* Yajekai (Jester)

Yajekai (Jester) Character Class:

Pronounced: Ya - jek - eye

Translation: Old Yhitillic "Sacred Fool & Eater of Madness."

* Yaja'uri is sometimes a slang term for Carcosan Jesters, while it is sometimes the name more widely embraced by the Dark Carnival travelers.

Pronounced: Ya - Jaw - ur - e

Translation: Old Yhtillic, "Roughly similar to medieval Jester or Fool."

D&D Equivalent Class:

Elements of Bard, Thief and Illusionist.

Description:

Mostly followers of Chaos, the Jesters appear to be madmen or fools who walk the line between sanity and the calling abyss. Sacred Clowns, the Yajekai (Jesters of Carcosa) are not just fools & tricksters. They serve a sort of Shamantic link between the Men of Carcosa and the vastly alien Great Old Ones and their kin. Through their strange dances they can interpret the alien purposes of such entities into a meaningful context that humans can comprehend. Unlike Cultists, the Yajekai are more Shamantic in their approach. They do not form dogmatic cults, but loose ever changing interpretations of the Great Olds Ones and the Universe itself. Due to the training and mindset of the Jayekai, they are highly resistant to mental influence and insanity. (Though their odd behavior might indicate otherwise...) While most do not stay anywhere for long and travel in Dark Carnivals, spreading chaos across the lands, some serve as a local Shaman of sorts. They are musicians, dancers and puppeteers and have learned to manipulate Cultist like Miracles though these mediums to achieve supernatural results. At high enough level, some can even appease Great Old Ones and minor gods with their crazed music and dancing.

The "Tricks" of the Jester are more like psychic powers than Sorcery, through manipulating the external psychic forces instead of internal abilities, much in the same way that most (but not all) Cultist "miracles" are performed.

*This class takes inspiration not only from traditional european concepts of the Jester & Clown, but also the Heyoka of the Lakota and the "Sacred Clown" concept from other cultures.

*"The Yellow Jester does not play, but gently pulls the strings. He smiles as the puppets dance in the Court of the Crimson King." -

'In the Court of the Crimson King' by King Crimson

Affiliation:

Yajekai are tuned into the Chaotic nature of the Great Old Ones and as such become less effective if their Lawful affiliation grows higher than their Chaos affiliation score. For every full five Lawful affiliation points higher than the Jayekai's Chaos affiliation, he/she will be at a -1 penalty to any class

abilities, including Arcane skill checks related to class abilities.

1st Level Jester get the following:

Affiliation Modifiers: Chaos + 10

Equipment:

Class Specific Bonuses per level:

Level: Bonuses:

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First Level:

Level: Bonuses:

1 Title: []

Affiliation Modifier: Chaos +25

Attributes: +1 DEX,

Bonus Skill Points: N/A

Bonus Specialization Points: N/A

Class Abilities: Call of the Carnival, Self Imposed Madness, Madness Resistant,

Class Upgrades: N/A

Combat: N/A

Hit Points: 1D4+4+(CON modifier)

Power Points: +3 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws: Reflex +2, Will +1

Skills: Lore + 1, Arcane + 1,

Specializations: N/A

Weapon Proficiency: +1 Weapon Proficiency,

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First Level ~ Jester Abilities:

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Call of the Dark Carnival:

The Yajekai (Jester) can by instinct sense the path of chaos that a Dark Carnival leaves by tuning into the lamentation of the tormented souls. Any survival roll (for tracking) or perception check (for noticing details left behind) are done so at a +10 bonus. If you have maintained a higher affiliation with Chaos than the other affiliations, you will also be granted a bonus of +3 to reaction rolls with Carnival members & to social skills while in that environment. Includes a base 10% discounts in supplies/goods of the carnival.

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Madness Resistant:

At 1st level the Yajekai (Jester) gets a bonus to SAN saves as he/she levels up and takes half any listed rating for an Insanity. (In addition may displace this madness among his/her own "Self Imposed Madness".

Recover from Insanity at rate of 2/1

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Self Imposed Madness:

One of the technique the Yajekai (Jester) employs to avoid madness is madness itself. They practice a self inflicted form of madness in

which they use to channel the chaotic influences of other madness. Anytime the Yajekai has been afflicted by an insanity, if it is not a

specific affliction, part of the inflicted insanity rating can be added to a Self Imposed Disorder. This can only bring this up to 20,

otherwise the rest of the points must go into another Self Imposed Disorder (SID) if available or it goes into a new randomly

determined insanity. The Yajekai starts with one Self Imposed Madness disorder at first level and gains a new one at levels 3,6,9,12 & 15. These disorders are chosen by the player but have to be confirmed as acceptable by the GM. They can be simply exaggerated quirks,

but MUST be role played.

