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{{Section Description Needed}}'''Abilities:''' Charisma is the primary ability of this class, followed by Dexterity to dodge attacks and help with ranged attacks (like juggling), and Constitution because evil clowns provoke so many attacks having high HP is essential.
<-Strong points '''Races:''' Races that give a bonus to Charisma commonly take this class, as do smaller races and weak pointsthose with movement bonuses. Common races include Halflings, [[Goblin, Filcher (3.5e Race)|Filcher Goblin]], [[Goblin, Flintspark (3.5e Race)|Flintspark Goblin]], [[Kitsune (3.5e Race)|Kitsune]], [[Viverrae (3.5e Race)|Viverrae]], [[Sprightling (3.5e Race)|Sprightling]] and effectiveness with party members[[Half-Nymph (3.5e Race)|Half->Nymph]].
'''Races:''' <-description of relative likelihood of various races to join this class->. '''Alignment:''' Any evil. '''Starting Gold:''' <-starting gold; YdZ->×10 4d4×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> 100 gp). '''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' <-Select "Simple" or "As [[rogue]]", "Moderate" or "As [[fighter]]", or "Complex" or "As [[wizard]]", to let players know which starting age category to use for 1st-level characters->. {| class="zebra d20"|+<div>{{Anchor|Table: The Evil Clown}}</div>Hit Die: d6|-! rowspan="2" | Level! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s! rowspan="2" | Special|-! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]|- |1st|| class="left" | +0 || +0 || +2 || +2| class="left" | Tomfoolery +1d6, Hammerspace, Balloon Familiar, Bonus Language (Squeak), AC Bonus, Horrific Appearance, Clown Gags|- |2nd|| class="left" | +1 || +0 || +3 || +3| class="left" | <!--placeholder-->|- |3rd|| class="left" | +2 || +1 || +3 || +3| class="left" | Tomfoolery +2d6|- |4th||class="left" | +3 || +1 || +4 || +4| class="left" | <!--placeholder-->|- |5th||class="left" | +3 || +1 || +4 || +4| class="left" | Tomfoolery +3d6|- |6th||class="left" | +4 || +2 || +5 || +5| class="left" | <!--placeholder-->|- |7th||class="left" | +5 || +2 || +5 || +5| class="left" | Tomfoolery +4d6, Clown Car|- |8th||class="left" | +6/+1 || +2 || +6 || +6| class="left" | <!--placeholder-->|- |9th||class="left" | +6/+1 || +3 || +6 || +6| class="left" | Tomfoolery +5d6|- |10th||class="left" | +7/+2 || +3 || +7 || +7| class="left" | <!--placeholder-->|- |11th||class="left" | +8/+3 || +3 || +7 || +7| class="left" | Tomfoolery +6d6|- |12th||class="left" | +9/+4 || +4 || +8 || +8| class="left" | <!--placeholder-->|- |13th||class="left" | +9/+4 || +4 || +8 || +8| class="left" | Tomfoolery +7d6|- |14th||class="left" | +10/+5 || +4 || +9 || +9| class="left" | Improved Clown Car|- |15th||class="left" | +11/+6/+1 || +5 || +9 || +9| class="left" | Tomfoolery +8d6|- |16th||class="left" | +12/+7/+2 || +5 || +10 || +10| class="left" | <!--placeholder-->|- |17th||class="left" | +12/+7/+2 || +5 || +10 || +10| class="left" | Tomfoolery +9d6|- |18th||class="left" | +13/+8/+3 || +6 || +11 || +11| class="left" | <!--placeholder-->|- |19th||class="left" | +14/+9/+4 || +6 || +11 || +11| class="left" | Tomfoolery +10d6|- |20th||class="left" | +15/+10/+5 || +6 || +12 || +12| class="left" | <!--placeholder-->|- class="noalt"| colspan="6" class="skill" |'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, ×4 at 1st level)'''<br/>Balance, Bluff, Disguise, Escape Artist, Forgery, Intimidate, Jump, Perform, Sleight of Hand, Tumble, Use Magic Device, Use Rope.|}
<-fluff about class features->. All of the following are class features of the Evil Clown.
