1 1 1 1 1 1 1 1 1 1 Rating 3.47 (19 Votes)
This class is converted from D&D 3.5; the original can be found in the Dragon Compendium by Paizo Publishing.  Base format completely ripped off from's Jester page.

Alignment: Any non-lawful

Hit Die: d8

Class Skills

Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (history), Knowledge (local), Knowledge (nobility), Linguistics (Int), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha)

Skill Ranks Per Level: 6 + Int modifier

Level Base Attack Fort Ref Will Special Abilities
1st +0 +0 +2 +2 Fool's Lore, Jester's Audacity, Spells, Cantrips, Jester's Performance, Distraction, Fascinate, Inspiring Quip
2nd +1 +0 +3 +3 Versatile Performance, Tricks of the Trade
3rd +2 +1 +3 +3 Taunt
4th +3 +1 +4 +4 Pratfall Combat, Jester's Audacity +1
5th +3 +1 +4 +4 Court Jester 1/day, Inspiring Quip
6th +4 +2 +5 +5 Calming Performance, Suggestion
7th +5 +2 +5 +5 Move-Action Performance
8th +6/+1 +2 +6 +6 Vicious Lampoon, Pratfall Combat (Deflect Arrows), Jester's Audacity +2
9th +6/+1 +3 +6 +6 Buffoonery
10th +7/+2 +3 +7 +7 Bone Rattler, Inspiring Quip +4, Jack of All Trades
11th +8/+3 +3 +7 +7 Court Jester 2/day, Mock Inspiration
12th +9/+4 +4 +8 +8 Pratfall Combat (Snatch Arrows), Jester's Audacity +3
13th +9/+4 +4 +8 +8 Swift-Action Performance
14th +10/+5 +4 +9 +9 Laughing Stock
15th +11/+6/+1 +5 +9 +9 Inspiring Quip +5, Vexing Dialogue
16th +12/+7/+2 +5 +10 +10 Jack of All Trades (Class Skills), Mass Suggestion, Jester's Audacity +4
17th +12/+7/+2 +5 +10 +10 Court Jester 3/day
18th +13/+8/+3 +6 +11 +11 Scathing Wit
19th +14/+9/+4 +6 +11 +11 Jack of All Trades (always may take 10)
20th +15/+10/+5 +6 +12 +12 Deadly Performance, Inspiring Quip, Jester's Audacity +5

Class Features

Weapon and Armor Proficiency: A jester is proficient with all simple weapons, plus the bolas, rapier, sap, short sword, shortbow, and whip.  Jesters are also proficient with light armor and shields (except tower shields).  A jester can cast jester spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.  Like any other arcane spellcaster, a jester wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.  A multiclass jester still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Fool's Lore (Ex): A jester adds half his class level (minimum 1) to all Knowledge (Local, Nobility, and History) skill checks and may make all Knowledge (Local, Nobility, and History) skill checks untrained.

Jester's Audacity: The jester's natural talent for performance, his often outrageous dress, and his seemingly lackadaisical attitude toward his opponents can perplex opponents.  Even as a jester comically throws himself in the way of danger, he cuts a comedic figure that many have trouble taking seriously.

At 1st level, a jester may add his Charisma bonus (if any) to his AC and his CMD.  In addition, a jester gains a +1 bonus to AC and CMD at 4th level, increasing by 1 for every four jester levels thereafter, up to maximum of +5 at 20th level.  These bonuses to AC apply even against touch attacks or when the jester is flat-footed.  He loses these bonuses when immobilized or helpless, or when suffering an armor check penalty greater than -1.

While using this bonus, the jester is considered denied his dexterity bonus to AC (and is thus vulnerable to attacks dependent upon that, such as sneak attack).

Spells: A jester casts arcane spells drawn from the jester spell list.  He can cast any spell he knows without preparing it ahead of time.  Every jester spell has a verbal component (singing, reciting, or music).  To learn or cast a spell, a jester must have a Charisma score equal to at least 10 + the spell level.  The Difficulty Class for a saving throw against a jester’s spell is 10 + the spell level + the jester’s Charisma modifier.

Like other spellcasters, a jester can cast only a certain number of spells of each spell level per day.  His base daily spell allotment is given on Table: Jester.  In addition, he receives bonus spells per day if he has a high Charisma score.

The jester’s selection of spells is extremely limited.  A jester begins play knowing four 0-level spells and two 1st-level spells of the jester’s choice.  At each new jester level, he gains one or more new spells, as indicated on the table below.  Unlike spells per day, the number of spells a jester knows is not affected by his Charisma score.

