Mustave the Magnificent (or Motherfuckin Mustave)
Halfling Tome Jester 9 (39,200 XP)
CN Medium Humanoid (Halfling)
Init: +4;
Senses: Listen +1, Spot -1
Languages: Common, Halfling
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AC: 19, touch 14, flat-footed 15 (+1(size) +4(dex) +5(armor) -1(flaw))
hp: 42 (9d6 + 16 - 8(trait)) fast heal: - regeneration: - DR: -
Immune: -
Resist: - SR: - Other: +2 morale bonus on saving throws against fear
Fort: +12,
Ref: +17,
Will: +9
(+1 racial, +2 resistance, +4 Cha bonus on all saving throws, figured in)
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Speed: 30ft.
Melee: +1 Dagger; +5/+0, 1d3 19-20/x2 Piercing/Slashing
Ranged (Thrown): Flask/pie; +12/+6 touch, 1d6 20/x2 Acid
Ranged (Thrown): +1 Returning Dagger; +13/+8, 1d3 19-20/x2 Piercing/Slashing
Ranged (Thrown): Dagger; +12/+6, 1d3-1 19-20/x2 Piercing/Slashing
Ranged: +1 Light Crossbow; +12, 1d6+1 19-20/x2 Piercing
Space: 5ft.;
Reach: 5ft.
Base Atk: +6/+1;
Grp: -1
Atk Options: Sneak Attack +3d6, Poison Use, Jester’s Feint, Cruel Comment, Low Comedy, Slapstick
Special Actions: Power Slide, Sight Gag
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Abilities: Str 8, Dex 18, Con 14, Int 10, Wis 8, Cha 17 (19)
SQ: Harlequin's Mask, Ignore Components, Laugh It Off
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Quick Draw, Two Weapon Fighting, Improved Two Weapon Fighting
Flaws: Noncombatant, Vulnerable
Traits: Quick, Skinny
Skills: Balance +18, Bluff +16, Climb +1, Concentration +8, Craft (Alchemy) +1, Diplomacy +6, Disable Device +1, Disguise (in character) +6, Escape Artist +5, Gather Information +4, Heal +1, Hide +8, Intimidate +6, Jump +3, Listen +1, Move Silently +6, Open Lock +5, Perform (Juggle) +7, Search +1, Sleight of Hand +18, Spellcraft +3, Spot -1, Tumble +16, Use Magic Device +16, Use Rope (bindings) +6
Racial Bonus: +2 to Climb, Jump, Listen, Move Silently Size Bonus: +4 Hide
Skill Ranks: Balance 12, Bluff 12, Concentration 6, Craft (Alchemy) 1, Disable Device 1, Open Lock 1, Perform (Juggle) 3, Search 1, Sleight of Hand 12, Spellcraft 1, Tumble 12, Use Magic Device 12
Skill Synergies: Diplomacy (Bluff), Disguise to stay in character (Bluff), Intimidate (Bluff), Sleight of Hand (Bluff), Use Rope for bindings (Escape Artist), Balance (Tumble), Jump (Tumble), Spellcraft for scrolls (Use Magic Device)_____________________________________________________________
Possessions:Dagger +1
(1/2 lb)Dagger +1 Returning x2
*Light crossbow +1
(2 lb)Mithril Shirt +1
(5 lb)Bandoleer of Holding x2
(1 lb ea)Heward's Handy Haversack
(2.5 lb)Vest of Resistance +2
(1/2 lb)Cloak of Charisma +2
(1/2 lb)Healing Belt
(1 lb ?)Hat of Disguise
(0 lb ?)Wand of Cure Light Wounds (50 charges)