'''{{Anchor|Hammerspace}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As a free action a number of times per round equal to his charisma modifierAt 4th level and every three after, minimum 1, an evil clown may magically produce items for his other abilities, as specified in the descriptions of the individual abilities. This ability can be used even when it isn't the evil clown's turndamage increases by 1d8.
''{{Anchor|Unicycle Ride}} (Ex):'' By spending 3 gagsAt 13th level, an evil clown can use a move action to mount a unicycle and either juggle clubs or hold a quarterstaff for balance. He can maintan this for a number of rounds equal to his charisma modifierability improves, minimum 1. After this period of time, the clown must make a balance check each round, DC 10 and she is treated as two size categories smaller for the first check, with the DC increasing by 2 each round. Failure means that the evil clown falls off and end up prone. While riding his unicycle like this, he can make flurries of blows with a quarterstaff or thrown clubs as a monk purposes of a level equal to the evil clown's class level. Dismounting is a free action. An evil clown can make a DC 20 Perform (Comedy) check to produce the requisite unicycle, club, or quarterstaff, with a separate check squeezing into and use of hammerspace to produce each itemthrough small spaces.
''{{Anchor|Disquieting Diddy}} (Su):'' By spending 1 gag====Ex-Evil Clowns====An evil clown whose alignment changes to be good does not lose any class features, an but cannot advance her evil clown can magically produce circus music and laugh maniacally at a single creature within close range (25 ft. + 5 ftlevel unless she once again becomes non-good./2 levels) to which he has line of sight. The creature must make Using a Will save or be shaken for clown gag is considered a number of rounds equal to the heinously evil clown's charisma modifier, minimum 1act.
''===Campaign Information===<big><big><big>{{Anchorquote|Frightening FanfareWhy so serious!}} (Su)</big></big></big>====Playing an Evil Clown===='''Religion:'' By spending 2 gags, an evil clown can magically produce circus music ' Evil clowns are attracted to the occult and laugh maniacally at a single creature within close range (25 ft. + 5 ft./2 levels) thus commonly swear allegiance to which he has line of sightchaotic or trickster entities. The creature must make However, they are a Will save or be frightened for a number of rounds equal fickle group, and often change who they are loyal to the evil clown's charisma modifier, minimum 1.
! Level !! Special|- | 21st 15|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 25th || class="left" | <-any improvements Evil clowns are different than regular clowns in they are malicious. They also can teleport short distances and do great harm to class features gained at this level, including any bonus feats->|- | 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- | 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->|- class="noalt"| colspan="42" class="skill" |<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.|} '''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-> '''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-> <-Lather, rinse...-> <-... repeat.-> '''{{Anchor| Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th. ''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->. ====<-Sample race of your choice-> <-class name-> Starting Package==== {{Section Description Needed}} '''Weapons:''' <-Weapon selection for starting at 1st level opponents with this class.->. '''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifierinsults and gags. {| class="zebra d20"
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty|- | class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> 20|| <-armor check penalty based on starting armor. If innapplicable put "—"->|- | class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based Specific info on starting armor. If innapplicable put "—"-><-copy and paste the rows as necessaryan evil clown.->
'''Feat:''' <-1st-level feat selection->.
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
'''Gold:''' <-Starting gold using this package.->.
===Campaign Information===
====Playing a <-class name->====
{{Section Description Needed}}
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
'''Combat:''' <-Typical role in combat->.
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.
====<-pluralized class name-> in the World====
{{Section Description Needed}}
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
<-Where characters of this class fit in a d20 world.->
'''Daily Life:''' <-day in the life of a character of this class->.
'''Notables:''' <-notable NPCs of this class->.
'''Organizations:''' <-info on what, where, when, and how characters of this class congregtate and assemble->.
