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LIST OF TRICKS
The Save DC for a trick is 10 + 1/2 Clown level + Clown's CHA modifier
Clown Size
Save: N/A
Range: 0 feet
Target: Self
Duration: 1 hour/level
Activating this trick is an immediate action. The clown shrinks 3 size categories, to a minimum of fine.
Frequently used to fit into tiny cars.
Where'd It Go?
Save: N/A
Range: 1 foot/level
The clown whips a small item, such as a coin or a dagger, into an extradimensional space. At any time, as
a standard action (Free if the clown has the quick draw feat) the clown may withdraw it from the space.
Knock Knock
Save: N/A
Target: 1 door
Duration: Instantaneous
Interrupting Starfish
Duration: Instantaneous
The clown raises his hand and launches a starfish like creature that clings to the target's mouth,
preventing them from making any sound. The starfish clings until it is removed with a DC 18 strength
check. The starfish deals no damage.
Lesser Slapstick
Save: N/A
Range: Melee
The clown whips out a comically oversized weapon, such as a boxing glove or a 300 ton hammer, and hits
the opponent with it. The clown makes an attack roll, and if it succeeds the opponent takes 1D4 damage
per 2 clown levels (max 3D4)
Gibberish
Save: N/A
Target: N/A
Duration: Instantaneous
This trick summons one gibbering mouther, under the Clown's control. A clown can only summon 1
gibbering mouther per four class levels at a time.
Target: Self
Duration: Instantaneous
Slapstick
This functions like lesser slapstick, except it deals 1D6 damage per level to a maximum of 7D6.
Swarm of Daggers
Save: N/A
Range: 30 ft.
Duration: Instantaneous
This trick summons one dagger per Clown level which launch themselves at opponents, each dealing
1D4 damage. More than one dagger can be fired at an opponent, but only one attack roll is made for
each target. So if all hit all of them hit, but if they all miss all of them miss.
Duration: Instantaneous
A clown make a melee touch attack. If he succeeds, the target takes 1D6 damage per three clown levels
and loses one of his senses (Clown's choice). If he succeeds in a fortitude save, he only takes the
damage.
I'M INVISIBLE!
Save: N/A
Range: 0 ft.
Target: Self
Duration: 1 minute/Level
Psychotic Touch
Range: Touch
Duration: Instantaneous.
The clown makes a melee touch attack. If he hits, the target must make a will save or take 1D4 points of
wisdom damage.
Vanish
Save: N/A
Range: 0 feet
Target: Self
Duration: 1 round/level
The Clown steps into either the ethereal, shadow or astral plane, or back to the material plane if he is
already in the ethereal, shadow, or astral plane. This is an immediate action.
Schadenfreude
Save: N/A
Target: Self
Duration: 1 round/level
Whenever a creature within the radius of this spell takes damage, you regain a number of hit points
equal to one quarter of the hit points the damaged creature lost.
Save: N/A
Target: None
Duration: Instantaneous
This trick summons 1D4 gibbering mouthers per Clown level. Unlike Gibberish, these gibbering mouthers
are not under the clown's control.
Range: Touch
Duration: Instantaneous
The Clown grasps an enemy and psychically feeds it insanity. The target takes 1D6 points of intelligence,
wisdom, or charisma drain (Clown's choice) unless it succeeds in a will save. The Clown gains 5
temporary hit points for each point drained.
Range: Touch
Duration: Instantaneous
This trick works like Warp the Mind, only strength, dexterity, or constitution is affected instead.
Travel
Target: Self
Duration: Instantaneous
This trick works as either greater teleport or plane shift (Clown's choice.)
FACE PAINT
The clown can gain additional abilities by using special patterns of markings on his face. Applying face
paint takes 24 hours and the indicated amount in ink, arcane equipment, and other supplies. The DC to
resist a face paint effect is 10+1/2 clown level+CHA modifier. Face paint is supernatural and cannot be
removed by anyone other than the Clown. A clown may only have one face paint applied at a time, even
if he has multiple heads.
Effect: Once per day per 5 clown levels, the clown may unleash an unearthly wail that makes all who
hear it (Except those the clown excludes from the effect) feel a horrible sense of loss. All creatures within
100 feet must make a will save or be unable to take action for 1D4+CHA rounds.
Price: 5,000 GP
Visage Of Terror
Effect: The clown gains a frightful presence ability. All creatures who see the clown must make a will save
or become panicked. Those who succeed are merely shaken.
Price: 13,000 GP
Warpaint
Effect: The Clown gains a +4 enhancement bonus to strength and +2 natural armor. He also gains
proficiency with all martial weapons, shields, and armor. Wearing armor, however, still negates
acrobatics and nananananana.