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Second Level:

2 Title: []

Affiliation Modifier: Chaos +10

Attributes: N/A

Bonus Skill Points: N/A

Bonus Specialization Points: N/A

Class Abilities: Juggling Throw, Laughter Therapy,

Class Upgrades: N/A

Combat: N/A

Hit Points: 1D4+4+(CON modifier)

Power Points: +2 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws: N/A

Skills: +1 Influence,

Specializations: N/A

Weapon Proficiency: N/A

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Second Level ~ Jester Abilities:

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Juggling Throw:

At 2nd level the Jester is able to start juggling small hand held throwing weapons, like dagger, knife, stones, explosive cocktails, etc...

This requires both hands and you cannot be using a shield or two handed weapon. What it does allow is if you are using a weapon no

bigger than a short sword, you can juggle between it and one type of item listed above. This allows you to freely switch between your

melee weapon and thrown weapon without costing an action. If you throw your thrown weapon type, the "Juggling Throw" ability

allows you to quickly add another thrown weapon to the juggling without costing an action, assuming you have the thrown items conveniently adorning you on a belt or sash for example. For every three full levels of the Jester, you can not only add one more thrown

item to your actively juggled items, you can also make an additional free throwing attack which will me listed as "+1 Juggling Throw

Attack" under "Combat" section of the "Class Specific Bonus Per Level". Any Bonus to Range Attacks will apply to Juggling Throw

Attacks.

Additional: If an ally has the "Any Class Upgrade" of "Catch All", and your Jester does not, while you are actively using the "Juggling

Throw" ability you are treated as having "Catch All". If you have "Catch All" as well, double all bonuses from "Catch All" when using

"Juggling Throw".

Please note that switching to using two handed weapons, shield or performing a dodge or parry will disable this ability till the end

of the melee round and will take an action to restart the "Juggle Throw" maneuver.

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Laughter Therapy:

Arcane Difficulty: 16+

The Jester can in downtime attempt "Laughter Therapy" on a target. If successful, they can reduce one insanity in a target by the Jester's

current level plus 1D6. They cannot reduce the insanity below zero in a single session unless the roll a Natural 20. On a Critical Fumble,

they actually increase the target's insanity by 2D4 points. For every three full levels of the Jester you can treat an additional "patient"

during your downtime.

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Third Level:

3 Title: []

Affiliation Modifier: Chaos +10

Attributes: +1 CHA,

Bonus Skill Points: +2 skill points,

Bonus Specialization Points: +3

Class Abilities: Withering Insult, Remote Possessive Ventriloquism,

Class Upgrades: +1 "Any Class Upgrade" (Not Jester Class Abilities),

Combat: +1 "Free Extra Dodge", +1 Juggling Throw Attack Action,

Hit Points: 1D4+4+(CON modifier)

Power Points: +2 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws: Fortitude +1, Reflex +1, Will +1

Skills: +1 Lore, +2 Art/Craft,

Specializations: N/A

Weapon Proficiency: +1 Weapon Proficiency,

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Third Level ~ Jester Abilities:

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Withering Insult:

You are extremely good at figuring out something horrible to say to upset &/or insult another person. The target makes a Will save to

avoid being driven to an outburst as response to your insult. Target must be sentient and understand your language. In game terms

this is used to provoke a target to:

* Target recklessly attacks you (Target is -1 skills, attack, saves per three full levels of the Jester for 1D4 melee rounds.)

* Target is flustered in such a way that makes them reveal information they might have been trying to conceal (lowers base difficulty

for Perception checks to detect lies by five and gives +1 bonus to the roll for every three full levels of the Jester.)

* Target flees/hides in shame. (Morale check at minus one for every three full levels of the Jester.)

GM decides which of the two options is best suited for the NPC to react to the Jester given their nature & abilities.

Target should have a penalty to save for a well role-played insult. (GM determines the modifier, if any.)

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Remote Possessive Ventriloquism:

Difficulty: 12+ Dead/Puppets target, 15+ Living/Undead target.

Cost: 1 PP

Duration: 1D6 melee rounds +1 per 3 full levels of Jester.

Range: 10' radius per level of the Jester.

At 3rd level, the Jester has developed the ability of "Remote Possessive Ventriloquism". This allows the Jester to "possess" a living, dead

or puppet with a simulated mouth. Living targets and Undead get a Will save with a -1 penalty for every three full levels of the Jester.

Dead bodies and puppets require no save. For living and Undead targets, you simply speak though their mouths via remote

ventriloquism. For puppet and actual dead target you can not only speak though, but simulate limited movement, like sitting up right

and make clumsy shrugs and head turns, but it cannot be made to attack or walk. Please note that on a critical fumble using this ability

on a dead target may animate the corpse into a zombie or skeleton which will try to kill the Jester, killing all in it's way to achieve that

goal.

