CLASS | Jester |
TEAM LIMIT | 2 |
The wildcard of Genocide, the jester is truly an intriguing character. His humor, skills, and wit are what keeps him alive and ahead in troubled times. Often brought up in courts of kings and other noblemen, the jester is familiar with all kinds of people. By watching these people, many a jester has learned trades and skills beyond his own. Some intelligent jesters have even managed to learn the basics of spellcasting. Jesters are also extremely agile--a trait needed in their profession. Their ability to dodge things is so amazing that even jesters themselves don't know whether it's skill or luck that guides them.
STAT MODIFIERS |
Strength | Dexterity | Accuracy | Constitution | Intelligence | |
Minimum | -5 | -5 | -5 | -10 | -10 |
Maximum | +5 | +5 | +5 | +10 | +10 |
NON-COMBAT SPELLS | COMBAT SPELLS |
Magic missile | |
Shocking grasp | |
Stone missile |
No jester can have more than one of the above spells. Not all jesters have spellbooks.
ABILITIES |
Attack dodging
Lucky numbers
Command: numbers
Every jester has a few numbers that he considers to be of special importance to him. These are his lucky numbers. The jester has an almost uncanny precognition about these numbers. If someone tries to deal him an amount of damage that equals a lucky number, he will feel it before the blow, giving him a chance to escape the strike entirely. This command lists his lucky numbers.
Perform extra abilities
Command: try [cmd [args]]
Stamina: varies, see appropriate race/class help files
Without arguments, the "try" command displays a list of any abilities the jester might've acquired through watching people around him. The abilities are displayed together with a list of the people who normally possess them (see their help files for information on the abilities' usage). The jester can perform any of these abilities by specifying the ability command name and any arguments. The syntax of the command is the same as the one the original characters use.
RACES THAT CAN SELECT THIS CLASS |