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
====<-class name-> Lore====
{{Section Description Needed}}
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
{| class="zebra d20"
|+ <-the appropriate skills->
! DC || class="left" | Result
|-
| 5 || class="left" | <-common knowledge->.
|-
| 10 || class="left" | <-not so common knowledge->.
|-
| 15 || class="left" | <-rare information->.
|-
| 20 || class="left" | <-very rare information->.
|}
====<-pluralized class name-> in the Game====
{{Section Description Needed}}
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
'''Adaptation:''' <-Possible variant conceptions of this class.->.
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
''EL whatever:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
no edit summary
{{author
|author_name=DanielDraco
|date_created=June 06/27, 2008/08|adopter=Franken Kesey|date_adopted= 05/15/19|status=v1.0.1Version 2|editing=Ask firstIn talk.|balance=Rogue|img=Evilclown.jpgHigh}}{{3.5e Class SemanticData|minlevel=1|descriptionability=The object of the hatred of all childrenAlternate Magic, and the scariest thing you'll ever see.Other|progression=Full|align=ln, n, cn, le, ne, ce}}
==Evil Clown==
[[File:Evil Clown.jpg|right|300px]]<-general description->[[Summary::The object of the hatred of all children, and the scariest thing you'll ever see. What may look like a carnival trickster is far more dangerous – beware!]] An Evil Clown is good at provoking and drawing opponents to her with clown gags, then barbing her attack with insults and tomfoolery to deal more damage.
===Making an Evil Clown===
<big><big>{{quote
|Whoever said you cannot die from laughter has never seen a good practical joke!|orig=[[Joker (3.5e NPC)|Joker]], [[Goblin, Flintspark (3.5e Race)|Flintspark Goblin]] Evil Clown}}</big></big>
'''AbilitiesAlignment:''' <Any non-description of most important attributes for this class->good.
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple
{{3.5e Class Simple
|classname=Evil Clown
|hitdie=8
|length=20
|bab=Moderate
|fort=Poor
|ref=Good
|will=Good
|specialhead1=rowspan="2"{{!}}[[#AC Bonus|AC Bonus]]{{!!}}rowspan="2"{{!}}[[#Clown Gags|Gag Pool]]
|special1=[[#Tomfoolery|Tomfoolery +1d8]], [[#Hammerspace|Hammerspace]], [[#Clown Gags|Clown Gags]]{{!!}}—{{!!}}2
|special2=[[#Balloon Familiar|Balloon Familiar]], [[#Bonus Language|Bonus Language (Squeak)]], [[#Horrific Appearance|Horrific Appearance]]{{!!}}—{{!!}}4
|special3=[[#Laugh it Off|Laugh it Off (Mental Resistance)]]{{!!}}—{{!!}}6
|special4=[[#Tomfoolery|Tomfoolery +2d8]], [[#Silly Clown|Silly Clown]]{{!!}}—{{!!}}8
|special5=[[#Bonus Feat|Bonus Feat]]{{!!}}+1{{!!}}10
|special6=[[#Laugh it Off|Laugh it Off (Damage Reduction)]]{{!!}}+1{{!!}}12
|special7=[[#Tomfoolery|Tomfoolery +3d8]], [[#Contort Size|Contort Size]]{{!!}}+1{{!!}}14
|special8=[[#Bonus Feat|Bonus Feat]]{{!!}}+1{{!!}}16
|special9=[[#Laugh it Off|Laugh it Off (Chaotic Mind)]]{{!!}}+1{{!!}}18
|special10=[[#Tomfoolery|Tomfoolery +4d8]]{{!!}}+2{{!!}}20
|special11=[[#Bonus Feat|Bonus Feat]]{{!!}}+2{{!!}}22
|special12=[[#Laugh it Off|Laugh it Off (Resilient Body)]]{{!!}}+2{{!!}}24
