Fool (3.5e NPC Class)
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Fool[edit]
They're every where!
- Prerequisites
- A wisdom score of 10 or less. Charisma would be very helpful.
- Alignment
- Any non-Lawful
- Starting Age
- Simple
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | |
---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Bonus Feat, Unwise. | |
2nd | +1 | +0 | +0 | +3 | ||
3rd | +2 | +1 | +1 | +3 | Lucky, Forgetful | |
4th | +3 | +1 | +1 | +4 | ||
5th | +3 | +1 | +1 | +4 | Accepted, Short Attention Span | |
6th | +4 | +2 | +2 | +5 | Pros and Cons | |
7th | +5 | +2 | +2 | +5 | ||
8th | +6/+1 | +2 | +2 | +6 | Charismatic Mind, Day Dreamer | |
9th | +6/+1 | +3 | +3 | +6 | ||
10th | +7/+2 | +3 | +3 | +7 | Liked, Very Unwise | |
11th | +8/+3 | +3 | +3 | +7 | ||
12th | +9/+4 | +4 | +4 | +8 | ||
13th | +9/+4 | +4 | +4 | +8 | Quick Tongue, Naturally Chaotic | |
14th | +10/+5 | +4 | +4 | +9 | ||
15th | +11/+6/+1 | +5 | +5 | +9 | Loved, Unreactive | |
16th | +12/+7/+2 | +5 | +5 | +10 | ||
17th | +12+7/+2 | +5 | +5 | +10 | ||
18th | +13/+8/+3 | +6 | +6 | +11 | Epiphany/Bad Idea | |
19th | +14/+9/+4 | +6 | +6 | +11 | ||
20th | +15/+10/+5 | +6 | +6 | +12 | Adored, Foolish | |
Class Skills (8 + Int modifier per level) |
Class Features[edit]
All of the following are class features of the Fool:
- Weapon and Armour Proficiency
- Fools are proficient with all simple weapons, one martial weapon of the characters choice, and all light armour.
- Bonus Feat
- Fools gain a bonus feat at first level.
- Unwise
- Any Skills which have an Ability modifier of Wisdom receive a minus 1 to all checks.
- Lucky
- Fools are treated as if they themselves are lucky.
- Forgetful
- All Fools gain the Forgetful Flaw, without the benefits.
- Accepted
- Fools receive a plus 1 to Reputation. Fools have the same Reputation as an Aristocrat.
- Short Attention Span
- Any Skills which have an Ability modifier of Wisdom receive a minus 2 to all checks.
- Pros and Cons
- A Fool may increase his Ability scores every 3 levels instead of every 4 levels (i.e. 6th, 9th, 12th, 15th, etc.) but every time he increases an Ability He must decrease his Wisdom score by 1, unless He increased his Wisdom score.
- Charismatic Mind
- A Fool can apply his Charisma modifier to Will Saves instead of his Wisdom modifier.
- Day Dreamer
- Because a Fool is ever so foolish, whenever a Fool is subject to a Reflex Save, he must first make a Will Save to see if he was paying enough attention.
- Liked
- Fools receive a plus 2 to Reputation.
- Very Unwise
- Any Skills which have an Ability modifier of Wisdom receive a minus 4 to all checks.
- Quick Tongue
- A Fool automatically gains the Persuasive and the Negotiator Feats.
- Naturally Chaotic
- Because Fools rarely rub well to authority, whenever a Fool comes in contact with an authority figure he must make a Diplomacy check with a DC equal to his reputation + Class Level + the authority figure's Intelligence modifier. If a Fool passes the check, then the authority figure treats him as a commoner, if he fails then the authority figure treats him similar to a criminal.
- Loved
- Fools receive a plus 3 to Reputation.
- Unreactive
- A Fool automatically gains the Unreactive Flaw.
- Epiphany/Bad Idea
- 2/day a Fool can make a check to think of an idea for a problem. The DM will give the Fool 2 options, one right one wrong, the Fool can choose to follow one of those ideas.
- Adored
- Fools receive a plus 4 to Reputation.
- Foolish
- Any Skills which have an Ability modifier of Wisdom receive a minus 8 to all checks.
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