2nd and 4th level you may choose 1 additional bonus Vile Feat.
All in good fun (Su): Beginning at 2nd level, an evil clown can create many different illusions, which are actually real. These illusions include balloons floating against the wind, moving photographs, blood gushes and streams, small but shocking entities, such as a cricket, a mutant fly, teeth, and eyeball, roaches and spiders, different noises and music (including human speech), and various smells (popcorn, cotton candy, rotting). The partial invisibility ability fully applies on all of these illusions, as only the chosen victims can actually see and sense these. After a period of time, or when the witness actually sees through the illusion, these will cease to exist. A Will save with a DC 10 +1/2 level +charisma mod can break the illusion. Any one who fails the save must wait 1 hour X caster charisma mod before making another save and any one who successively makes breaks the illusion can't be affected again for another hour.
Vanishing (Su): Beginning at 3rd level, The Evil Clown can make any or all parts of his body go invisible and gain a charisma boost to move silently. This affext last 1 round or minuet every 2 levels.
Quick regeneration. (Su): Beginning at 4th level, At the start of the Evil clowns turn or every 1 minuet the Evil clown's evil aura heals him and he regains HP equal to his charisma modifier.
Aura of Menace (Su): Beginning at 5th level, a terrifying aura surrounds evil clowns that fight or get angry. Any hostile creature within a 20-foot radius of an evil clown must succeed on a Will save to resist its effects. The save DC is 10 + 1/2 the evil clown's class level + his charisma modifier. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the evil clown that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same evil clown's aura for 24 hours.
Comfort in Insanity (Su): Beginning at 6th level, You are always considered insane but suffer none of the side, are immune to becoming insane, confused or sane. You also get a boost to save that target the mind equal to your charisma modfier and the casters wisdom modifier.
Mad Mind (Su): Beginning at 6th level, You are immune to mind reading and control effects and anyone who tries to control or read your mind has to make a will save of 15 plus you Evil Clown level. A fail causes the target to go insane for 1 round/minuet equal to you charisma modifier.
Eater of Children (Su): Beginning at 6th level, an evil clown can gain sustenance, and regain health by devouring living children. When a humanoid, giant, goblinoid, or monstrous humanoid child is devoured, the evil clown regains 10 hp/ evil clown class level, and does not need to eat or sleep for one month (but can). Devouring a child can only be done to a helpless character, or after pinning the child for 3 consecutive rounds; after which it is treated as a standard Coup de Grace with your natural bite attack. If the Coup de Grace succeeds in killing the child then the child is considered devoured and nothing remains but either the child's clothing or a bloody mess, and they can only be brought back via a True Ressurection, Wish, Miracle, or Reincarnation spell.
Clown Car (Su): Starting at 7th level, an evil clown is treated as one size category smaller for the purposes of squeezing into and through small spaces. At 14th level, this ability improves, and he is treated as two size categories smaller for the purposes of squeezing into and through small spaces.
Low Light Vision (Ex): Beginning at 8th level, an evil clown's eyes shimmer like a predatory animal's and gain Low Light Vision.
Eater of the World (Su): Beginning at 12th level, an evil clown can gain sustenance and regain health with his natural attacks. Any time he makes a claw or bite attack; he deals extra damage equal to his Charisma bonus (minimum 1) and heals damage equal to his Charisma bonus per hit respectively.
