Jester
Well, you thought the joke was funny. You had no idea that that lumbering idiot would become so angry. And you never meant to make him look stupid chasing after you. You didn’t want to get hurt! It’s a shame he fell and broke his neck. And all over a stupid joke.
There’s a difference between an idiot and a fool. Anyone can be an idiot; it takes work to be a fool. You’ve spent a lifetime perfecting your craft. You can juggle just about anything, you pratfall with the best, and your jokes and quips bring laughter and groans in equal measure. You entertain your audiences, but you also hold a mirror up to their follies and know just what to say to cut a person down to size. And when you go too far, you can lead the one offended on a merry chase that turns your victim into the bigger fool.
Level 3 Jester
Attributes: Increase two attributes by 1 each.
Health: +8, Bonus Damage: +1d6
Languages: Any one
Cutting Insult: If you can speak and you are not confused, controlled, stunned, or unconscious when a creature you can see within 10 yards starts its turn, you can use a reaction to insult that creature. That creature makes rolls to attack you and against you with 1 boon until the start of your next turn. Each other creature that can hear you makes a Will roll. On a success, the creature becomes immune to this talent for 1 minute. On a failure, the creature becomes confused and vulnerable (luck ends both) from laughing at your joke. Once you use this talent, you lose access to it (luck ends).
Pratfall: You can use a reaction when you take damage, are moved against your will, or fall prone, to make a big show of your misfortune. Each creature within 5 yards that can see you makes a Will roll; allies make this roll with 1 boon. On a failure, the creature becomes confused until the end of your next turn.
Level 4 Jester
Health: +8
Who’s the Fool?: You impose 1 bane on rolls to attack you by confused creatures. You make rolls to attack confused crea- tures with 1 boon and your attacks against such creatures deal an extra 1d6 damage. The extra damage increases to 2d6 at level 6 and to 3d6 at level 9.
Level 6 Jester
Health: +8
Astonishing Reflexes: The number of reactions you can use in a round increases by one.
Fast Hands: Once per round, when you use an action to throw an object or make an attack with a thrown weapon, you regain the use of the action.
In addition, when you are not injured, you can use a reaction when a creature you can see gets a success for a ranged attack it makes against you using a weapon that lacks the Firearm trait to reduce the damage to 0 and, if you have at least one hand free, catch the weapon or piece of ammunition.
Level 9 Jester
Health: +8, Bonus Damage: +1d6
Great Wit: Whenever a creature within 5 yards that can hear you gets a failure on an attribute or luck roll and the creature lacks immunity to the frightened affliction, that creature becomes confused until the end of your next turn.
Merry Chase: While you are not injured, you impose 1 bane on rolls to attack you. While you are injured, increase your Speed by 2 and increase the number of banes you impose on rolls to attack you to 2.