8 bolts
(1/2 lb)Daggers x 1
*Acid Vial x 53
*Holy Water x 32
*Sovereign Glue
**Spell component pouch
(1 lb)Antitoxin x2
Flint & Steel
**Torch x 4
**Sunrod
**Backpack
**small sack
**Map of sewer
**Three bottles of amaretto
***Two lowball glasses
***Nice booze
**Nice ghost booze
**Pint of "dew" (moonshine?)
*** In bandoleer (no weight)
** In haversack (no weight)
*** In room (no weight)Money:885 gp
4 sp
4 cp
Weight of gear: 15.5 lb
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Spells: Jester 8 (Caster Level 8)
Spells per day (bonus): 0 3,
1 3(+1),
2 3(+1),
3 2(+1)
Spells Known:0: Alarm, Detect Magic, Detect Poison, Grease, Unseen Servant, Ventriloquism
1: Fire Trap, Glitterdust, Magic Mouth, Misdirection, Pyrotechnics, Reduce Person, Sleet Storm, Tasha's Uncontrollable Hideous Laughter, Teleport Trap, Touch of Idiocy
2: Baleful Transposition, Explosive Runes, Glyph of Warding, Rage, Rope Trick, Secret Page, Sepia Snake Sigil, Unluck
3: Feeblemind, Lesser Globe of Invulnerability, Modify Memory, Mordenkainen's Faithful Hound, Nightmare, Servant Horde, Shrink Item
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Weapon and Armor Proficiency: Light armor. No penalty for non-proficienty with weapons. No penalty for off-sized or improvised weapons.
Sneak Attack (Ex): The jester's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the jester flanks her target. Should the jester score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a jester can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A jester can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The jester must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A jester cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Spells: The jester is an Arcane Spellcaster with the same spells per day progression as a bard. A jester automatically knows every spell on his spell list. He can cast any spell he knows without preparing them ahead of time, provided that spell slots of an appropriate level are still available. To cast a jester spell, he must have a Charisma at least equal to 10 + the spell level. The DC of the jester's spells is Charisma based and the bonus spells are Charisma based.
Poison Use (Ex): A Jester may prepare, apply, and use poison without any chance of poisoning himself.
Ignore Components: A Jester may cast spells from the Jester list without using material components, regardless of whether they are costly or not. This has no effect on any spells that a Jester casts from any other spell-list.
Harlequin's Mask (Ex): As long as a Jester’s face is painted, masked, or adorned in the manner of a harlequin or other comedic figure, he is immune to compulsion effects.
Laugh It Off (Ex): Fate protects fools and little children, and Jesters certainly adopt the role of fools. At 2nd level, a Jester may add his Charisma modifier as a morale bonus to his saves.
Power Slide (Ex): If a 3rd level Jester takes damage from an attack, he may allow himself to be flung backwards, thereby lessening the impact. He may make a Balance check with a DC equal to the damage inflicted and, if he succeeds, he suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. He is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. If there is not enough space for him to move, he suffers a d6 of damage for each square not moved. If he passes through an occupied square, the Jester would have to make a tumble check to avoid attacks of opportunity.
If this ability is gained from another class, then the Jester may choose to increase or decrease the total distance moved by 50% (so a Power Slide that negated 12 points of damage can cause him to move 5’, 10’, or 15’ at his choice).
Jester’s Feint (Ex): At 4th level, a Jester learns to shock and unnerve his enemies by throwing unexpected objects at them. As a swift action, he may toss a brightly colored object in the square of an enemy with a Sleight of Hand Check opposed by the enemy’s Spot check. If it succeeds, the enemy is denied his Dex bonus for the Jester’s next attack.
Some Jesters use objects with magical or alchemic effects that act in an enemy’s square to use with this ability, while others use colored balls, fruit, pieces of cloth or scarves, or other cast-off materials that fit the requirement of being brightly colored. Wealthy, desperate, or foolish Jesters sometime used coins or gems.
Cruel Comment (Ex): At 5th level, the Jester has learned to say extremely funny but hurtful things about others. As a swift action, the Jester can make a Bluff check opposed by the target’s level plus Charisma check. If the target fails this check, he suffers a -4 to attack rolls, saves, and all other checks. This effect lasts 3 rounds. This is a language-dependant ability.
Sight Gag: At 7th level, the Jester may apply the Silent Spell and Still Spell metamagics spontaneously to his spells, but only if he casts them as full-round actions. This ability only works with spells on the Jester list, and it does not increase the spell’s level or slot used.
Low Comedy (Ex): By using this ability, a Jester of 8th level or higher can double the armor check penalty of an opponent within 50 feet that he hits with a ranged touch attack. Using this ability is an attack action and counts as a thrown weapon. The penalty can be restored to its normal value with 10 minutes and a bar of soap.
Slapstick (Ex): At 8th level, any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round.
Carrying Capacity(Light): 19.5 lbs