TEXT: Jesting and 
  Buffoonery 
  Abounds
  (Archetypes+)
  April Special
  
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. ©2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. ©2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Magic. ©2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Anger of Angels. ©2003, Sean K Reynolds.
  Book of Fiends. ©2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
  Pramas, Robert J. Schwalb.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  The Book of Hallowed Might. ©2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. ©2003, Monte J. Cook.
  Path of the Magi. ©2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason 
  Peck, Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. ©2002, Sean K Reynolds.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Brownie from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. ©2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Froghemoth from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Ice Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene.
  Iron Cobra from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Philip Masters.
  Marid from the Tome of Horrors III. ©2005, Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Nabasu Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Tillbrook.
  Sandman from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Authors: Scott 
  Greene and Patrick Lawinger.
  Jerome Robbins Dance Division, The New York Public Library. “Monsieur Balon.” The New York 
  Public Library Digital Collections. 1700 - 1800. http://digitalcollections.nypl.org/items/e2df9e90-
  1e47-0131-9500-58d385a7bbd0
  Player Paraphernalia April Special Jesting and Buffoonery Abounds ©2016, The Knotty-Works; 
  Author: John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for 
  more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, 
  and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are 
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  compatibility license. Some rights reserved.
  
  1
  Player Paraphernalia
  April Special
  By The Knotty-Works
  Welcome to a special April issue of  the Player 
  Paraphernalia series, short supplements designed to 
  offer players new options for use with the Pathfinder 
  RolePlaying Game (©Paizo, Inc.).  This issue brings 
  you archetypes, a new cleric domain, and an Oracle 
  Mystery and Curse that focus on the playful side of  
  role playing in commemoration of  the first day of  
  April.
  The Buffoon (Fighter Archetype)
  Picking up and swinging a weapon while 
  wearing pieces of leather and steel is pretty 
  much the province of nearly anyone with 
  the gumption and a modicum of strength.  
  While a few excel with their martial skills, 
  the buffoon is not one of them.  While 
  more adept than your standard soldier, the 
  buffoon seems to have the knack of causing 
  just as much injury and insult to his allies than 
  his opponents.
  Whoopsy (Ex):  At 2nd level, the buffoon may 
  “accidentally” strike at an ally to cause his 
  opponents some confusion.  The attack is 
  resolved normally and the buffoon may 
  apply other effects to the attack as desired 
  (such as Power Attack).  If the attack is 
  successful, all opponents within 30 feet of 
  the attack must make a Will save or forgo 
  their next standard action.  The DC for the 
  save is 10 + ½ the buffoon’s class level + his 
  Charisma modifier.  If the attack does critical 
  damage, opponents that fail the saving 
  throw cannot perform any actions during 
  their next turn.  This is a mind-affecting 
  (compulsion) effect.
  This class feature replaces the bonus combat 
  feat the fighter gains at 2nd level.
  What Were You Thinking (Ex):  At 6th level, the 
  buffoon may voluntarily drop his Dexterity 
  modifier for both attacks and armor class 
  while making an attack.  This provides 
  him with an opportunity to feint  as a free 
  action, and he may attempt a separate 
  feint for each attack he makes that turn.  
  The buffoon is denied his Dexterity modifier 
  until the beginning of his next turn.  If the 
  buffoon does not has a Dexterity modifier 
  of 0, he suffers a -1 penalty instead.  If the 
  buffoon has a negative Dexterity modifier, it 
  is doubled until the beginning of his next turn.
  This class feature replaces the bonus combat 
  feat the fighter gains at 6th level.
  Rabbit Hole (Ex):  At 10th level, the buffoon 
  may attempt to “hide in plain sight” by 
  ducking behind a nearby object, ally, 
  or opponent.  The attempt is obvious to 
  everyone within line of sight and he does 
  not actually find any concealment.  If the 
  buffoon moves more than 5 feet during and 
  would grant an opponent the ability to take 
  an attack of opportunity, the opponent 
  must make a Will save in order to make its 
  attack against the buffoon.  The DC for the 
  save is 10 + ½ the buffoon’s class level + his 
  Charisma modifier.
