Lester the Jester
Saving Throws [+. Con/+. Dex/ +. Wis]
1. new language every odd level
2. +3 to initiative due to outrageousness
3. +1 to saves due to good luck
4. climb walls "75+2%/lvl"
5. Pick Pockets
6. +/-10% to morale (no save) if performing
7. Immune to insanity of any sort
8. Can juggle and can catch and throw back if within ten feet, 80+1%/lvl
9. at 16th lvl cast scrolls as 10th lvl rogue same fail chance (but only 10% backfire on jester)
10. ventriloquism 10'indoors/30'outdoors 10%/int > jester
11. acrobatics& evade all melee blows double dex bonus/rd no other actions possible, even if loose initiative.
int: Draconic (kobold, liz, drag, trog)
1. Goblin (gob, hob, Bugbear)
1. only leather armor, can use small shields
2. weapons: clubs, daggers, scimitars, slings, staves, swords (long, short, broad), oil, poison (if evil)
3. attack as thief, no backstabbing
4. init 2 weapons +1/4 lvl. (-3 nonprof penalty)
5. magic weapons, weapons usable by all, jester magic items
6. wand of wonder, uses no charges, +5%/lvl to control
7. spell use (enchantment/charm) 1%/lvl backfire, research
Minor: reduction 1ft/lvl
detect magic 5%/lvl
+3 Longsword--Mironus: Int 14; Ego 8; Align NG
formerly sword of Sir Frederick of the Wolnars 12th cavalier
speaks dwarvish, gnomes, NG alignment tongue
det traps of large size 10' radius
detect evil/good 10' radius
getect gems, kind, and number 5' radius
glows at full strength, light spell
shrieks if someone approaches it (that it doesnt know)
can "see" through gem in hilt
+1 flame tongue short sword
4x +3 darts
Dart of Homing
Dart of Hornet's Nest
+2 cloak of protection
Lens of Ultra vision
Instrument of the Bards "Fochlucan Bandore"
Wand of Wonder Type I, II, III, IV (Dragon #147)
Boots of Elvenkind
Cloak of Elvenkind
Nihadrin Broach--elf friend, mithril silver
Necklace of Adaptation
3 Kobold Magic Gem (reusable if not slain)
Deep Pockets Pouch
Bag of tricks
Necklace with Lens of Ultravision
Magic Flute--plays any song. Sentient
Ring of Shocking Grasp 1d8+6 damage
Ring of Spell Turning
Ring of Free Action
+3 Ring of protection
+1 to level
regenerate 1 hp/lvl
absorb 1-4 lvl spell 32 spell lvls
burned out--adds 10 psp
burned out--adds 10 psp
Pot/Cauldron of Travel
MV 36" at 45' above ground
absorb 1-4 spell levels
permanent connection to Pot
spider silk shirt (elven red sunburst)
rabbits foot, 4 leaf clover
bone scroll case
Jester Wand with hidden dagger inside
2 bags of marbles
ball of string
The Jester on one of his more unusual quests captured a Leprechaun and
took his gold. He forced the Leprechaun to teach him how to use the
Wands of Wonder and choose what spell was cast forth. He then
released the Fey.
Wand of Wonder I
|Wand of Wonder II
01-10: The wand shoots forth a web as per the spell (the wand acts as one anchor point).
11-18: The wand shocks the wielder as per a shocking grasp spell; the wielder must make a dexterity check on ld20 at -2 to keep holding the wand.
19-25: Reverse gravity affects the target and all within a 3” radius (including the caster, if close enough) for 2-5 rounds.
26-30: Tasha’s uncontrollable hideous laughter affects the target creature.
31-33: 800 small rubber balls (each 1 actual inch in diameter) rain down for 1-4 rounds within a 3” radius of the wielder, causing all in the area to make a dexterity check on ld20 or trip and fall. The balls remain in the area, causing further checks at the start of each round of combat, until they are carried or swept away.
34-36: The wand summon; a large dove (AC 7; MV 1"/36” (MC: D); HD ½; #AT 1; Dmg 1; AL N) (01-25);
a large rabbit (AC 6; MV 18”; HD ½; #AT 1; Dmg 1; AL N) (26-50);
or a large iguana (AC 4; MV 18"//6”; HD 3; #AT 1; Dmg l-4; AL N) (51-00).
37-46: The wand casts chain lightning at the target.
47-49: The target creature and the wielder are covered in liquid chocolate.
50-53: Haste affects the target.
54-58: The wand casts hold monster at the target.
59-62: Suds flow from the ground in a 9" radius around the wielder for 2-5 rounds, at 3 cubic feet per round. The suds are either from soap (01-25) or beer (26-00).
63-65: The target creature is polymorphed as per a wand of polymorphing into a random creature (01-75; DM selects any random-monster table and rolls there-on) or nonliving item (76-00; DM selects any table from Appendix 1 in the DMG and rolls thereon).
66-69: The wand wielder spins clockwise (01-50) or counterclockwise (51-00) for 1-4 rounds and must make a dexterity check on 1d20 in order to move or act each round thereafter for 1-4 rounds.
70-79: The wand heals the wielder for 1-8 hp if he is wounded.
80-84: The wand fires a magic missile as per a wand of magic missiles.
85-97: The target inflates like a balloon for 1-4 rounds and deflates for another 1-4 rounds; only living material of up to 1,000 lbs. is affected (the object will not float in the air).
88-90: The wand stretches out and bites the target for 2-12 hp damage (treat as 6 + 4 HD creature; maximum range 9”).
91-97: The wand wielder breathes fire as per a randomly determined potion of fire breathing (only one breath use is allowed).
98-00: The target is disintegrated as per the spell.
Wand of Wonder III
Wand of Wonder IV