| Raindrum Fool 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
 Requirements To qualify to become an raindrum fool, a character must fulfill all the following 
  criteria:Alignment: Chaotic
 Feats: Lightning Reflexes
 Tumbling: 8 ranks
 Perform: 7 ranks
 Class Skills 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
 Raindrum Fool
  
   
    | 1st | +0 | +0 | +2 | +2 | Bardic Music, Misdirection (1/day) 
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    | 2nd | +1 | +0 | +3 | +3 | Buffoonery (1/day) 
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    | 3rd | +2 | +1 | +3 | +3 | Uncanny dodge (Dex bonus to AC) 
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    | 4th | +3 | +1 | +4 | +4 | Pantomime, Misdirection (2/day) 
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    | 5th | +3 | +2 | +5 | +5 | Shenanigans, Buffoonery (2/day) 
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    | 6th | +4 | +2 | +5 | +5 | Uncanny dodge (can’t be flanked) 
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    | 7th | +5 | +2 | +6 | +6 | Missile Mastery, Misdirection (3/day) 
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    | 8th | +6/+1 | +2 | +6 | +6 | Buffoonery (3/day) 
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    | 9th | +6/+1 | +3 | +6 | +6 | Farcical Footwork 
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    | 10th | +7/+2 | +3 | +7 | +7 | Confusing Thoughts, Misdirection (4/day) 
 |    Class Features 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 
  Handbook. 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 
  skill. 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 
  feet. 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 
  modifier.  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.
 
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