|special13=[[#Tomfoolery|Tomfoolery +5d8]], [[#Contort Size|Improved Contort Size]]{{!!}}+2{{!!}}26
|special14=[[#Bonus Feat|Bonus Feat]]{{!!}}+2{{!!}}28
|special15=[[#Laugh it Off|Laugh it Off (Mental Fortress)]]{{!!}}+3{{!!}}30
|special16=[[#Tomfoolery|Tomfoolery +6d8]]{{!!}}+3{{!!}}32
|special17=[[#Bonus Feat|Bonus Feat]]{{!!}}+3{{!!}}34
|special18=[[#Laugh it Off|Laugh it Off (Escape Death)]]{{!!}}+3{{!!}}36
|special19=[[#Tomfoolery|Tomfoolery +7d8]]{{!!}}+3{{!!}}38
|special20=[[#Bonus Feat|Bonus Feat]]{{!!}}+4{{!!}}40
|skillpoints=4
|skills=Balance, Bluff, Disable Device, Disguise, Escape Artist, Forgery, Intimidate, Jump, Knowledge (Local), Perform, Sleight of Hand, Tumble, Use Magic Device, Use Rope}}
====Class Features====
'''Weapon and Armor Proficiency:''' A clown is proficient with all simple weapons and with squeaky hammers, but not with armor or shields.
'''{{Anchor|Tomfoolery}} ([[SRD:Special Abilities Overview#Extraordinary|{{Ex]])}}:''' With a disturbing and insulting joke, an evil clown can add insult to injury and deal extra damage. By making a successful Perform (Comedy) check opposed by the target's modified level check (1d20 + character level or hit dice + target's wisdom bonus [if any] + target's modifiers on saves against effects from the enchantment schoolWisdom modifier), an evil clown she may deal extra damage on add a number tomfoolery strike to all of her attacks in that round equal to his Charisma bonus, minimum 1. This check may be is made only one time once per round, and is as a free action. This does 1d8 extra damage is 1d6 at 1st level, and it increases by 1d6 every two evil clown levels thereafter. Ranged attacks can count as tomfoolery only if the target is within 30 feet. This damage is never nonlethal damage. Tomfoolery is only effective against creatures that can see and/or hear the evil clown (including through blindsight) and have an intelligence Intelligence score of at least 3. Tomfoolery is a mind-affecting effect6.
'''{{Anchor|Balloon FamiliarHammerspace}} {{Su}}:''' An As a free action once per round for every Charisma modifier (minimum 1), an evil clown may use his hammerspace ability to magically produce a long skinny balloonitems for her other abilities, which he may shape into any of the standard animals available to be a sorcerer's familiar as a full-round action. The balloon animal animates, and gains specified in the abilities of a familiar belonging to a sorcerer descriptions of a level equal to the evil clown's class levelindividual abilities. This familiar is treated as a construct, rather than a magical beast. When a balloon familiar is subject to slashing or piercing damage, ability can be used even when it takes triple the normal damage. An evil clown does not lose experience if this familiar is destroyed, but cannot create another balloon familiar until the next day. Any natural weapons the familiar has deal nonlethal damage. If the familiar is within reach, isn't the evil clown may change the familiar to the shape of any other familiar from the standard list as a full-round action. The balloon familiar is otherwise identical to a sorcerer's familiarturn.