Voice projected abilities such as "Contagious Laughter" learned at later levels can be projected from a remote target, though that

ability's difficulty rating increases by five to perform.

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Fourth Level:

4 Title: []

Affiliation Modifier: Chaos +10

Attributes: N/A

Bonus Skill Points: N/A

Bonus Specialization Points: N/A

Class Abilities: Dance of Azathoth's Court, Master of Puppets,

Class Upgrades: N/A

Combat: N/A

Hit Points: 1D4+4+(CON modifier)

Power Points: +2 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws:

Skills: +1 Arcane,

Specializations: N/A

Weapon Proficiency: N/A

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Fourth Level ~ Jester Abilities:

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Dance of Azathoth's Court:

Difficulty: 18

Cost: 3 PP

Duration: 1D4 melee rounds +1 per 3 full levels of Jester.

At fourth level with ability, the Jester invokes the essence of one of the mad gods that dance mindlessly around Great Azathoth. If

successful, the Jester will become a partially phased in and out of reality blur of madness. Attackers who are not blind or intentionally looking away risk uncontrollably joining in your dance on a failed Will save if within 5' of you, with a penalty of one per three full levels

of the Jester. This will also effect Undead if they are of equal or less HD than your level. Any creature that can be considered a minor

diety or higher is immune to the effects of this. (Such as those unique being summoned via rituals.) Those affected will follow you

attacking the same targets as you. Each melee round they can attempt to break free from the control, but if they attack you again

within the duration, they must make another save or be compelled by the dance once again.

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Master of Puppets:

Difficulty: 15+

Cost: 3 PP

Duration: 1D4 melee rounds +1 per 3 full levels of Jester.

Range: 10' per level of the Jester, but all targets must be within line of site.

At 4th level the Yajekai, through puppets fashioned from blood, bone and/or flesh of a particular race of humanoids can attempt to control

them via the puppets. The Yajekai can prepare as many puppets as he/she likes, but can only manipulate one puppet per three full levels

of the Yajekai. Each puppet can only manipulate the type of humanoid in which it mimics. Vulnerable target types must make Will saves

with a penalty of one per three full levels of the Jester.

In the case of half-humans, they receive a +5 to Will saves to avoid being dominated by the puppet of a parent's pure race, unless a puppet

is crafted of the exact half-race of the target. The manipulation is based on the puppet movement, but cannot cause instant death or injury

via puppet manipulation unless it's by making target walk into danger or off a cliff for example. You can make the target attack, but all

such attacks are clumsy and have no bonuses as it's not actually the victim attempting the attack. If a puppet is fashioned from actually

bodily fluids, nail clippings, hair, etc... of a specific target, that target is a further -3 to save vs this power and the duration for that (or

those) targets is doubled.

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Fifth Level:

5 Title: []

Affiliation Modifier: Chaos +25

Attributes: +1 Any ONE Attribute EXCEPT CHA & DEX.

Bonus Skill Points: +2 skill points,

Bonus Specialization Points: N/A

Class Abilities: Flipping~Cartwheel Dodge, Contagious Laughter,

Class Upgrades: +1 "Jester Class Ability" (Not "Any Class Upgrade"),

Combat: N/A

Hit Points: 1D4+4+(CON modifier)

Power Points: +2 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws: N/A

Skills: N/A

Specializations: N/A

Weapon Proficiency: N/A

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Fifth Level ~ Jester Abilities:

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Flipping~Cartwheel Dodge:

This maneuver allows the Jester to Dodge via Flipping~Cartwheeling. This allows them to maneuver between combatants while

decreasing the chance of them being hit when invoking an attack of opportunity.

* For every three full levels of the Jester, the chance of being hit specifically by "Attacks of Opportunity" attackers are decreased by

three.

* Flipping~Cartwheel Dodges DO NOT increase in penalties due to taking extra dodges UNTIL the Jester makes his/her attack for the

melee round.

* All Flipping~Cartwheel Dodges in the melee after that point take penalties for extra dodges like a normal dodge.

* Also like normal dodges, this maneuver requires that there be the space to perform the dodge.

* If crowded in a confined space this maneuver will fail.

* You CANNOT perform Juggling Throw, Master of Puppets, Music of the Mad Gods or xxx in the same melee round as this defense.

* You MAY use dance attack/abilities in the same melee round as this ability.

* You CANNOT use bigger than a short sword weapon or shield while performing defensive maneuver.

* Bonuses to normal Dodge DO improve your Flipping~Cartwheel Dodge rolls.