  This class feature replaces the bonus combat 
  feat the fighter gains at 10th level.
  Fool’s Armor (Ex):  At 3rd level the buffoon 
  begins to make “improvements” to 
  
  2
  his armor.  While wearing light armor, the 
  buffoon suffers an additional -1 armor check 
  penalty and the maximum Dexterity bonus is 
  reduced by 1, but he gains a +1 armor bonus 
  for the light armor.  
  At 7th level, this trade off increases to -2/+2 
  for light armor and he automatically applies 
  a -1 armor check penalty and maximum 
  Dexterity bonus to gain a +1 armor bonus 
  while wearing medium armor.
  At 11th level, this trade off increases to -3/+3 
  for light armor, -2/+2 for medium armor and 
  he automatically applies a -1 armor check 
  penalty and maximum Dexterity bonus to 
  gain a +1 armor bonus while wearing heavy 
  armor.
  At 15th level, this trade off increases to -4/+4 
  for light armor, -3/+3 for medium armor, 
  -2/+2 for heavy armor and he automatically 
  applies a -1 armor check penalty and 
  maximum Dexterity bonus to gain a +1 armor 
  bonus while wielding any type of shield.
  This class features replaces the fighter’s 
  Armor Training class feature gained at 3rd, 7th, 
  11th, and 15th levels.
  The Jester (Bard Archetype)
  While a clown to some and a fool to others, 
  the jester in neither and both at the same 
  time.  Although focusing the comical and 
  whimsy, the jester learns effective ways of 
  delivering bad news in a light and playful 
  manner that can be employed in nearly any 
  sort of societal situation.
  Weapon and Armor Proficiencies:  The jester 
  is proficient with simple weapons along with 
  the sap, sword cane, and whip.  The jester 
  is not proficient with any type of armor or 
  shield.
  If the jester wears any type of armor, she 
  suffers the normal chance of arcane spell 
  failure while casting bardic spells if they 
  require a somatic component.
  Jester’s Motley (Ex):  The jester wears a 
  colorful montage consisting of multiple 
  layers of colorful pieces including bells and 
  charms to draw attention to her.  While 
  wearing her motley, the jester gains 
  a +1 dodge bonus to her AC as long as she 
  is not denied her Dexterity modifier.  This 
  bonus increases by +1 at 5th level and every 
  four levels thereafter (maximum of +5 at 17th 
  level).
  The jester suffers a -4 penalty to all Stealth 
  skill checks while wearing her motley, but a 
  +2 bonus to Perform skill checks for acting, 
  comedy, dancing, and singing.
  If the jester wears her motley over armor of 
  any sort, she looses the dodge bonus to her 
  AC and the bonus granted to her Perform 
  skill.
  Jester’s Marotte (Ex):  The jester begins with 
  a non-magical rod vibrantly decorated with 
  a carved head at one head.  The head 
  is typically styled after the jester, but is not 
  required to bare her likeness and may take 
  any humanoid form desired.  The marotte may 
  also be adorned with bells and streamers.
  The marotte may be used in place of any 
  material or focus components typically 
  required for spells cast by the jester as long 
  as the material cost is less than 1 gp in value.
  The marotte is also treated as a masterwork 
  light mace.  The jester may have her marotte 
  
  3
  enchanted through normal means as well.  If 
  the marotte damaged, the jester may spend 
  an hour to repair it at no cost.  If the marotte 
  is lost or destroyed, the jester may replace it 
  at a cost of 200 gp per jester level plus 300 
  gp for the cost of making it a masterwork 
  item.  It requires 8 hours of immersion to 
  become attuned to the new marotte, but 
  the jester may use it while performing during 
  this time.  If the jester loses her marotte, 
  she must provide the appropriate material 
  component or focus while casting her spells.
  Jester Performances:  The jester has 
  access to many of the standard bardic 
  performances as other bards, but cannot 
  use the following bardic performances: 
  Inspire Courage, Inspire Competence, Dirge 
  of Doom, Inspire Greatness, Frightening 
  Tune, or Inspire Heroics.  However, she does 
  gain a selection of more comically related 
  performances as listed below. 