'''{{Anchor|Speak Language Clown Gags}}:''' An evil clown has a gag pool (see above), she adds her Charisma modifier to this number. She cannot spend more than her class level in a single gag (i.e., at 2nd level, max gag cost 2 gags, or 1 gag and an augment). Her gag pool resets at the start of the next day. Any save DCs are equal to 10+1/2 class level+Charisma modifier, and all spell-like abilities have a caster level equal to class level (psi-like, manifester level is equal).*''{{Anchor|Trick}} {{Sp}}:'' As a standard action, for 1/2 gag, can perform a magical trick (treat like ([[SRD:Prestidigitation|''prestidigitation'']]).*''{{Anchor|Disquieting Diddy}} {{Su}}:'' As an immediate action, for 1 gag, can magically produce circus music and laugh maniacally at a single creature within close range (25 ft.+5 ft./2 levels) to which she has line of sight. The creature is [[SRD:Shaken|shaken]] one round per evil clown Charisma modifier (minimum 1); can be negated with a Will save. Every extra gag point spent allows this to affect one more creature.*''{{Anchor|Pie Toss}} {{Ex}}:'' As a standard action, for 1 gag, can throw a cream pie at a single creature with discernible eyes. The evil clown makes a ranged touch attack with a range increment of 10 ft. If the attack hits, the enemy is rendered blind until it takes a standard action to wipe off the cream. She can make a DC10 Perform (SqueakComedy)check to use her hammerspace ability to produce the requisite cream pie.*''{{Anchor|Seltzer Splash}} {{Ex}}:''As a standard action, for 1 gag, can shoot seltzer water at a single creature within 10 ft., [[SRD:Dazed|dazing]] it for one round per evil clown Charisma modifier (minimum 1); can be negated with a Fortitude save. She can make a DC10 Perform (Comedy) check to use her hammerspace ability to produce the requisite bottle of seltzer water.*''{{Anchor|Frightening Fanfare}} {{Su}}:' An ' As a standard action, for 2 gags, can magically produce circus music and laugh maniacally at a single creature within close range (25 ft.+5 ft./2 levels) to which she has line of sight. The creature is [[SRD:Frightened|frightened]] one round per evil clown Charisma modifier (minimum 1); can be negated with a Will save. Every extra gag point spent allows this to affect one more creature.*''{{Anchor|Jester’s Juggle}} {{Ex}}:'' As a full round action, for 2 gags, can juggle, then make a furry of blows like attack with objects. She can make a furry of blows as a [[SRD:Monk|Monk]] of a level equal to evil clown’s class level. This throws a number of objects equal to furry of blows attack at anything within 30 feet (like a thrown range attack). She can maintain this for one round per Charisma modifier (minimum 1). The clown gains Squeak can try to maintain it for longer with a Sleight of Hand check (DC10+2 per round after) every round (as a bonus languagefree action). However, if she fails the check she is disarmed. She can make a DC15 Perform (Comedy) check to use her hammerspace to produce each weapon. This language cannot can be learned used to make any light throwing weapon (including [[SRD:Dagger|daggers]], [[SRD:Club|clubs]] (even though they are not light), [[SRD:Dart|darts]], [[SRD:Javelin|javelins]], [[SRD:Throwing Axe|throwing axes]], [[SRD:Light Hammer|light hammers]] and [[SRD:Shuriken|shuriken]]).*''{{Anchor|Squeaky Hammer}} {{Su}}:'' As an attack action, for 2 gags, can confuse a foe damaged by anyone who her squeaky hammer. An evil clown must declare that she is not an using this ability before she makes her attack roll (thus, a failed attack roll ruins the attempt). This confusion lasts for one round per evil clown Charisma modifier (minimum 1); can be negated with a Fortitude save. An evil clowncan make a DC 15 Perform (Comedy) check to produce the requisite squeaky hammer with her hammerspace ability. A squeaky hammer is identical to a warhammer, except that it deals nonlethal damage. Unlike most nonlethal weapons, the wielder of a squeaky hammer cannot take a -4 penalty on attack rolls in order to deal lethal damage.