Jester is a class kit for Bards in the games of Baldur's Gate II: Shadows of Amn, Baldur's Gate II: Enhanced Edition and Baldur's Gate: Enhanced Edition. The only difference between a bard and a jester is that the jester's bard song has a different function: instead of supporting allies, it can confuse, slow, and make enemies fall asleep. In all other respects, jesters are identical to bards.
Ability Scores[]
Ability Score | Min. requirement. |
---|---|
Strength | 3 |
Dexterity | 12 |
Constitution | 3 |
Wisdom | 3 |
Intelligence | 13 |
Charisma | 15 |
Note: For the information of this table the human race was used, because they have no character bonuses/penalties related to race and therefore act like a 'neutral'. For half-elves this is slightly different. See Ability Scores and Thieving Abilities for more information on the effect of Ability Scores.
Abilities of the jester[]
Bard song[]
The only difference between a bard and a jester is in the Jester Song, as this does not help allies, but it affects opponents in area of 16 feet, who must make a save vs. spell with a +2 bonus each round or they get confused. The song scales with levels, at lvl 15 it will also slow enemies that fail a save vs. spell and at lvl 20 it will also render enemies unconsious if they fail a save vs spell with a +2 bonus.
Important note: The HLA Enhanced Bard Song will replace the Jester Song if chosen from the HLA menu.
Pick pockets[]
A jester can steal items from characters. The chance to steal an item depends on the percentage which automatically increases with the Bard's level, up to a maximum score of 115 at level 16, plus dexterity modifier.
Lore[]
Bards have the highest Lore rating of any class, allowing them to identify many of the magical items they or their party discover. Jesters have the same lore bonus as the base class.
Wizard spellbook[]
Jesters begin to advance in wizard spells slots when they reach level 2, up to the 6th spell level.
The Jester cannot cast spells while wearing armor, unless the armor is a kind of Elven Chain Mail.
Related Items[]
Those items are better for a Jester :
Stronghold[]
Jesters gain the Five Flagons Inn stage as their stronghold.
High-level class abilities[]
- Alchemy
- Avoid Death
- Enhanced Bard Song
- Evasion
- Greater Evasion, requires evasion already selected.
- Magic Flute
- Scribe Scrolls, use any item is a requirement.
- Set Spike Trap
- Set Exploding Trap
- Set Time Trap
- Use Any Item
Jesters have almost the same high-level class abilities as thieves, but instead of Assassination, they have the abilities of enhanced bards song and magic flute.
Spell progression[]
Jester / spell level |
1 | 2 | 3 | 4 | 5 | 6 | 7 | Total # of spellslots |
---|---|---|---|---|---|---|---|---|
1 | - | - | - | - | - | - | - | 0 |
2 | 1 | - | - | - | - | - | - | 1 |
3 | 2 | - | - | - | - | - | - | 2 |
4 | 2 | 1 | - | - | - | - | - | 3 |
5 | 3 | 1 | - | - | - | - | - | 4 |
6 | 3 | 2 | - | - | - | - | - | 5 |
7 | 3 | 2 | 1 | - | - | - | - | 6 |
8 | 3 | 3 | 1 | - | - | - | - | 7 |
9 | 3 | 3 | 2 | - | - | - | - | 8 |
10 | 3 | 3 | 2 | 1 | - | - | - | 9 |
11 | 3 | 3 | 3 | 1 | - | - | - | 10 |
12 | 3 | 3 | 3 | 2 | - | - | - | 11 |
13 | 3 | 3 | 3 | 2 | 1 | - | - | 12 |
14 | 3 | 3 | 3 | 3 | 1 | - | - | 13 |
15 | 3 | 3 | 3 | 3 | 2 | - | - | 14 |
16 | 4 | 3 | 3 | 3 | 2 | 1 | - | 16 |
17 | 4 | 4 | 3 | 3 | 3 | 1 | - | 18 |
18 | 4 | 4 | 4 | 3 | 3 | 2 | - | 20 |
19 | 4 | 4 | 4 | 4 | 3 | 2 | - | 21 |
20 | 4 | 4 | 4 | 4 | 4 | 3 | - | 23 |
21 | 5 | 4 | 4 | 4 | 4 | 3 | - | 24 |
22 | 5 | 5 | 4 | 4 | 4 | 3 | - | 25 |
23 | 5 | 5 | 5 | 4 | 4 | 3 | - | 26 |
24-27 | 5 | 5 | 5 | 5 | 4 | 3 | 27 | |
28-29 | 5 | 5 | 5 | 5 | 5 | 3 | - | 28 |
30-37 | 5 | 5 | 5 | 5 | 5 | 4 | - | 29 |
38-40 | 5 | 5 | 5 | 5 | 5 | 5 | - | 30 |
Table for experience, hit dice and weapon proficiency[]
Level | Experience needed | Hit Dice (d6) | Weapon proficiency |
---|---|---|---|
1 | 0 | 1 | 2 |
2 | 1,250 | 2 | |
3 | 2,500 | 3 | |
4 | 5,000 | 4 | 1 |
5 | 10,000 | 5 | |
6 | 20,000 | 6 | |
7 | 40,000 | 7 | |
8 | 70,000 | 8 | 1 |
9 | 110,000 | 9 | |
10 | 160,000 | 10 | |
11 | 220,000 | 10 + 2 | |
12 | 440,000 | 10 + 4 | 1 |
13 | 660,000 | 10 + 6 | |
14 | 880,000 | 10 + 8 | |
15 | 1,100,000 | 10 + 10 | |
16 | 1,320,000 | 10 + 12 | 1 |
17 | 1,540,000 | 10 + 14 | |
18 | 1,760,000 | 10 + 16 | |
19 | 1,980,000 | 10 + 18 | |
20 | 2,200,000 | 10 + 20 | 1 |
21 | 2,420,000 | 10 + 22 | |
22 | 2,640,000 | 10 + 24 | |
23 | 2,860,000 | 10 + 26 | |
24 | 3,080,000 | 10 + 28 | 1 |
25 | 3,300,000 | 10 + 30 | |
26 | 3,520,000 | 10 + 32 | |
27 | 3,740,000 | 10 + 34 | |
28 | 3,960,000 | 10 + 36 | 1 |
29 | 4,180,000 | 10 + 38 | |
30 | 4,400,000 | 10 + 40 | |
31 | 4,620,000 | 10 + 42 | |
32 | 4,840,000 | 10 + 44 | 1 |
33 | 5,060,000 | 10 + 46 | |
34 | 5,280,000 | 10 + 48 | |
35 | 5,500,000 | 10 + 50 | |
36 | 5,720,000 | 10 + 52 | 1 |
37 | 5,940,000 | 10 + 54 | |
38 | 6,160,000 | 10 + 56 | |
39 | 6,380,000 | 10 + 58 | |
40 | 8,000,000 | 10 + 60 | 1 |
Total | 12 points. |
Mod content[]
- This section is about unofficial content that is only available via fan-made mods.