* Bonuses to "Flipping~Cartwheel" Dodges DO NOT improve standard Dodge rolls.

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Contagious Laughter:

Difficulty: 15+

Cost: 3 PP

Duration: 1D4 melee rounds +1 per 3 full levels of Jester.

Range: 5' radius per level of the Jester.

At 5th level, the Jester has developed the ability of "Contagious Laughter". This power is normally started at the location of the Jester character due to his/her mouth doing the laughing, but if you can project it to another via the ability of "Remote Possessive

Ventriloquism". If done via that ability, the difficulty rating is increased by five, but allows this ability to center elsewhere.

This ability causes all within range who fail their Will save (which has a penalty of -1 for every three full levels of the Jester) to begin

laughing uncontrollably for the duration. This makes them -1 to all actions with a further -1 for every three full levels of the Jester.

During this time the target also cannot perform Sorcery, Psionics or special combat maneuvers and abilities. As this is an area effect

ability, allies can be afflicted by it as well, so the Jester must take caution. Only creatures that have a sense of humor, are capable of laughing, are living and not immune to mind control are affected by this power.

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Sixth Level:

6 Title: []

Affiliation Modifier: Chaos +10

Attributes: N/A

Bonus Skill Points: N/A

Bonus Specialization Points: +3

Class Abilities: Flipping~Cartwheel Counter-Attack, Madness Eater, Why So Serious?,

Class Upgrades: +1 "Any Class Upgrade" (Not Jester Class Abilities),

Combat: +1 Initiative, +1 "Free Extra Parry", +1 "Free Extra Dodge", +1 Juggling Throw Attack Action,

Hit Points: 1D4+4+(CON modifier)

Power Points: +2 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws: Fortitude +1, Reflex +1, Will +1

Skills: N/A

Specializations: N/A

Weapon Proficiency: +1 Weapon Proficiency,

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Sixth Level ~ Jester Abilities:

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Flipping~Cartwheel Counter-Attack:

If you are currently engaged in a "Flipping~Cartwheel Dodge" AND are attacked via "Attacks of Opportunity", any of those melee strikes

that miss you will allow you to counter strike as you flip/cartwheel by, treated with the same restrictions of "Attacks of Opportunity"

and do not count against your normal melee action/attacks on your turn. Same restrictions from "Flipping~Cartwheel Dodge" apply

here as well.

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Madness Eater:

Arcane Difficulty: 16+

This is sort of an upgrade/alternative to "Laughter Therapy". It can only be performed in downtime and limit is once per individual

during down time. It can however be used as a backup alternative in the same downtime if "Laughter Therapy" failed, but only if it

failed and not Critically. The Yajekai can attempt to consume the madness afflicting another. If successful, the Yajekai takes the

madness upon him/herself, but it is at half the rating it was in the target. The Yajekai can even relocate it into a "Self Imposed

Madness".

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Why So Serious?:

At xxth level the Jester develops the ability of "Why So Serious?" which allows you to bring hostilities down a notch. You can affect one

target within line of site within range, with an additional target for every three full levels of the Jester. The Jester must be free to speak

and gesture to perform this ability. The target(s) must make a Will save with a -1 for every three full levels of the Jester. If they fail,

any active combat enhancements based on rage, such as Warrior abilities like "Wade Though the Weak", "Dreadful Declarations", "Into

the Fray", "Cleave though the Crowds", and other abilities the opponent currently has going will be negated and cannot be activated

for the duration of this power.

In addition the affected targets will find themselves laughing at past humorous experiences or imagined events. They will have a -1

penalty to initiative, attack, parry and dodges with a further -1 penalty for every three full levels of the Jester. Any Psionics or Sorcery attempted by the afflicted will have additional -1 to the previously posted penalties.

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Seventh Level:

7 Title: []

Affiliation Modifier: Chaos +10

Attributes: +1 DEX,

Bonus Skill Points: +2 skill points,

Bonus Specialization Points: N/A

Class Abilities: Evasiveness, Plague of Madness, Limited Sorcery, +1 Sorcerous Cantrip,

Class Upgrades: N/A

Combat: N/A

Hit Points: 1D4+4+(CON modifier)

Power Points: +2 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws:

Skills: N/A

Specializations: N/A

Weapon Proficiency: N/A

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Seventh Level ~ Jester Abilities:

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Evasiveness:

If your Jester is NOT wearing armor and NOT using a shield, and needs to make a Reflex save to take half damage vs an attack, such

as a breath weapon or area of effect sorcery, if the roll is successful, they now take NO DAMAGE!