*''{{Anchor|Unicycle Ride}} {{Ex}}:'' As a move action, for 2 gags, no matter how hard they can mount a unicycle. She can maintain this for one round per Charisma modifier (minimum 1). The clown can try to learn maintain it for longer with a Balance check (DC10+2 per round after) every round (as a free action). However, if she fails the check she falls prone. Dismounting is a free action. She can make a DC15 Perform (Comedy) check to use her hammerspace to produce the unicycle. For 1 extra gag, this can be used with juggle (see above; 3 gags total for both).*''{{Anchor|Catch Me If You Can}} {{Ps}}:'' As a standard action, for 3 gags, can jump to a nearby location (treat like [[SRD:Dimension Slide|''dimension slide'']]). For 1 extra gag, can increase the power (treat like [[SRD:Psionic Dimension Door|''dimension door'']]). For 1 extra gag (to either), can do itas an immediate action.*''{{Anchor|Creepy Grin}} {{Sp}}:'' As a standard action, for 3 gags, can slow opponents (treat like [[SRD:Slow|''slow'']]). This is a mind-affecting fear effect.*''{{Anchor|Discard Banana}} {{Ex}}:'' As an immediate action, for 3 gags, can throw a banana peel at a single creature that is moving from one square to another, under its own power and while touching the ground. The evil clown makes a ranged touch attack against the target, with a range increment of 10 ft. If the attack hits, the enemy falls prone and ends their move. An evil clown can make a DC 20 Perform (Comedy) check to use her hammerspace ability to produce the requisite banana peel.*''{{Anchor|Terrifying Tune}} {{Su}}:'' As a standard action, for 3 gags, can magically produce circus music and laugh maniacally at a single creature within close range (25 ft.+5 ft./2 levels) to which she has line of sight. The language creature is spoken by emitting squeaks [[SRD:Panicked|panicked]] one round per evil clown Charisma modifier (minimum 1); can be negated with a Will save. Every extra gag point spent allows this to affect one more creature.*''{{Anchor|Distracting Dance}} {{Ex}}:'' As a standard action, for 4 gags, can preform a comical dance. This [[SRD:Fascinated|fascinates]] all creatures within 30 feet; can be negated with a Will save. Each creature to be fascinated must be able to pay attention. The distraction of various lengths nearby combat or other dangers prevents the ability from working.*''{{Anchor|Profanity}} {{Sp}}:'' As a standard action, for 4 gags, can spout profanity (treat like [[Profanity (3.5e Spell)|''profanity'']]).*''{{Anchor|Summon Gremlin}} {{Su}}:'' As a standard action, for 4 gags, can summon a [[Gremlin (3.5e Monster)|gremlin type II]]. The summoned gremlin lasts for 1 round per class level, is not under the clown's control, and pitchesis pure choas -- willing to do actions against its own self-preservation. For 2 extra gags, and can improve the gremlin type to III.*''{{Anchor|Summon Clown Car}} {{Su}}:'' As a standard action, for 5 gags, can summon a clown car. This car has only enough space for a clown in the written language looks driver's seat, however, its trunk acts like a cross between sheet music [[SRD:Bag of Holding|bag of holding type II]]. The clown car is medium sized, has a speed of 50', 15 AC, 20 HP, 5 hardness, and can pull 1000 lbs. If it is destroyed, all items and creatures within it fall to the same square (prone if creatures). For 1 extra gag, can increase the cars HP by 10 and morse codebag of holding type to III.*''{{Anchor|Bouncy House}} {{Ps}}:'' As a standard action, for 6 gags, can make the floor bouncy (treat like [[Psionic Jelly Floor (3.5e Power)|''jelly floor'']], unaugmented). For 1 extra gag, can increase the area by one 10' square.
'''{{Anchor|AC Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|{{Ex]])}}:''' When unarmored and unencumbered, the evil clown adds his her Charisma bonus (if any) to his her AC. In additionAt 5th and every 5 after, she gets an evil clown gains a additional +1 bonus to AC at 5th level(i.e. This bonus increases by 1 for every five evil clown levels thereafter (, +2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the evil clown she is flat-footed. He She loses these bonuses when he is if immobilized or , helpless, when he wears wearing any armor, when he carries uses a shield, or when he carries carrying a medium or heavy load.