  Saving throws involved with the Jester’s 
  performance have a base Difficulty class of 
  10 + ½ the jester’s class level + her Charisma 
  modifier.
  Ditty of Delight (Su):  At 1st level, the jester 
  can perform for comedic effect.  Everyone 
  witnessing the performance (including the 
  jester) gains a +1 morale bonus versus any 
  mind-affecting effect including fear as 
  long as they can perceive the jester.  This 
  performance may include audible and visual 
  components—chosen by the jester when 
  the performance begins—and is a mind-
  affecting ability.
  If an ally or the jester is shaken, the penalty is 
  reduced to -1 while she performs the ditty of 
  delight.  Frightened victims that hear the ditty 
  are allowed a new saving throw with the 
  performance’s morale bonus each round at 
  the beginning of their turn.
  This morale bonus increases by +1 at 5th 
  level and every five levels thereafter (with a 
  maximum of +5 at 20th level).
  Lashing of Levity (Su):  The jester knows how 
  to poke fun at anyone’s shortcomings to 
  shake their self-confidence.  Beginning at 
  3rd level, the jester can use this performance 
  to cause one target within 30 feet to falter 
  while attempting a skill check involving 
  Intelligence.  The target may make a Will save 
  or suffer a -2 penalty to the skill check as long 
  as the jester continues her performance.  If 
  the target successfully makes its saving throw, 
  it is not subject to this performance for 24 
  hours from the same jester.
  The penalty increases by -1 every four levels 
  attained beyond 3rd level (maximum of -6 at 
  19th level).
  Roasting the Friar (Su):  At 8th level, the jester 
  learns how to comically berate others with 
  this performance.  Everyone within 30 feet of 
  the jester must make a Will save or fall prone 
  with fits of laughter.  Those affected may 
  stand back up but are subject to another 
  saving throw or become prone again as 
  long as the jester continues this performance 
  and they remain within 30 feet.  Those that 
  successfully make the saving throw are not 
  subject to this performance for 24 hours from 
  the same jester.  It is a mind-affecting effect 
  that includes an audible component.
  Great Comedy (Su):  At 9th level, the jester 
  gains the ability to regale his allies 
  
  4
  of their deeds with comedic flair.  This 
  performance has a two-fold effect to 
  everyone within 30 feet of the jester.  Allies 
  that perceive the performance gain a 
  +2 morale bonus on attack rolls, damage 
  rolls, and saving throws.  Opponents of 
  the jester must make a Will save or suffer 
  a -2 penalty to their attack rolls, damage 
  rolls, and saving throws.  If an opponent 
  successfully makes its save, it is immune to 
  this performance from the same jester for 24 
  hours.  This performance is a mind-affecting 
  effect and requires both audible and visual 
  components.
  Out of Tune (Sp):  At 14th level, the jester 
  gains the ability to sing or produce music 
  in such a way to make others physically 
  ill.  Anyone within 30 feet of the jester 
  must make a Fortitude save or become 
  nauseated and remain so while the jester 
  continues the performance and the 
  affected creatures can hear it.  Anyone that 
  successfully makes the Will save is immune 
  to this performance from the same jester for 
  24 hours.  This is a sonic effect that relies on 
  audible components.
  Leave Them Laughing (Su):  At 15th level, 
  the jester gains the ability to perform a truly 
  amazing comedic routine.  Anyone within 30 
  feet of the jester that hears her performance 
  must make a Will save or fall prone and roll 
  about the ground in gut wrenching laughter.  
  Those affected may make a new saving 
  throw at the beginning of their turn in an 
  attempt to overcome the uncontrolled mirth, 
  otherwise they may take no action.  Those 
  that fail the initial saving throw but succeed 
  in a later round are still subject to the 
  performance while remaining within 30 feet 
  of the jester.
  Subjects of the performance are not 
  considered helpless but do suffer any 
  modifiers for being prone.  The effect 
  continues 1d4 rounds after the jester stops 
  her performance.
  Anyone that successfully makes the initial 
  Will save is immune to this performance from 
  the same jester for 24 hours.  This is a mind-
  affecting effect that relies on audible and 
  visual components.