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Hymn of the Black Stars:

Arcade Difficulty: 17+

Cost: 3 PP

Duration: Permanent

Range:

At 6th level the Yajekai can sing the Hymns of the Black Stars, which will reveal insights in the local universe and dark secrets across the

world. *****NEEDS UPDATE*****

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Limited Sorcery:

At 7th level, the Jester can attempt Sorcerous CANTRIPS and RITUALS but NOT SPELLS can be attempted as if you were a Sorcerer

without the extra penalties that non-Sorcerers normally receive for attempting Sorcery.

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Eighth Level:

8 Title: []

Affiliation Modifier: Chaos +10

Attributes: N/A

Bonus Skill Points: N/A

Bonus Specialization Points: N/A

Class Abilities: Plague of Madness, Voice of Chaos, Yajekai Tricks, +1 Yajekai Trick,

Class Upgrades: N/A

Combat: N/A

Hit Points: 1D4+4+(CON modifier)

Power Points: +2 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws: N/A

Skills: N/A

Specializations: N/A

Weapon Proficiency: N/A

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Eighth Level ~ Jester Abilities:

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Yajekai Tricks:

At 8th level the Jester gains access to their own special type of Sorcerous Cantrips. Sorcerer's can learn and attempt them, though they

are under the same type of restrictions and penalties that non-Sorcerer's would suffer attempting normal Sorcerous Cantrips.

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Plague of Madness:

Arcade Difficulty: 17+

Cost: 3 PP

Duration: Permanent

Range: 10' per level of the Jester, but all targets must be within line of site.

At 7th level the Yajekai can attempt to purge him/herself from any built up madness by inflicting it upon others. If the ability is

successful, the Jester can affect one target per three full levels who are within range and line of site. Such targets make Will saves with

a penalty of one per three full levels of the Jester. If successful, the Jester purges his/her madness from a specific insanity (which could

be a one of his/her self inflicted insanities) onto the targets. You purge one point of insanity per level of your Jester, to the maximum

of that insanity and no further. (IF the insanity was at 5 points and your level was ten, you would only purge the 5 points.) All afflicted

targets will take the amount of insanity you purged EACH. This only works on creatures that can be affected by insanity. It fails

otherwise.

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Voice of Chaos:

At 8th level, when in the presence of a Great Old One or other Chaotic God, the Yajekai can attempt to channel the intentions/desires

of the entity, allowing it to speak though him/her.

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Ninth Level:

9 Title: []

Affiliation Modifier: Chaos +10

Attributes: +1 CHA,

Bonus Skill Points: +2 skill points,

Bonus Specialization Points: +3

Class Abilities: Manifestation of the Mad Flesh, The Dance of the Dead, +1 Yajekai Trick, +1 Sorcerous Cantrip,

Class Upgrades: +1 "Any Class Upgrade" (Not Jester Class Abilities),

Combat: +1 "Free Extra Dodge", +1 Juggling Throw Attack Action, +1 to "Flipping~Cartwheel" Dodges,

Hit Points: 1D4+4+(CON modifier)

Power Points: +2 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws: Fortitude +1, Reflex +1, Will +1

Skills: N/A

Specializations: N/A

Weapon Proficiency: +1 Weapon Proficiency,

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Ninth Level ~ Jester Abilities:

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The Dance of the Dead:

Arcade Difficulty: 20+

Cost: 3 PP

Duration: 2D4 melee rounds, plus one per three full levels of the Jester.

Range: [To Animate] 10 feet per level of the Jester, but all targets must be within line of site to animate.

Range: [To Control] 30 feet away from Jester per three full levels of the Jester. Beyond this they de-animate.

At 9th level, the Jester can combine his/her abilities of possessive ventriloquism, manipulation of esoteric dancing and puppet sorcery to in

fact manipulate the dead. This allows the Jester to animate and control twice his/her level in HD of Skeletons and Zombies. These can be larger than usual variations using deceased animals and monsters as long as it is within the allowed pool of HD. You can speak through any

of these dead who currently still have intact voice boxes and you can control them with simple commands.

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Manifestation of the Mad Flesh:

Arcade Difficulty: 17+

Cost: 3 PP

Duration: Permanent or until victim's insanity is treated.

Range: 10' per level of the Jester, but all targets must be within line of site.

At 9th level the Yajekai can attempt to amplify the madness in others to manifest as physical afflictions, such as mutations. This mutation should be mostly harmless if the victim is not having a moment of madness, but if his/her insanity is having an active flareup, it should manifest. Example would be a mutation of tentacles that suddenly wrap around the victim having a panic attack constricting themselves until they calm down but serve no purpose any other time. As the mutation is tied to the insanity, it will increase and decrease with the power of the insanity itself and will disappear if the insanity is cured.

