Blunderbred |
2 people marked this as a favorite. |
I've had this on the backburner for a while and figured I'd toss it here for the time being. Tested it at my table with some friends, constructive criticism is welcome. Apologies in advance for the wall of text.
Clown (10 rp)
Clowns are a unique form of fey that first arose as jesters and entertainers for the changing moods of their fey lords and ladies. With pasty white skin and facial markings akin to festival makeup they can pass for humans in most celebratory situations. However, on close inspection the similarities are quickly discovered. Their grease-paint looking skin does not wash off and their red honking noses are not simple decorations.
While clowns may choose to be any class they wish, most feel a special kinship with bards and most often they can be found living among bardic students or other centers of performance where their natural talents are more suitable.
Standard Racial Traits
Creature Type: Fey.
Ability Score Modifiers: Charisma +2, Constitution +2, Intelligence -2. Clowns are fun-loving and hardy performers but their culture lacks much education beyond the whimsical and comedic.
Size: Medium, no bonuses or negatives.
Base Speed: 40. Clowns’ larger feet allow them to cover ground much faster than other creatures their size.
Languages: Clowns Begin play speaking common. Clowns with high intelligence may learn from the following languages; Elvish, Orcish, Dwarvish, Gnomish, Halfling, Goblin, Undercommon.
Low Light Vision: Clowns’ eyes are naturally sharp in order to pick out a sad face in a crowd or a flying pie headed their way. They can see twice as far as a human in dim light conditions.
Skill Bonus: Clowns gain +1 to diplomacy and +1 to acrobatics. Nimble and quick-witted they can diffuse a situation with either a well placed joke or half-decent tricks.
Nose Honk: Clowns gain the following supernatural ability: Three times per day as a standard action, a Clown can honk their nose. Any creature that is not a fey must make a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier) or become fascinated for 1d4 rounds. A target that successfully saves cannot be affected by the Clown’s Nose honk for 24 hours. Creatures that are already fascinated become charmed for 1d4 rounds instead. This is a sonic, mind-affecting effect.
Clownish Whimsy: Clowns gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on such a saving throw, clowns may reroll and must use the second result.
Gregarious: When a clown successfully uses Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the clown’s Charisma-based skills for the next 24 hours.
Alternate Race Options
Mime
Mimes are an offshoot race of clowns that fell into a cultural vow of silence eons ago. Their distinctive clownish markings have since lost their color and they prefer to dress in black and white. Only their scarlet noses have retained any sort of pigment. They are masters of illusion and ancient Mimes have been known to interact with the astral and ethereal plane while remaining in the physical plane. A skill greatly sought after by devout planar mages.
Ability score bonus: Charisma +2, Dexterity +2, Intelligence -2. This replaces standard clown ability score bonuses
Languages: Mimes cannot speak though they can understand languages the same as other clowns. Spells cast by mimes do not require verbal components. This replaces standard clown languages.
Illusion resistance: Mimes gain a +2 racial bonus on saving throws against illusion spells or effects. This replaces Gregarious.
Skill Bonus: Mimes gain +2 to Sleight of hand. This replaces the standard Clown Skill bonus.
Rodeo Clown
Rodeo clowns are another offshoot race of clowns. They have taken to more rowdy and dangerous hijinks than their whimsical cousins. With their markings more pronounced so as to be noticed from afar they dive into the thick of things with a smile on their face and a holler on their lips. Masters of riding on the backs of even the most dangerous beasts they wrangle their way into the hearts of their viewers through feats of bravery and daring.
Ability Score bonus: Charisma +2, Strength +2, Intelligence -2. This replaces the standard clown ability score bonus.
Stability: Rodeo Clowns receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. This replaces Gregarious.
Skill Bonus: Rodeo Clowns receive a +1 to ride and +1 to athletics. This replaces the standard clown skill bonus.
MrCharisma |
2 people marked this as a favorite. |
DungeonmasterCal |
For nearly all of my life I had a mild to moderate clown phobia. They wouldn't send me shrieking to hide under my bed, but they were just icky. A few years ago while just goofing around on Youtube I discovered Puddles the Pity Party Clown. The man is an amazing singer. When I heard his cover of Leonard Cohen's "Hallelujah" that uneasiness completely vanished forever.
So anyway, I'd make a Bard out of this critter.
Reksew_Trebla |
I think the stat array is pretty powerful for all three, wouldn't -wis be more appropriate for a clown? At least the rodeo clown?
I actually think the Intelligence penalty is fitting. There is a reason you typically don’t see one clown shows in the circus. It’s because they hyper specialize in one specific area in the circus show, with other clowns filling the other roles. Same thing with the mime, they hyper specialize in illusions, but aren’t very great elsewhere.
Now the rodeo clown, I can agree shouldn’t have an Int penalty.