  Jest Master (Ex):  At 5th level, the jester may 
  take a 10 on any Perform checks used to 
  create levity or mirth.  This check works with 
  the bard’s Versatile Performance, allowing 
  the jester to use acting, comedy, dance, or 
  singing in place of one of the associated skills 
  listed.  Once per day, the jester may take 
  20 on one of his Perform checks in place of 
  taking 10 as a standard action.  She may 
  take 20 one additional time per day at 11th 
  level, and again at 17th level for a total of 3 
  times per day.
  The Lunatic (Barbarian Archetype)
  The grizzly reality of the battlefield can drive 
  some truly crazy.  The lunatic embraces this 
  madness to empower his ability to enter dark 
  frenzies that can be just as dangerous to 
  himself as others.
  Alignment:  The lunatic must be chaotic in 
  alignment.
  Lunacy (Ex):  The lunatic finds his true identity 
  in just letting go of his madness.  Beginning 
  at 1st level, the lunatic may enter a state 
  of lunacy as a free action.  This is similar to 
  rage, granting the lunatic a temporary +4 
  morale bonus to his Constitution—including 
  additional 2 hit points per level—and 
  Strength while in a state of lunacy, but 
  cannot apply any positive modifiers to his AC 
  based on his Dexterity (penalties do apply).  
  The lunatic also gains a +2 circumstance 
  bonus to Will saves and is immune to any 
  effects that cause insanity while in this state.  
  The lunatic may not use any Charisma, 
  Dexterity, or Intelligence based skills while 
  in the state of lunacy or perform any action 
  that requires concentration or focus.
  While in this state, the lunatic gains the 
  confused condition and must randomly 
  determine his actions each round.  If the 
  lunatic ends up attacking himself, damage 
  caused is equal to the weapon used + 
  his Strength modifier with a maximum of 
  1d8 points of damage.  If the weapon is 
  projectile weapon, the lunatic will strike 
  himself with any ammunition he has at hand 
  (or possibly shoot himself if it is a firearm).
  
  5
  Once the lunatic enters the state of lunacy, 
  he must make a successful Will save as a 
  free action to regain his composure and 
  only during a round he acts normally (DC 
  10 + the number of rounds spent in state 
  of lunacy with a maximum of 20 + his class 
  level).  And the lunatic does not gain the +2 
  circumstance bonus for his saving throw.  If 
  the lunatic becomes unconscious for any 
  reason, the lunacy automatically ends.  The 
  lunatic becomes fatigued for a number of 
  rounds equal to twice the number spent 
  in the state of lunacy.  The lunatic may 
  not enter a state of lunacy while fatigued,  
  exhausted, helpless, or unconscious.
  The lunatic may enter the state of lunacy 
  1 time per day at 1st level and gains an 
  additional use every odd level thereafter.  
  The state of lunacy does count as rage for 
  the purpose of rage powers.
  This class feature replaces the barbarian’s 
  rage class feature.
  Rage Powers:  The lunatic has access to the 
  following rage powers. 
  Focused Lunacy (Ex)
  Prerequisites:  Lunacy class feature
  Benefit:  If the lunatic’s confused condition 
  would cause him to attack an ally, he may 
  make a Will save (DC 10 + number of rounds 
  spent in state of lunacy) to change the 
  attack to another target within his threat 
  range, including himself.  He may redirect 
  this effect a number of times while in a state 
  of lunacy equal to his Wisdom modifier 
  (minimum of 1).
  Minimize Injury (Ex)
  Prerequisites:  Lunacy class feature
  Benefit:  If the lunatic hurts himself while in 
  a state of lunacy, he does not include his 
  Strength modifier to the damage caused by 
  the weapon.
  Suggested Rage Powers:  The following rage 
  powers work well with the lunatic.  Brawler, 
  Greater Brawler, Fearless Rage, Reckless 
  Abandon, Roaring Drunk, Roused Anger, 
  Smasher, Staggering Drunk, and Strength 
  Surge.
  Greater Lunacy (Ex):  At 11th level, when the 
  lunatic enters a state of lunacy, the morale 
  bonus to his Strength and Constitution 
  increase to +6 and the circumstance bonus 
  to his Will save increases to +3.
