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Monty Python's Flying Circus |
You may only play this class if your Intelligence and Wisdom scores are each 8 or less. If either should permanently become 9 or more, you lose your abilities from this class.
Possible ability distribution (later levels haven't been worked out):
Level 1: Honest Fool, Too Dumb to Fool
Level 2: Bewildering Stupidity
Level 3: Dumb Luck
Level 4: Fool's Gold
Titles:
1: Chump
2: Simpleton
3: Half-Wit
4: Cretin
5: Moron
6: Nincompoop
7: Imbecile
8: Ignoramus
9: Fool
1d6 hp per level
Abilities:
Honest Fool: Add the absolute value of your Intelligence or Wisdom modifier (your choice) to reaction rolls, as long as you're trying to give a good impression based on your stupidity. If the person you're talking to has no tolerance for idiots, etc., the ability can't help you.
If someone is trying to get you to admit to something or tell the truth, you can misinterpret their questions and your own memories and talk on and on about irrelevant topics so that they can't get anything useful out of you (this even beats magical truth-telling methods and mind-reading).
People can't tell if you're lying, and by default will assume you to be incapable of deliberate deceit. You can also subtly insult people and be honest with them about things they would normally get upset about, because you clearly don't mean any harm.
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Pinky and the Brain |
Dumb Luck: You have a knack of stumbling across an obvious solution to a problem where others might overthink it. Up to once per day, if all other PCs (and allies, henchmen, etc.) fail an ability check, you can treat the relevant ability score as an 18 for your own roll. If at least one of the people who failed was an expert of some kind, you may also roll twice and take the best result.
Too Dumb to Fool: +1 per Idiot level on saves vs. illusions, disguises, and other trickery and mind-affecting effects.
Bewildering Stupidity: You can make people act dumber just by talking to them. If you spend a minute talking to someone (or singing a song that gets on everybody's nerves, etc.), you can have them make an Intelligence save; on a failure, they get disadvantage on all Intelligence and Wisdom related rolls for the rest of the conversation and 10 minutes after it ends.
Once during this duration, if the subject would make an intelligent decision, you may have them make a stupid choice instead (the DM/player decides on their course of action; the subject will be sensible enough to avoid potentially lethal mistakes).
If this doesn't work the first time, it won't work again until some time has passed. Anyone who reads your mind must also save against this effect, whether you want them to or not.
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8-Bit Theater |
Fool's Gold: You can permanently spend one point of Wisdom to stumble across hidden treasure, if that's at all plausible in your current location. The treasure is equivalent to a normal dungeon treasure hoard, however your DM handles that, and grants no XP. Usable no more than once per month.
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