Upon reaching 5th level, and at every third jester level after that (8th, 11th, and so on), a jester can choose to learn a new spell in place of one he already knows. In effect, the jester “loses” the old spell in exchange for the new one.  The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level jester spell the jester can cast.  A jester may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A jester need not prepare his spells in advance.  He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips: Jester's learn a number of cantrips, or 0-level spells, as noted on the table below.  These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells Per Day Spells Known
Level1st 2nd 3rd 4th 5th 6th 0 1st 2nd 3rd 4th 5th 6th
1st 1 - - - - - 4 2 - - - - -
2nd 2 - - - - - 5 3 - - - - -
3rd 3
- - - - - 6
4 - - - - -
4th 3 1 - - - - 6 4 2 - - - -
5th 4
2 - - - - 6 4 3 - - - -
6th 4
- - - - 6 4 4 - - - -
7th 4
1 - - - 6 5 4 2 - - -
8th 4
2 - - - 6 5 4 3 - - -
9th 5
- - - 6 5 4 4 - - -
10th 5
1 - - 6 5 5 4 2 - -
11th 5 4
2 - - 6 6 5 4 3 - -
12th 5 5
3 - - 6 6 5 4 4 - -
13th 5 5
3 1 - 6 6 5 5 4 2 -
14th 5 5 4
2 - 6 6 6 5 4 3 -
15th 5 5 5
4 3 - 6 6 6 5 4 4 -
16th 5 5 5
4 3 1 6 6 6 5 5 4 2
17th 5 5 5 4 4
2 6 6 6 6 5 4 3
18th 5 5 5 5 4 3 6 6 6 6 5 4 4
19th 5 5 5 5 5 4 6 6 6 6 5 5 4
20th 5 5 5 5 5 5 6 6 6 6 6 5 5

Jester's Performance (Su): A jester is trained to use the Perform (comedy) skill to create magical effects on those around him, including himself if desired.  He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier.  At each level after 1st a jester can use jester's performance for 2 additional rounds per day.  Each round, the jester can produce any one of the types of jester's performance that he has mastered, as indicated by his level.

Starting a jester's performance is a standard action, but it can be maintained each round as a free action.  Changing a jester's performance from one effect to another requires the jester to stop the previous performance and start a new one as a standard action.  A jester's performance cannot be disrupted, but it ends immediately if the jester is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round.  A jester cannot have more than one jester's performance in effect at one time.

At 7th level, a jester can start a jester's performance as a move action instead of a standard action.  At 13th level, a jester can start a jester's performance as a swift action.

Each jester's performance has audible components, visual components, or both.

If a jester's performance has audible components, the targets must be able to hear the jester for the performance to have any effect, and such performances are language dependent.  A deaf jester has a 20% change to fail when attempting to use a jester's performance with an audible component.  If he fails this check, the attempt still counts against his daily limit.  Deaf creatures are immune to jester's performances with audible components.

If a jester's performance has a visual component, the targets must have line of sight to the jester for the performance to have any effect.  A blind jester has no chance to fail when using a jester's performance with a visual component.  Blind creatures are immune to jester's performances with visual components.

Distraction (Su): At 1st level, a jester can use his performance to counter magic effects that depend on sight.  Each round of the distraction, he makes a Perform (comedy) skill check.  Any creature within 30 feet of the jester (including the jester himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the jester’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher.

If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the jester’s Perform check result for the save.  Distraction does not work on effects that don’t allow saves.  Distraction relies on visual components

Fascinate (Su): At 1st level, a jester can use his performance to cause one or more creatures to become fascinated with him.  Each creature to be fascinated must be within 90 feet, able to see and hear the jester, and capable of paying attention to him.  The jester must also be able to see the creatures affected.  The distraction of nearby combat or other dangers prevents the ability from working.  For every three levels a jester has attained, he can target one additional creature with this ability (two at 3rd, three at 6th, etc.).

Each creature within range receives a Will save (DC 10 + 1/2 the jester’s level + the jester’s Cha modifier) to negate the effect.  If a creature’s saving throw succeeds, the jester cannot attempt to fascinate that creature again for 24 hours.  If its saving throw fails, the creature sits quietly and observes the performance for as long as the jester continues to maintain it.  While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks.  Any potential threat to the target allows the target to make a new saving throw against the effect.  Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspiring Quip (Su): At 1st level, a jester learns to boost his allies' morale with a joke that breaks their tension and invigorates their spirits.  As an immediate action when an opponent misses all its attacks, the jester can make a wisecrack denigrating the foe's fighting ability and expend a round of jester's performance, granting all allies within 30 feet of the jester a +2 competence bonus on attacks against that foe.

Activating this ability disrupts any performance the jester is currently maintaining.  The jester can, however, use this ability more than once during an encounter to grant a bonus against multiple foes; maintaining this performance still requires only a free action.  The initial use of this performance uses one round of performance, but does not require a round to maintain on the jester's next turn - the immediate action is considered to take place during the jester's next turn.  However, if the jester does not maintain it and instead begins a new performance, an additional round of performance is expended.  