Price: 9,000 GP
Greater Warpaint
Effect: The Clown gains a +6 enhancement bonus to strength and dexterity, and +4 natural armor. He also
gains proficiency with all martial weapons, shields, and armor. He may wear light armor without negating
acrobatics and nanananananana, although armor check penalties to his skills still apply.
Price: 45,000 GP
Fish Eyes
Effect: The clown gains a 50 foot swim speed, the ability to breathe water indefinitely, and darkvision 50
feet.
Price: 4,000 GP
Mask of Swiftness
Price: 8,000 GP
Effect: Clown gains a breath weapon dealing 2D6+1D6 per extra 1,000 GP spent when creating this
facepaint of fire, sonic, acid, electricity, or cold damage, with a reflex save for half. This can be either a
120 foot line or a 60 foot cone, chosen when creating this facepaint.
Effect: The clown becomes immune to all energy drain abilities and can cast enervation or finger of death
once per day per 6 clown levels as a spell like ability.
Price: 22,000 GP
Minimum Level: 15
Birdman Paint
Effect: Gain 50 foot fly speed with maneverability depending on money spent.
4,000 GP (Poor)
8,000 GP (Average)
10,000 GP (Good)
15,000 GP (Perfect)
Medusa Face
Effect: The clown gains a gaze attack. Activating it is a standard action, and the affected creature must
make a fortitude save or be turned to stone.
Price: 14,000 GP
Minimum Level: 14
Face of Immunity
Effect: Become immune to energy, gain DR equal to clown level/-, gain +2 insight bonus on saves, SR
equal to 10+clown level+Charisma modifier
Price: 35,000 GP
Face of Fire
Effect: At will, may fire a bolt of flame as a ranged touch attack dealing 2D6+1 per 2 clown levels fire
damage. This mask also allows the Clown to cast continual flame once per day per four clown levels, and
wall of fire once per day. He may additionally use Faerie Fire and Dancing Lights at will.
Price: 7,000 GP
Animal Mask
Effect: The Clown gains three natural attacks of his choice, with each appendage counting as one attack.
For example, a Clown could choose 2 claw attacks and a bite, or 3 tentacle attacks. The Clown's body
changes to allow the attacks. However, the created parts have no use other than attacking. For example,
a clown cannot wield things in his tentacles if he chooses a tentacle attack, and he does not gain the
ability to fly if he has wing buffets. Particularly grotesque extras can impair the Clown in some social
situations, providing a -5 penalty on all bluff and diplomacy checks against people offended by such
things. Examples of grotesque extra parts include tentacles or additional mouthes (for bite attacks.)
Price: 9,000 GP
Liar's Eyes
Effect: The clown gains a +4 enhancement bonus to charisma, and a +10 enhancement bonus on all bluff
checks.
Price: 28,000 GP
Price: 8,000 GP
Greater Mask of the Acrobat
Price: 20,000 GP
Honest Face
Effect: The Clown gains a +10 bonus on all Bluff and Diplomacy checks.
Price: 7,000 GP
God Mask
Effect: This face paint covers the clown's face and provides a +2 bonus on intimidate checks due to it's
terrifying nature. However, it provides no other benefit until it is activated as a full round action. When
activated, the clown immediately takes 20D6 points of backlash vile damage. If this kills the clown, his
body and soul are completely obliterated, and only the intervention of a deity of Greater God rank or
higher can bring him back. If he survives, he gains a +10 enhancement bonus to all his abilities.
Additionally, he gains a +20 deflection bonus to AC, and a +10 sacred or profane (Depending on
alignment) bonus on all attack rolls. He gains a +10 insight bonus on all saving throws, and a +20 insight
bonus on all skill checks. All his attacks deal vile damage. Additionally, he does not die at -10 hit points.
He continues acting until the effects of this mask wear off, regardless of what HP he is at. The effects
wear off after half an hour, and when they do, the Clown must make a will save (DC 41) or all his mental
attributes are drained to 0, leaving him comatose. Whether or not this succeeded, he must also make a
fortitude save (DC 41) or die instantly. Even if he succeeds this check, he takes an additional 20D6 points
of vile damage. If either of these effects kill him, the effect is the same as if he had died of the backlash
damage upon activation. This mask can only be activated once, after which the paint disappears from the
clown's face.
NOTE: Despite the fact that this deals vile damage, it is not an evil effect. If a good character uses this
mask, it deals a modified version of vile damage that can only be healed inside a Desecrate spell, rather
than Consecrate. Likewise, the backlash damage they take can only be healed inside a desecrate spell.