Editing Will Tarlton

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 293: Line 293:
  
 
===Kit Abilities===
 
===Kit Abilities===
* Jesters receive a +1 bonus (+5% on percentile rolls) to most die rolls. This includes saving throws, initiative, surprise, proficiency checks, thief skill checks, ability checks, and ability sub-checks (e.g., bend bars/lift gates, resurrection survival, and so on). The fool’s luck also adds a +1 bonus to the Jester’s Armor Class.
+
 
* About the only die rolls that the fool’s luck ability doesn’t affect are attack rolls, damage rolls, initial character generation rolls, and Hit Die rolls.
 
* Jesters enjoy a +1 bonus to Charisma when they are working an audience.
 
* A Jester’s Mind: Jesters are immune to attacks that cause insanity. Jesters also gain a saving throw bonus equal to their level vs. wizard spells of the enchantment/charm school and priest spells of the charm sphere. (A saving throw of 1 always fails, however.) Furthermore, any attempt to read a Jester’s mind has a percentage chance equal to the Jester’s level of causing confusion in the mind reader (treat as if under the effect of a confusion spell).
 
  
 
===Traits===
 
===Traits===

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)