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Tenth Level:

10 Title: []

Affiliation Modifier: Chaos +25

Attributes: +1 Any ONE Attribute EXCEPT CHA & DEX.

Bonus Skill Points: N/A

Bonus Specialization Points: N/A

Class Abilities: Music of the Mad Gods, Lullaby of the Dark Mother, Manifestation of the Laughing Horror,

+1 Yajekai Trick,

Class Upgrades: +1 "Jester Class Ability" (Not "Any Class Upgrade"),

Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 Dodge, +1 Parry, +1 Melee Attack Action,

Hit Points: 2+(CON modifier)

Power Points: +3 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws: N/A

Skills: N/A

Specializations: N/A

Weapon Proficiency: N/A

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Tenth Level ~ Jester Abilities:

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Music of the Mad Gods:

At level Ten, the Yajekai (Jester) can by use of his/her specially prepared musical instrument can play music that can appease a Great Old One or other God of Chaos. The base difficulty is 30, though each Yajekai present and playing lowers the difficulty rating by five. If you have attacked it, the attempt is futile. If you have ten or cultists active in a cult to said diety near you it also lowers the difficulty rating by another five. The appeasement may be that it does not eat you, destroy your village or if it has just awoken, perhaps possibly it lulls it back to sleep.

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Lullaby of the Dark Mother:

At 10th level the Yajekai has learned the "Lullaby of the Dark Mother". This dark ritual song affects Shub Spawns. It will not affect the Main Six Spawns except on a critical success, though others will be affected by how well you succeed by the chart below:

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Manifestation of the Laughing Horror:

Arcane Difficulty: 30+

Cost: 5 PP

Duration: 3D4 hours or until Manifestation is killed.

At 10th level the Jester can call upon the Laughing Horror. This atrocity is an unholy patron to Jesters. It is believed to be one of the

Idiot Gods that orbit Azathoth.

* At Tenth Level this can only be performed once per Full Moon of Cassilda, but does not require any sacrifices or any

components.

* At Twelth Level this can be performed once per Full Moon of Cassilda and Camilla, but does not require any sacrifices or any

components.

* At Fifteenth Level this can be performed once per Full Moon of Cassilda, Camilla and/or Elhalyn, but does not require any sacrifices

or components.

The Laughing Horror will appear with a successful summoning and will go on a laughing killing spree. Even the Jester's

allies will not be safe, though if the casting was not a critical fumble, it will not harm the Jester, unless he/she get's in it's way while it

is doing a trample attack.

If the Manifestation is killed, the Jester must wait 3D4 months before he/she can attempt to summon it again. There is a 30% that a

Manifestation is currently being employed somewhere in the world at the time he/she attempting to summon it. The Jester will by

instinct know this and should be checked prior to them rolling. If another Jester has currently Manifest the Laughing Horror, there can

not be another, as the creature only creates one avatar upon the world at a time.

Manifestation of The Laughing Horror:

HD: 25

HP: 150

DR: 15

MOVEMENT: 60'

HIT BONUS: +8 (+10 When doing Trample Impale attacks.)

PARRY BONUS: +6

IMPALING LEG DAMAGE: 4D6, impaling targets for double damage on natural rolls of 17+

BEAK BIT DAMAGE: 4D12

LAUGHING MADNESS ATTACK: Avoid with Formidable (25+) WILL save. Immobilizes targets who fail their

saving throw as they laugh uncontrollably about the cosmic absurdity of existence, also inflicting

them with a random insanity at a level of 3D4.

DEFENSES: 1/2 damage vs X-ray, Gamma Radiation and Cosmic Radiation type energy weapons as well as

any other radiation type of attack. 1/4 damage from cold attacks.

This creature appears as a crab-like creature who's base is surrounded by multiple chitonous segmented

laughing mask-like barely humanoid looking faces with hypnotic glowing eyes. The number of eyes on each

of the faces, numbering thirteen vary from a singlular to up to eight per face. It also has thirteen

crab like stabbing legs with tiny back facing spikes to prevent impaled victims from being pulled free.

It's chaotic laughter can cause madness as well as inflict contagious laughter in it's victims who fail

a Formidable (25+) Will save. (Saving throws bonuses vs Mind Control and Insanity apply)

Unless it is silenced by some means, all who can hear within 50 feet of this creature who is vulnerable

to insanity will be affected, with the exception of the Jester who called it into being.

This entity is also capable of performing a impaling trample attack. Roll 3D4 each action to see how

how many targets who happen to occupy an area it tramples though being hit by impale attacks. If a

higher number is rolled than targets within the area, just roll attacks on all targets, once each. For

game purposes it is fifteen feet across and can impales targets within five feet from it in any

direction and it's under carapaces is eight to ten feet from the ground when it is walking/trampling.