Tent of Horrors (Su): Beginning at 10th level, an evil clown can summon a big top tent 1/ week. The dimensions of the tent are up to the evil clown but can be no larger than 80ft high x 100ft wide. This Tent will last for 1 full week before disappearing without a trace. The inside of this tent has ample food for an adventuring party, places to sleep, and a plethora of lions, bears, elephants, funhouse traps, pitfalls, mirror mazes, games, and crowds of people; the specifics are up to the evil clown. All of these are illusions and considered mind affecting affects, the evil clown can at any given time alter the appearance of the illusory creatures inside giving the animals either red glowing eyes or turning them skeletal, and making the crowds translucent and irridecent. The evil clown may direct the creatures in the circus in any way he sees fit and any damage done by illusory creatures is considered subdual and only does 1/2 base damage with no strength modifier, all illusory animals have 1/10th the evil clown's base hp but otherwise work exactly like animals of their type. The crowds may not attack but cheer gleefully when opponents are hit and boo or gasp when the illusory animals are struck. Attacks made on the crowd make any illusory person hit immediately disappear. Flaming rings and other funhouse traps do no damage and require a Will Save DC 10 + 1/2 evil clown's class level + charisma to avoid being shaken for 1d4 rounds, a successful save negates this effect. Mirror mazes work exactly as the Maze spell CL = to class level. Pitfalls are added to the tent at creation and once placed cannot be moved, but can, however, be covered up, pitfalls do 1d6 subdual damage (DC 1O balance negates) and puts enemies into a mirror maze. An evil clown is considered to have no limit on how many gags he can do per day while inside the Tent of Horrors. The Tent of Horrors has a hardness of 1 and 100 hp but is flammable and takes double damage from fire attacks. Summoning a Tent of Horrors takes 10 consecutive rounds of concentration and if this is interrupted, the attempt is lost and the ability is still used up. The evil clown can have a maximum of 3+ charisma modifier animals, and a number of traps equal to his charisma modifier, and only one mirror maze. Creatures with True Seeing, or that are immune to mind affecting effects see nothing but an empty bighouse tent, and if their party is alerted to this while trapped inside the illusion, the effect stops immediately. Similarly if true seeing is cast, the effect ends immediately until the person with true seeing leaves. To creatures without true seeing, or not immune to mind affecting affects; things inside the Tent of Horrors seem perfectly real; they can see, smell, hear, touch, and taste anything inside as if it were real, and any party member with true seeing or immunity to mind affecting affects seems to simply disappear. Party members trapped in the illusion stop moving and are considered dazed and flatfooted. If disturbed they must make a DC 10 + 1/2 the evil clown's class level + his charisma modifier Will save to wake from the illusion. If all traps are discharged, and all illusory animals are killed, the tent begins to lose hp at a rate of 10 per round until it disappears without a trace. A tent of Horrors can be made pemanent via the Permanency spell.
4th Wall (Su): Beginning at 13th level, the Dark Clown can break the 4th wall amount of times equal to his his charisma mod. Breaking the 4th wall will allow you to Sit next to the Dm and behind his screen for 2min times you charisma mod. You can Re-roll any die roll. You are immune to all critical fails. You don't have to follow your alignment. Your character can know things only the player knows. When using this ability you are seen mad and your actions make no sense to all other characters.
Aura of Terror (Su): Beginning at 15th level, a terrifying aura surrounds evil clowns that fight or get angry. Any hostile creature within a 20-foot radius of an evil clown must succeed on a Will save to resist its effects. The save DC is 10 + 1/2 the evil clown's class level + his charisma modifier. Those who fail are staggered within the aura, and take a –4 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the evil clown that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same evil clown's aura for 24 hours.
Darkvision (Ex): Beginning at 16th level the evil clowns eyes begin to glow softly, granting them 30ft Darkvision.
Cotton Candy Contraption (Su): Beginning at 18th level, an evil clown can produce a ray of pink electricity like energy from thier fingertips that cocoons the target in a cotton candy like substance. If the evil clown succeeds on a ranged touch attack with a range of 60 feet, the subject must make a grapple check against the cocoon. This is accomplished as if the evil clown himself was making the grapple check with a competence bonus of +10. On a failed save for the subject the beam turns into a cotton candy cocoon and the victim is treated as grappled though the evil clown is free to do as he desires. The subject can attempt to break the grapple or use escape artist to escape. The evil clown can reinforce the cocoon by expending another use of it's Cotton Candy Ray which provides an additional +5 to the cocoon's grapple check. Cocooned creatures take 1d10 + evil clown's Cha mod damage per round which is leached to the evil clown in the form of healing, regardless of distance. Creatures can attempt to cut thier way out by dealing damage equal to 1/2 the evil clown's hit point total and takes double damage from fire. This power has no effect on creatures 2 size categories larger than the evil clown. The evil clown can use this power 3 + Cha mod times per day.