'''{{Anchor|Horrific AppearanceBalloon Familiar}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An At 2nd level, an evil clown may use her hammerspace ability to produce a long skinny balloon, which she may shape into any of the standard animals available to be a sorcerer's familiar as a full-round action. The balloon animal animates, and gains the abilities of a circumstance bonus familiar belonging to intimidate checks against nonevil creatures a sorcerer of a level equal to 1/2 his the evil clown's class level . This familiar is treated as his skin palesa construct, his nose grows red and bulbousrather than a magical beast. When a balloon familiar is subject to slashing or piercing damage, it takes triple the normal damage. An evil clown does not lose experience if this familiar is destroyed, but cannot create another balloon familiar until the next hour. Any natural weapons the familiar has deal nonlethal damage. If the familiar is within reach, and his hair gradually becomes one or more unnatural colorsthe evil clown may change the familiar to the shape of any other familiar from the standard list as a full-round action. The balloon familiar is otherwise identical to a sorcerer's familiar.
'''{{Anchor|Clown GagsBonus Language (Squeak)}}:''' An At 2nd level, an evil clown has gains Squeak as a gag pool with a number of gags per day equal bonus language. This language cannot be learned by anyone who is not an evil clown, no matter how hard they try to his class levellearn it. These gags can be spent on The language is spoken by emitting squeaks of various abilities as detailed below. Any save DCs are equal to 10 + 1/2 lengths and pitches, and the evil clown's class level + his charisma modifierwritten language looks like a cross between sheet music and Morse code.
'''{{Anchor|Creepy GrinHorrific Appearance}} {{Ex}} (Sp):'' As a standard action' At 2nd level, an evil clown may spend 3 gags gains a +1 circumstance bonus to use Slow intimidate checks against non-evil creatures as a spell-like abilityher skin pales, her nose grows red and bulbous, with a caster level equal to his class leveland her hair gradually becomes one or more unnatural colors. This is a mind-affecting fear effectAt 4th and every three after, this bonus increases by 1.
'''{{Anchor|Seltzer SplashLaugh it Off}} {{Ex}} (Su):'' As ' An evil clown is a standard actionmaniac, and has learned to use this madness to laugh off certain effects, and higher levels can even laugh off damage.*''{{Anchor|Mental Resistance}}:'' At 3rd level, an evil clown may spend 1 gag learns to shoot selzter water at laugh off charms, compulsions, and certain illusions. This gives them a single creature within 10 ft+2 bonus against [[SRD:Mind-Affecting Effect|mind-affecting effects]].At 6th and every three after, the bonus increases by 1.*''{{Anchor|Damage Reduction}}:'' At 6th level, dazing it for a number of rounds equal the evil clown learns how to laugh off even damage. This gives them [[SRD:Damage Reduction|Damage Reduction]] 2/Good. At 12th and 18th levels, the DR increases by 1.*''{{Anchor|Chaotic Mind}}:'' At 9th level, the evil clown's charisma modifiercan escape from magical effects that would otherwise mentally affect her. If she is affected by a [[SRD:Mind-Affecting Effect|mind-affecting]] spell or effect and fails her [[SRD:Saving Throw|saving throw]], minimum she can attempt it again 1[[SRD:Round|round]] later at the same [[SRD:DC|DC]]. The creature is entitled She gets only this one extra chance to a Fortitude save succeed on her [[SRD:Saving Throw|saving throw]].*''{{Anchor|Resilient Body}}:'' At 12th level, the evil clown becomes immune to negate this effect[[SRD:Fatigued|fatigue]], [[SRD:Exhausted|exhaustion]], [[SRD:Disease|disease]], [[SRD:Poison|poison]] and [[SRD:Energy Drain, Negative Levels, and Level Loss|energy drain]]. An *''{{Anchor|Mental Fortress}}:'' At 15th level, the evil clown can make a DC 10 Perform (Comedy) check becomes immune to all [[SRD:Compulsion Subschool|compulsions]], and [[SRD:Divination School|divinations]] made to use his hammerspace ability to produce find information about her.*''{{Anchor|Escape Death}}:'' At 18th level, the requisite bottle of seltzer waterevil clown becomes immune to all [[SRD:Death Effect|death]] and [[SRD:Evil Effect|evil]] effects.