Impaled targets will upon the following melee round be pulled to it's multi-beaked mouth at the very

bottom of it's crab-like body, up to a maximum of three targets at a time. Please note during this

time, this prevents such limbs from being available to impale targets. The beak mouth crushes targets

for 4D12 damage each melee round.

Please note these stats are just for the Manifesting Avatar. Killing this creature does not destroy the

True Laughing Horror which orbits Azathoth.

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Eleventh Level:

11 Title: []

Affiliation Modifier: Chaos +10

Attributes: +1 DEX,

Bonus Skill Points: +2 skill points,

Bonus Specialization Points: N/A

Class Abilities: Dance of the Dream Walkers, Fold Space Hand Trick, Cut the Puppet Strings,

+1 Yajekai Trick, +1 Sorcerous Cantrip,

Class Upgrades: N/A

Combat: N/A

Hit Points: 2+(CON modifier)

Power Points: +2 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws: Fortitude +1, Reflex +1, Will +1

Skills: N/A

Specializations: N/A

Weapon Proficiency: N/A

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Eleventh Level ~ Jester Abilities:

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Cut The Puppet Strings:

At 11th level the Jester's ability "Master of Puppets" upgrades to "Cut the Puppet Strings". Any target affected by the "Master of Puppets" ability can be have it's strings cut. The target must make a Will save with a -1 penalty per three full levels of the Jester. If failed, the target dies instantly as their body crumples to the ground broken as if fallen from a vast height. If they save, they take 1D6 points of damage per level of the Jester, allowing a Fortitude check with same penalties listed above for half damage. Even if they survive, they will be stunned for one melee round. The Jester can only cut one victim's puppet strings at a time or it negates the power over all targets harmlessly.

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Dance of the Dream Walkers:

At 11th level the Jester has learned the "Dance of the Dream Walkers", which allows him/her to traverse the barrier between the waking and dream dimensions. While much more difficult, it would also allow transition between "Dim Carcosa" and "Domains" within the City of Carcosa.

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Fold Space Hand Trick:

At 11th level the Jester has learned the "Fold Space Hand Trick", which allows him/her to warp reality to reach into a corner with his/her hand and back out of another corner to perform a single act. This works similar to how Hounds of Tindalos travel, minus the Time element. The targeted area must be line of site and within range. This allows the Jester to try grabbing an object, leave an object or attempt a quick stab with a dagger or knife.

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Twelth Level:

12 Title: []

Affiliation Modifier: Chaos +10

Attributes: N/A

Bonus Skill Points: N/A

Bonus Specialization Points: +3

Class Abilities: Deadly Laughter Plague, Dance of Polychromatic Chaos, +1 Yajekai Trick,

Class Upgrades: +1 "Any Class Upgrade" (Not Jester Class Abilities),

Combat: +1 "Free Extra Dodge", +1 Juggling Throw Attack Action, +1 to "Flipping~Cartwheel" Dodges,

Hit Points: 2+(CON modifier)

Power Points: +2 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws: N/A

Skills: N/A

Specializations: N/A

Weapon Proficiency: +1 Weapon Proficiency,

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Twelth Level ~ Jester Abilities:

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Dance of Polychromatic Chaos:

Difficulty: 18

Cost: 3 PP

Duration: 1D4 Melee Rounds +1 per 3 full levels of Jester.

Area of Effect: 5' radius from Jester per 3 full levels of Jester.

At 12th level the Yajekai (Jester) can attempt a dance that begins to warp reality around his/her body, creating a chaotic rainbow blur.

Any, including allies within the area of effect radius surrounding the Jester will need to make a Difficult Fortitude check with a further

penalty of one per three full levels of the Jester. Each melee round they are within the area, they will have a negative one penalty on all attacks, defense, skills and abilities per three full levels of the Jester. In addition, they must roll on this chart below for side effects:

[*Insert Polychromatic Chaos Chart Here*]

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Deadly Laughter Plague:

At 12th level the Jester's "Contagious Laughter" ability upgrades to "Deadly Laughter Plague". Stats are mostly the same, however

victims take 1D4 per three full levels of the Jester the first round. Each following round of the Duration that victims are so afflicted, the

dice goes up one type. Second round D6, Third round D8, Fourth round D10, Fifth round and every round afterwards D12. After the

first round, victims can make Fortitude checks each round to take half damage. In addition, each round after the first, their non-saving

throw penalties listed under "Contagious Laughter" also increase by one, up till fifth round the penalty ceases to increase. Victims begin

to contort and cramp from the deadly uncontrolled laughing. Eyes, nose, ears and other orifices begin to bleed and victims froth at the mouth as if ravenous while laughing.