  This class feature replaces the barbarian’s 
  Greater Rage class feature.
  Tireless Lunacy (Ex):  At 17th level, the lunatic 
  gains the ability to instantly recover from his 
  lunacy without becoming fatigued.
  This class feature replaces the barbarian’s 
  Tireless Rage class feature.
  Mighty Lunacy (Ex):  At 20th level, when the 
  lunatic enters a state of lunacy, the morale 
  bonus to his Strength and Constitution 
  increase to +8 and the circumstance bonus 
  to his Will save increases to +4.
  This class feature replaces the barbarian’s 
  Mighty Rage class feature.
  Comedy Domain
  Being able to keep the masses entertained is 
  an important role for any divine ambassador.  
  Mirth and Levity are cosmic forces that 
  shouldn’t be taken lightly and the more 
  sociable or psychotic deities understand that 
  principle and grant some of the more devout 
  the ability to tap into those forces.
  Granted Powers
  Giggling Touch (Su):  The cleric may make a 
  melee touch attack against an opponent as 
  a standard action.  If successful, the target 
  falls prone with giggles for 1 round.  The cleric 
  may use this power three times per day + her 
  Wisdom modifier.  Creatures with more Hit 
  Dice than your cleric level are unaffected.
  Comedic Flair (Sp):  At 8th level, you may 
  entertain others with a comedic story.  Similar 
  to a bardic performance, you initiate this 
  power as a standard action then maintain 
  it as a move action.  Those within 30 feet of 
  you, that perceive you suffer a –2 penalty 
  to attack rolls and saving throws unless a 
  successful Will save is made (DC 10 + ½ 
  cleric’s level + her Wisdom modifier).
  
  6
  You may use this power a total number of 
  rounds per day equal to your class level, 
  though they do not need to be consecutive.  
  This is a mind-affecting effect with audible 
  and visual components.  Those that succeed 
  with their Will save are immune to your power 
  for 24 hours.
  Domain Spells
  1st—BungleUM, 2nd—Enthrall, 3rd—Hideous 
  Laughter, 4th—Blessing of Fervor, 5th—Symbol 
  of LaughterACG, 6th—Feeblemind, 7th—Envious 
  UrgeUM, 8th—Insanity, 9th—Irresistible Dance
  Sub Domains
  Satire
  Man is just ridiculous, with his laws and 
  foibles.  The true wit learns how to point these 
  out through observation and commentary.
  Replacement Granted Power
  The following granted power replaces 
  the Comedic Flair power of the Comedy 
  domain.
  Sermon of the Ridiculous (Su):  At 8th level, 
  you preach the follies of man through satire.  
  Similar to a bardic performance, you initiate 
  this power as a standard action and then 
  maintain it as a move action.  Everyone 
  within 30 feet of you must make a Will save 
  (DC 10 + ½ cleric’s level + her Wisdom 
  modifier) or pause to consider your words.  
  Those that fail the saving throw may only 
  make a standard or move action per turn 
  while under the effects of the power.
  You may use this power a total number of 
  rounds per day equal to your class level, 
  though they do not need to be consecutive.  
  This is a mind-affecting effect with audible 
  and visual components.  Those that succeed 
  with their Will save are immune to your power 
  for 24 hours.
  Replacement Domain Spells
  1st—Forbid ActionUM, 3rd—Daze Monster, 5th—
  Mass DazeUM, 9th—Power Word Stun
  Slapstick
  Comedy is physical and raw.  Anyone 
  can tell a joke, but a true artist knows how 
  to make an effective pratfall or slap your 
  companions silly.
  Replacement Granted Power
  The following granted power replaces the 
  Giggling Touch power of the Comedy 
  domain.
  Rapid Rebound (Ex):  If subject to the 
  combat maneuvers of bull rush, overrun, 
  reposition, or trip, you may make a Reflex 
  save (DC equal to the attacker’s combat 
  roll to perform the maneuver) to avoid the 
  effect of the maneuver as an immediate 
  action.