Worst Nightmare (Su): The evil clown has become a being of nightmares. Each time a living creature first views a specific evil clown from a distance of 30 feet or less (or from a scrying effect), the subject sees the the clown for what he really is: the most horrible creature imaginable. This is not an illusion or phantasm; the evil clown truly becomes, for just that instant, the subject’s worst nightmare. Even if simultaneously viewed by dozens of different creatures, the evil clown appears differently to each one of them. Creatures immune to fear or mind-affecting effects (or warded by protection from evil or death ward spells) are immune to worst nightmare; all others must make a Will save 10+ 1/2 evil clown class level + Cha mod, or die from the supernatural horror revealed. Survivors (and those resurrected) are immune to the effect from that individual evil clown in the future.
Last Trick: When an evil clown dies or reaches a negative hitpoit higher then -10 or reaches 0 hp you can cast one clown gag for free.
True Monster: An evil clown's type permanently changes to Monstrous Humanoid for all related spells and effects and gain a damage reduction of 5/good or magic. Evil clowns coming from any background besides Humanoid gain the damage reduction but no other benefit.
An evil clown whose alignment changes to be nonevil does not lose any class features, but cannot advance his evil clown level unless he once again becomes evil. Using a clown gag is considered a heinously evil act.
Playing an Evil Clown
Religion: Evil clowns usually have no religion, though some worship evil gods such as Rallaster, or gods of trickery.
Other Classes: Usually evil clowns will have a difficult time interacting with most people much less other classes. Evil Bards may work willingly with them. Rogues may have some similarities and common ground as with Blackguards, Necromancers, and evil Clerics or Mages.
Combat: Evil clowns excell at support roles.
Advancement: Evil clown's would be advised to take levels in Shadowdancer, Assassin, Rogue, or Bard, or if they are more melee focused, plain old Fighter, Monk, or Barbarian. Evil clown mages or clerics would also give a nice powerful character. Evil clowns cannot multiclass into Paladin.
Evil Clown's in the World
|“||I'm every nightmare you've ever had. I'm your worst dream come true. I'm everything you ever were afraid of.||”|
|—Pennywise, Half Fiend Evil Clown|
Evil Clowns are more commonly evil NPC's rather than PC's, and usually cannot fit into a regular society, though some try. Many set up Big Top tents outside of towns and lure unsuspecting masses in.
Daily Life: Evil clowns can be found in sewers, luring children in. Others can be found working for kings as jesters, and others may just be street performers or stand up comics.
Notables: Pennywise a Half Demon evil clown who lured children under the sewers and devoured them. The Jack of Fear; a human evil clown who killed 100 women in more and more brutal ways for a year until finally being caught and drawn and quartered.
Organizations: Evil clowns usually work alone, but on occasion they will come together en masse to form what is known as a Cirque du Atrocitas. These have always had to be stopped by powerful adventurers or by direct influence by a higher authority.
NPC Reactions: Most NPC's are unilaterally terrified of evil clowns, and treat them slightly above monsters. Paladins and good aligned Clerics kill them on sight.
Evil Clown Lore
Characters with ranks in Knowledge Arcana can research Evil Clowns to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Evil Clowns are creepy people who can make people laugh.|
|10||Evil Clowns eat children and some can see in the dark.|
|15||Evil Clowns utilize a strange form of evil magic known as Hammerspace which warps their form and allows them to produce strange things from seemingly nowhere|
|20||The most heinous of Evil Clowns are able to appear as the most horrific thing imaginable, literally scaring people to death.|}