The technical difference between the two effects is as follows. Mesmerized opponents are treated as feebleminded rather than stunned, so they won't lose their AC bonus and thus cannot be automatically hit while affected. Furthermore, contrary to stun, the mesmerized state will end as soon as the affected creature is attacked, either physically, by a spell or through an innate ability. For clarity, any spell or ability flagged as hostile will break the effect, not just the ones that deal damage. If anyone's interested in the technical details, this is accomplished by introducing a new secondary type and using that along with a shell spell and opcode #232 to ensure that the mesmerize effect is broken once the opponent is attacked.
All in all, I think this will finally balance out the Jester's song, as its effects are now primarily aimed toward dividing opponents into smaller, more manageable groups, rather than making them entirely defenseless. Previously, stunning an opponent (even for a single round) usually resulted in its immediate demise. Now, players will likely avoid attacking mesmerized opponents until the effect expires and focus on the ones that are still active instead. This is also how the fascinate ability works in PnP, so I think it makes a lot more sense now. For reference, here's the updated kit description:
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.
Edited by aVENGER, 24 October 2009 - 12:29 AM.