  Replacement Domain Spells
  2nd—GraceAPG, 3rd–Blink, 5th—Fickle WindsUM, 
  9th—Symbol of StrifeUM
  Mystery of Madness
  Oracles may choose Madness as their 
  mystery, focusing on the chaos and 
  insecurity of the world about them.
  Alignment:  The Oracle must be chaotic in 
  alignment to have access to this mystery.
  Class Skills:  Access to the mystery of 
  madness grants the oracle the class skills of 
  Bluff, Disguise, Escape Artist, and Perform.
  Bonus Spells:  Memory Lapse (2nd), Hideous 
  Laughter (4th), Vision of Hell (6th), Confusion 
  (8th), Feeblemind (10th), Repulsion (12th), 
  Insanity (14th), Symbol of Insanity (16th), 
  Symbol of Strife (18th)
  Revelations
  Crazy as a Fox (Su):  You gain some clarity 
  through the haze of the figments within 
  your mind.  You may choose one non-
  physical ability (Intelligence, Wisdom, 
  ACG 
  Advanced Class Guide
  APG 
  Advanced Player Guide
  UM 
  Ultimate Magic
  
  7
  or Charisma) and gain a +4 morale bonus 
  for a number of minutes equal to your class 
  level.  At 11th level you may either increase 
  two abilities by +4 or one ability by +8, and at 
  19th level you may increase all three abilities 
  by +4 or one ability by +12.  You may use this 
  ability a number of times per day equal to 
  your Charisma modifier minimum of 1 time 
  per day).
  Fractured Psyche (Su):  You can splinter off 
  a part of your mind to dominate another 
  humanoid as the Dominate Person spell.  You 
  may only dominate one individual at a time 
  and control others a total number of hours 
  per day equal to your class level.  These 
  hours do not need to be consecutive, but 
  must be used in 1 hour increments.
  You must spend a standard action to initiate 
  the connection, and the target is allowed a 
  Will save (DC 10 + ½ your class level + your 
  Charisma modifier) to resist the domination.  
  If successful, the target is not subject to your 
  attempt to control it for 24 hours.  You may 
  release your connection as a free action.  
  Other limitations as listed for Dominate 
  Person apply.  This is a mind-affecting effect.
  You must be 11th level before you may 
  choose this revelation.  At 19th level, you 
  may apply the effects of Dominate Monster 
  instead, allowing you to control any 
  creature, not just humanoids.
  Infectious Cackling (Sp):  You may produce 
  a loud and crude laughing sound as a 
  standard action.  Everyone within 30 feet 
  that can hear the sound must make a Will 
  save (DC 10 + ½ your class level + your 
  Charisma modifier) or fall prone to the 
  ground in gut wrenching pain.  The effect 
  lasts for a full round and those affected 
  cannot take an action until the beginning of 
  your next turn.  You may use this revelation 
  once per day, and one additional time at 5th 
  level and every five levels thereafter.  This is a 
  mind-affecting effect.
  Infectious Insanity (Su):  You may bolster 
  one spell per day with the secondary effect 
  of causing confusion to anyone that was 
  affected by the spell.  You may infect one 
  spell as a swift action while casting and 
  if the victim of the spell is affected 
  (either through a successful attack or failing 
  a saving throw), it becomes confused for 
  a number of rounds equal to the level of 
  the spell.  You gain an additional use of this 
  revelation at 7th level and 15th level.
  Maniacal Immutability (Ex):  You gain 
  a +42 bonus to any Will saves involving 
  enchantment (charm) and fear effects.  This 
  bonus increases to +4 at 12th level, and +6 at 
  18th level.
  Split Personality (Su):  Once per day you 
  may take two standard actions plus a 
  move action or a full round action and a 
  move action.  If you are confused, you may 
  roll twice for the effect of the confused 
  condition, gaining both effects for the round.  
  You must be at least 11th level to take this 
  revelation, and you gain one additional use 
  of this revelation at 17th level.
  Touch of Confusion (Sp):  You may make 
  a melee touch attack to confuse your 
  opponent as a standard action.  If the attack 
  is successful, the target becomes confused 
  for 1d4 rounds.  This is a mind-affecting 
  effect.  You may use this revelation 3 times + 
  your Charisma modifier per day.
