Found in royal courts, market squares and rowdy establishments across the
continent the Raindrum Fool lives a life of amusement and entertainment. They
are purveyors of pranks, tellers of tall tales, maestros of mockery and suppliers
of slapstick. Making a fool of themselves and others is the Raindrum Fool’s
way of life. Dressed in glaring colors and making themselves the center of attention
they entertain crowds with their unique brand of comedy. Far removed from the
dignified poetry and highbrow entertainment of school educated bards, the Raindrum
Fool participates in a type of entertainment for the common man. Loud, flashy
and gaudy this entertainer appeals to all social classes.
Most Raindrum Fools are bards, rouges or fighters, but a good percentage of
them are just as likely to be wizards or sorcerers who will employ their magic
to augment their ostentatious ways. Monks are usually too disciplined unless
they are from an order that embraces a wild lifestyle. Some clerics may also
become Raindrum fools if it suits the tenets of their particular god.
Kender are most naturally drawn to this class as it suits them best. Humans
and gnomes are just as likely to be Raindrum Fools. Elves, dwarves and minotaurs
look down on Raindrum Fools and would only lower themselves to become one if
they were mad or outcasts of their societies.
Hit Die: d6
To qualify to become an raindrum fool, a character must fulfill all the following
Feats: Lightning Reflexes
Tumbling: 8 ranks
Perform: 7 ranks
The Raindrum Fool class skills (and the key ability for each skill)
are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft
(Int), Concentration (Con), Decipher Script (Int, exclusive skill), Diplomacy
(Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex),
Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken
individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick
Pocket (Dex), Profession (Wis), Sense Motive (Wis), Speak Language (--),Swim
(Str), Tumble(Dex), and Use Magic Device (Cha, exclusive skill).
Skill points at each level: 4 + int modifier
||Bardic Music, Misdirection (1/day)
||Uncanny dodge (Dex bonus to AC)
||Pantomime, Misdirection (2/day)
||Shenanigans, Buffoonery (2/day)
||Uncanny dodge (can’t be flanked)
||Missile Mastery, Misdirection (3/day)
||Confusing Thoughts, Misdirection (4/day)
The following are the features of the raindrum fool prestige class.
Weapon and Armor Proficiency: The raindrum fool does not gain
any additional proficiency in weapons or armor.
Bardic Music (Ex): The raindrum fool is a natural entertainer
and gains access to the magical song abilities of the bard. This ability is
the same as the Bard ability in the Players Handbook.
Misdirection (Ex): The raindrum fool is a master of misdirection.
With a flurry of words, gestures and confusing antics the raindrum fool can
give pause to any intelligent opponent. At 1st level the raindrum fool can force
one target of greater than 2 Int within 10 feet to make a Will save with a DC
of 10 + the raindrum fool's class level. If the saving throw fails, the foe
is treated as flat-footed until the foe's next action. This is performed as
a move-equivalent action. The raindrum fool can used this ability once a day
for every three levels (4th, 7th, and 10th).
Buffoonery (Sp): A raindrum fool can infuse her comical performance
with a bit magic. At 2nd level the raindrum fool can force a number of targets
watching her equal to her raindrum fool level to make a save with a DC of 10
+ the raindrum fool's class level. If the saving throw fails, the foe is struck
with a bout of uncontrollable laughter and falls prone for 1d3 rounds. The foe
can take no action while laughing. A creature whose “type” is different
from the raindrum fool is entitled to a +4 bonus on their saving throw, because
humor doesn’t always translate well. This ability can be used twice at
5th level and three times at 8th level.
Uncanny Dodge (Ex): The raindrum fool is quick and always
on their toes. This ability works identically as the Rogue ability in the Players
Pantomime (Ex): The raindrum fool is highly skilled in the
performing arts and often has the ability to get her point across simply through
body language. At 4th level the raindrum fool gains a +4 bonus to the Innuendo
Shenanigans: The raindrum fool is skilled in tomfoolery and
mockery. When dealing with NPC’s they may add their raindrum fool level
to their Charisma check to change NPCs attitudes. They also have the option
to make this a penalty if they wish to alter the mood of an NPC to be more hostile.
Missile Mastery (Ex): A lifetime of juggling expertise has
made the raindrum fool a master of throwing and handling small objects. As such,
by 7th level a raindrum fool gains a number of unique abilities when it comes
to dealing with small missiles. This ability works the same as the Deflect Arrow
feat with the following exceptions. The missile will be caught, not deflected.
The missile must be larger than an arrow but no larger than a cubic foot if
it is thrown at them (this includes, daggers, darts, bottles, rocks, and so
on). The raindrum fool may catch multiple objects in the same round. Each additional
object to catch adds 2 to the DC.
in addition the raindrum fool no longer suffers a -4 nonproficiency penalty
to hit when using a small improvised ranged weapons. Objects that weigh less
than 5 pounds inflict 1d4 points of damage and items that weigh more than 5
pounds inflict 1d6 points of damage. All improvised ranged weapons threaten
a critical on a roll of 20 with a multiplier of x2. Most improvised ranged weapons
cause bludgeoning damage but will ultimately be determined based on the type
of item. Improvised ranged weapons can be thrown with a range increment of 10
Farcical Footwork (Ex): By 9th level the raindrum fool has
become a master of dancing, foolishness and misdirection. The raindrum fool
now adds her Charisma bonus (if any) to her AC, in addition to her normal Dexterity
Confusing Thoughts (Ex): Because of their chaotic thoughts,
any failed attempt to read the raindrum fool’s mind results in the intruder
falling under the effect of a confusion spell lasting 2d6 rounds. Also due to
their chaotic nature raindrum fools gain immunity to the effects of Confusion.