Installation of the Rogue Rebalancing mod makes a number of gameplay revisions and changes to all Rogues, including their kits. It is a comprehensive modification to nearly all aspects of the Rogues (Bards and Thieves) abilities and strives to bring them closer to their Pen and Paper AD&D counterparts. New and revised abilities are included, as well as new equipment and rogue specific items. Separate user installed components are available to customize selection of content and changes. Go to the link for further information.
Bard kit revisions
This component will modify all Bard kits so that they match their PnP counterparts more closely, as described in the 2E AD&D "Complete Bard's Handbook" supplement. The kits now get additional benefits but also receive new disadvantages. The default Bard song has also been altered (it was largely defunct in the unmodded game) and is now based on the PnP version of this ability. Furthermore, the hearing range of all battlesongs has been standardized and now extends slightly above the in-game visual range of the performing Bard.
Jester kit revisions
Jesters now have to be partially chaotic aligned (instead of partially neutral aligned) and are limited to the Thieves' weapon proficiency selection. The Jester's song has been slightly altered as well. Furthermore, Jesters gain two new innate traits: "Fool's Luck" and "Chaotic Mind", as described in the 2E AD&D "Complete Bard's Handbook" supplement. The updated kit description reads as follows:
JESTER: This bard is well versed in the arts of ridicule and hilarity and uses his abilities to distract, confuse and mesmerize his enemies, cavorting madly during combat. Many sages believe that Jesters live in a constant state of borderline insanity. It's known that they crave for attention and feel at ease only when they are the focus of events. All Jesters are chaotically aligned, since no mind attuned to law and order could possibly sustain such an odd personality. Due to their peculiar fighting style, Jesters tend to avoid large and unwieldy weapons.
Advantages: - Gains Jester's Song at first level. This ability further improves at 9th and 18th level - Gains Fool's Luck and Chaotic Mind as passive traits at first level
Disadvantages: - Can only become proficient with weapons that are usable by the Thief class - Must be Chaotic aligned - Battlesong doesn't help allies
Jester's Song: A Jester's Song doesn't help allies. Instead, it distracts every opponent within hearing range. The effect of the song further improves as the Jester gains more levels:
1st: Enemies must save vs. spells or become distracted (+4 save bonus) 9th: Enemies must save vs. spells or become distracted (+2 save bonus) and confused (+4 save bonus) 18th: Enemies must save vs. spells or become distracted (no save bonus), confused (+2 save bonus) and mesmerized (+4 save bonus)
Distracted opponents have a 20% chance of spellcasting failure and suffer a 2 point penalty to their THAC0 and AC. Confused opponents either go berserk and attack the nearest creature, stand still and babble incoherently or wander about aimlessly. Mesmerized opponents have their flow of thoughts disrupted to such an extent that they are unable to take any rational actions while listening to Jester's song which effectively incapacitates them. However, even in that state opponents can still perceive danger on a subconscious level, so any hostile action taken against them automatically breaks this effect. The Jester's song has no effect on mindless creatures such as Constructs, Skeletons, Zombies and Slimes.
Fool's Luck: Jesters are careless, foolish and given to whimsical decisions, yet they seem to possess some uncanny ability which allows them to survive in almost any situation. Fool's Luck adds a +1 bonus to the Jester's base Armor Class, a +1 bonus to all of his saving throws and a +5% bonus to his pickpocket skill checks.
Chaotic Mind: Due to their unique mindset, Jesters are innately immune to the effects of spells, items and abilities that cause Confusion.
Jester High Level Ability:
Enhanced Jester Song (Jester only)
The Enhanced Jester Song affects all opponents within hearing range who must save vs. spells once per round or become distracted (-2 save penalty) confused (no save bonus) or mesmerized (+2 save bonus). The Jester himself becomes immune to all mind-affecting spells and abilities while singing the song.