  Touch of Idiocy (Sp):  You may make a 
  melee touch attack to sap the mental 
  facilities of your opponent as a standard 
  action.  You choose one ability (Intelligence, 
  Wisdom, or Charisma) when you activate 
  this revelation.  If the attack is successful, the 
  target suffers 1d6 points of ability damage for 
  the type chosen.  The effect lasts for 1 minute 
  for every oracle class level you possess.
  No saving throw is allowed, but you may not 
  use this ability more than once per day per 
  individual target.  You may use this revelation 
  3 times + your Charisma modifier per day.
  Twisted Mind (Su):  When casting any spell 
  from the school of enchantment, you add 
  +1 to your caster level to determine the 
  effects of the spell.  If the duration of the spell 
  requires your concentration, the effect of 
  the spell lingers for 1 additional round after 
  you stop concentrating.  At 7th level and 
  every 4 levels thereafter, spells that require 
  concentration linger for an additional round 
  
  8
  beyond the first (with a maximum of +5 
  rounds at 19th level).
  Willful Ignorance (Ex):  You have learned 
  to ignore the most traumatic effects of life 
  to foster your own delusions.  As a result, 
  you may ignore the effects of exhaustion, 
  fatigue, nausea, or sickness for a number of 
  rounds equal to your class level per day.  Or 
  if the condition is the result of a failed saving 
  throw, you may make another saving throw 
  as an immediate action with a circumstance 
  bonus equal to ½ your class level to avoid 
  the effect.  You must take the result of the 
  second saving throw regardless of the result 
  and by doing so you lose the ability to use 
  this revelation until you get 8 hours of rest.
  Final Revelation
  When you reach 20th level, you become the 
  source of all madness.  Your aura causes 
  confusion to everyone within 10 feet of 
  you.  You may dampen the aura to your 
  immediate personal space as a free action, 
  but you can never fully turn it off.
  While your aura is extended, anyone 
  entering your area of effect is allowed a 
  Will save (DC 10 + ½ your class level + your 
  Charisma modifier) or become confused 
  while remaining in the area and 1d4 
  rounds after being absent from your field of 
  madness.  If an individual successfully makes 
  the Will save, it is not subject to your madness 
  aura for 24 hours.
  While dampened, any creature physically 
  attacking you with a melee weapon, touch 
  attack, natural attack, or unarmed attack 
  must make the same Will save or become 
  confused for 1d4 rounds.  If the attacker 
  successfully makes its saving throw, it is 
  immune to the confusion of your presence 
  for 24 hours.
  You also gain the Touch of Confusion 
  revelation and there is no limit on the 
  number of uses per day, though the victim 
  is allowed a Will save.  If the victim makes a 
  successful save, it is not subject to your touch 
  for 24 hours.
  This is a mind-affecting effect.
  Oracle Curses
  Insane
  You become overwhelmed by chaos and 
  psychotic tenancies when stressed out.
  Effect
  When you enter battle you automatically 
  gain the confused condition for 1d4 rounds.  
  You must make a Will save when casting a 
  spell that causes damage with a DC equal 
  to 10 + the spell’s effective level while you 
  have the confused condition.
  At 5th level, you may cast spells while 
  confused in any round you would normally 
  do nothing but babble incoherently as 
  long as the spell does not have a verbal 
  component.
  At 10th level, you cannot be confused when 
  caused by an external source (such as a 
  spell, spell-like ability, or supernatural effect).
  At 15th level, your touch causes others to 
  become confused for 1 round.  You may 
  make a melee touch attack as a standard 
  action to impart the confused condition on 
  another.  Anyone that successfully makes a 
  touch attack against you, a natural attack, 
  or an unarmed strike must make a Will save 
  (DC equal to 10 + ½ your class level + your 
  Charisma modifier) or become confused for 
  1 round.  This is a mind-affecting effect.
  
  Other Knotty Works 
  Pathfinder compatible 
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  If you enjoyed this product, please check out these 
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  Works. 
  Each of the Spell Works Compendiums offer over 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia - 2016-04 - Jesting and Buffoonery Abounds.pdf