'''{{Anchor|Discarded Banana PeelSilly Clown}} ({{Ex)}}:'' As an immediate action' At 4th level, an evil clown may spend 3 gags to throw a banana peel at gains a single creature that is moving from one square +2 circumstance bonus to anotherbluff, under its own power perform (comedy) and while touching the ground. The evil clown makes a ranged touch attack against the target, with a range incerement sleight of 10 fthand checks as her words and hands have become practiced in deception and comedy. If the attack hitsAt 7th and every three after, the enemy falls prone and ends their move. An evil clown can make a DC 20 Perform (Comedy) check to use his hammerspace ability to produce the requisite banana peelthis bonus increases by 1.
'''{{Anchor|Pie TossBonus Feat}} (Ex):'' As a standard action, an evil clown may spend 1 gag to throw a cream pie at a single creature with discernable eyes. The evil clown makes a ranged touch attack with a range increment of 10 ft. If the attack hits' At 5th and every three after, the enemy is rendered blind until it takes a standard action to wipe off the cream. An evil clown can make she receives a DC 10 Perform (Comedy) check to use his hammerspace ability to produce bonus feat that she meets the requisite cream pieprerequisites for.
'''{{Anchor|Squeaky HammerContort Size}} ({{Su)}}:'' An evil clown must declare that he is using this ability before he makes his attack roll (thus, a failed attack roll ruins the attempt). By spending 2 gags' At 7th level, an evil clown can confuse a foe damaged by his squeaky hammer is treated as one size category smaller for a number of rounds equal to the evil clown's charisma modifier, minimum 1. A successful Fortitude save negates. An evil clown can make a DC 15 Perform (Comedy) check to produce the requisite squeaky hammer with his hammerspace ability. A squeaky hammer is identical to a warhammer, except that it deals nonlethal damage. Unlike most nonlethal weapons, the wielder purposes of a squeaky hammer cannot take a -4 penalty on attack rolls in order to deal lethal damagesqueezing into and through small spaces.
''{{Anchor|Terrifying Tune}} (Su)'Other Classes:'' By spending 3 gags, an evil clown can magically produce circus music and laugh maniacally at ' Some have a single creature within close range (25 ft. + 5 ft./2 levels) to which he has line deep-seeded fear of clowns and will flee on sight, while others find them to be fun and welcome them. The creature must make a Will save or be panicked for a number of rounds equal to the An evil clown's charisma modifierbenefits from both perspectives, frightening those who fear them, minimum 1and tricking those that trust them.
'''{{Anchor|Clown Car}} ([[SRD:Special Abilities Overview#Supernatural|Su]])Combat:''' Starting at 7th levelTypically distracts, an evil clown is treated annoys and provokes opponents (as well as one size category smaller for party members), this frees up the purposes of squeezing into party quite considerably to strategize and through small spacesfocus their efforts on weaker opponents. At 14th level, this ability improves, and he is treated as two size categories smaller Evil clowns are super helpful for the purposes of squeezing into and through small spacesparty.
'''Advancement:''' [[Schismsoul (3.5e Prestige Class)|Schismsoul]] is a good class to advance in.====Ex-Evil ClownsClown Lore==== An Characters with ranks in Knowledge (Local) can research evil clown whose alignment changes clowns to be nonevil does not lose any class features, but cannot advance his evil clown level unless he once again becomes evillearn more about them. Using When a clown gag is considered character makes a heinously evil actskill check, read or paraphrase the following, including information from lower DCs. ====Epic Evil Clown==== {| class="zebra d20"|+ Knowledge (Local)!DC||class="epicleft" |Result<div>{{Anchor|Table: The Epic <-|5||class name="left"|Clowns are just funny carnival tricksters who make balloons and stuff for children.|->}}</div>Hit Die: d<-Die size for Hit Die->|10||class="left"|Clowns are good a distracting and entertaining people.
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