Let make Joker


Advice


I see him as Human Bard (Court Bard) min level 3 and Alchmist level 12

Human skill focus 1 Nature,8 Craft Alchemiy
Feats
1 EWP Mual (Big Freaking Hammer)
3 Eldritch Heritage(Fey blood line Laughing touch)
5 Antagonize
7 Combat Exptrise
9 Improved Dirty Trick
11 Greater Dirty Trick
13 Quick Dirty Trick
15 Extra Discovery

Discovery 6
Fast bombs
Smoke bomb
Stink bomb
Explosive bomb
Confusion Bomb
Madness bomb

Bard Spell
Disguise Self
Touch of Gracelessness
Innocence
Confusion, Lesser

The Exchange

The Joker as written by (or acted by) whom? He's a lot less mutable than his arch-nemesis Whats-His-Name, but there have still been a lot of incarnations. Even his background has been changed several times (personally, I like it best when DC says, "Background: Totally unknown," because it seems to me to fit him best.) Are you creating him at CR 14 for a reason, or should we be suggesting more appropriate CRs?

(About the only thing I feel we can feel sure of is that he's made the Dirty Trick feat tree a priority!)


Bard level 3 for class abilty for

Satire (Su): A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.

Mockery (Su): A court bard of 3rd level or higher can subtly ridicule and defame a specific individual. The bard selects one target who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the bard continues performing. This penalty increases by –1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components. This performance replaces inspire competence.

and

Alchmist level 12 for

Madness bomb: The alchemist's bombs do more than sear flesh—they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage. An alchemist must be at least 12th level before selecting this discovery.

Confusion Bomb* (Su): The alchemist's bombs twist the target's perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An alchemist must be at least 8th level before selecting this discovery.

As what Joker in time written or played by? None real but just a mash up of all.

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