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Thirteenth Level:

13 Title: []

Affiliation Modifier: Chaos +10

Attributes: +1 CHA,

Bonus Skill Points: +2 skill points,

Bonus Specialization Points: N/A

Class Abilities: The Killing Joke, Fold Space Side Step, +1 Yajekai Trick, +1 Sorcerous Cantrip,

Class Upgrades: N/A

Combat: N/A

Hit Points: 2+(CON modifier)

Power Points: +2 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws: Fortitude +1, Reflex +1, Will +1

Skills: N/A

Specializations: N/A

Weapon Proficiency: N/A

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Thirteenth Level ~ Jester Abilities:

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The Killing Joke:

At 13th level, the Jester can invoke "The Killing Joke". This is the ultimate upgrade of the ability "Withering Insult". It allows the Jester to invoke the darkest inner truths of the target and multiplies these repressed horrors that can be so damaging to the mind that it self destructs. If it does not kill the opponent it will at the very least cause serious brain damage. The targets must make a Will check, with

a penalty of -1 for every three full levels of the Jester.

If the target fails they permanently lose 1D6 per three full levels of the Jester from INT & WIS and equal amount in damage from the

mental shock of the traumatic feedback through their bodies. If either attribute is lowered to negative number, the target is killed. If

either is reduced to zero, the target is essentially brain dead but alive. Sentient but non humanoid types ignore the Will check penalty

and take only half the INT & WIS loss from this ability.

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Fold Space Side Step:

At 13th level the Jester has learned the "Fold Space Side Step", which allows him/her to warp reality to Side Step into some other

dimensional space for an action to avoid an attack. This power functions like a dodge roll and dodge bonuses apply, however it has a

few potentially devastating side effects should your dodge roll result in a natural one on the die roll. This power not only allows one to

dodge attacks, but totally miss an area of affect attack that does not exceed the action time. The Arcane difficulty roll is required to

maintain the Side Step if the area of effect attack is being maintained or the area you would have returned to is occupied. If said area is

in the same instant you would have returned and you can maintain the power, you may move out of that area to some place safe at

your normal movement rate (based on Encumbrance) to an unoccupied location. Any time this power is maintained, the power cost

must be payed each following melee round and when it is ended, you must make a Fortitude save with the difficulty rating increasing

by one level for each melee the power was maintained.

If failed, you will be stunned for 1D4 actions.

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Fourteenth Level:

14 Title: []

Affiliation Modifier: Chaos +10

Attributes: N/A

Bonus Skill Points: N/A

Bonus Specialization Points: N/A

Class Abilities: +1 Yajekai Trick,

Class Upgrades: N/A

Combat: N/A

Hit Points: 2+(CON modifier)

Power Points: +2 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws: N/A

Skills: N/A

Specializations: N/A

Weapon Proficiency: N/A

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Fourteenth Level ~ Jester Abilities:

------------------------------------------------------------------------------------------------------------------

C:

T

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Fifteenth Level:

15 Title: []

Affiliation Modifier: Chaos +25

Attributes: +1 Any ONE Attribute,

Bonus Skill Points: +2 skill points,

Bonus Specialization Points: +3

Class Abilities: Fold Space Teleport, +1 Yajekai Trick, +1 Sorcerous Cantrip,

Class Upgrades: +1 "Any Class Upgrade" (Not Jester Class Abilities), +1 "Jester Class Ability" (Not "Any Class Upgrade"),

Combat: +1 "Free Extra Dodge", +1 Juggling Throw Attack Action, +1 to "Flipping~Cartwheel" Dodges, +1 Melee Attack Action,

Hit Points: 2+(CON modifier)

Power Points: +3 Power Points,

Sanity: +2 (+WIS Modifier)

Saving Throws: Fortitude +1, Reflex +1, Will +1

Skills: N/A

Specializations: N/A

Weapon Proficiency: +1 Weapon Proficiency,

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Fifteenth Level ~ Jester Abilities:

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Fold Space Teleport:

At 15th level the Jester has learned the "Fold Space Teleport", which allows him/her to warp reality to teleport to another location within line of site and within range of the ability. This can be used as either an attack or dodge maneuver.

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Fifteenth Level:

Interpretive Dance:

* Subconcious Messaging

* Infect Mind with Insanity or Ideology

* Open Mind to Influence

* Translate ideas between man & mythos creatures.

Translate the Madness of witnessing gods into messages

Acts as a conduit, harnessing the "Cosmic Madness" of

the entity and translating it into meaningful context.

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The Man in the Box:

xxx

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cosmic joke:

xxx

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Traumatic Expression:

xxx

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Obscene Realization:

xxx

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