At 5th level, and every 5 levels thereafter, the morale bonus a jester grants with Inspiring Quip increases by +1, to a maximum of +6 at 20th level.  Inspiring Quip is a mind-affecting ability which relies on audible components.

Taunt (Su): At 3rd level, a jester can attempt to hurl such stinging insults against a foe that his opponent loses his temper in an explosive display.  The jester targets one creature within 60 feet of him and makes a Perform check (DC = 10 + the target's Hit Dice + the target's Wisdom modifier).  If he succeeds, the target gains a +1 morale bonus on attacks rolls against the jester, but takes a -2 penalty to Armor Class.  On its next turn, a target is compelled to attack the jester in its own fashion (e.g. swordsmen will seek to engage the jester in melee, archers will attempt to shoot the jester, spellcasters will target or include the jester as a target of their spell, etc.)  Combatants inclined to melee will charge if able, ranged attackers will move to minimize range penalties, and spellcasters will seek to unleash their most damaging spells.  

He will also take the most direct route possible toward the jester that avoids any obviously dangerous terrain, such as a pit of bubbling lava.  The target may stop if any opponent blocks its path and can move around its foes in such a way as to avoid provoking attacks of opportunity (unless able to charge).  If the target does provoke an attack of opportunity due to this movement, or if an obstacle prevents the target from reaching/injuring the jester, the target receives a Will save (DC = 10 + the jester's level + the jester's Charisma modifier) with a +2 bonus to slough off the taunt.

Taunt is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Calming Peformance (Su): At 6th level, a jester can diffuse the tension, anger, and simmering violence in a confrontation.  He can cause all creatures currently affected by his fascinate ability to adopt a friendly attitude toward himself, his allies, and all other creatures currently affected by the jester's fascinate ability.  This effect lasts for 10 minutes per round of performance expended.  Calming Performance is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible and visual components.

Suggestion (Sp): A jester of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above).  Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect).  A jester can use this ability more than once against an individual creature during an individual performance.

A Will saving throw (DC 10 + 1/2 jester’s level + jester’s Cha modifier) negates the effect.  This ability affects only a single creature (but see mass suggestion, below).  Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Vicious Lampoon (Su): At 8th level, a jester mocks his opponents with such vicious, cutting humor that they lose confidence, causing them to take become shaken.  To be affected, an enemy must be within 30 feet and able to see and hear the jester's performance.  The effect persists for as long as the enemy is within 30 feet and the jester continues the performance.  The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect.  Vicious Lampoon is a mind-affecting fear effect, and it relies on audible and visual components.

Buffoonery (Su): At 9th level, a jester can caper and dance to distract his opponents in battle.  The jester's outrageous actions distract his foe, leaving it unable to effectively defend itself.  The jester can choose a single target within 30 feet to whom he has line of sight.  The target gets a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier).  If the target misses this save, it loses its Dexterity bonus (if any) to its Armor Class.  If the target makes a successful Will save the target becomes immune to that particular jester's buffoonery for 24 hours.  Buffoonery relies on audible and visual components.

Laughing Stock (Su): At 14th level, the jester's mockery becomes a terrifying thing to behold.  To be affected, an enemy must be able to hear the jester perform and be within 30 feet.  Each enemy within range receives a Will save (DC 10 + 1/2 the jester’s level + the jester’s Cha modifier) to negate the effect.  If the save succeeds, the creature is immune to this ability for 24 hours.  If the save fails, the target becomes frightened and flees for as long as the target can hear the jester's performance.  Laughing Stock relies on audible components.

Vexing Dialogue (Su): At 15th level, the jester can create a running series of jokes, observations, and insults that breaks a single target's ability to concentrate.  When the jester uses this ability, his target must make a Concentration check opposed by the jester's Perform (comedy) check to cast a spell, use a spell-like or supernatural ability, or otherwise perform an act that would require a Concentration check to complete if the target suffered damage while attempting it.  The target gains a cumulative +2 bonus on the check for each round the jester has attempted vexing dialogue against the target that day.  This is a mind-affecting, language dependent effect, and relies on audible components.

Suggestion (Sp): This ability functions just like suggestion, but allows a jester of 16th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

Scathing Wit (Su): At 18th level, a jester can leave his target a dispirited, demoralized shell with a few choice, cutting remarks.  The target can make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier).  If the save fails, the target suffers a penalty equal to the jester's Charisma bonus on all attack rolls and saving throws for the duration of the performance, plus two rounds.  Upon ceasing the performance, the target becomes immune new uses of that jester's scathing wit for 24 hours.  This is a mind-affecting, language-dependent effect, and relies on audible and visual components.

Deadly Performance (Su): A jester of 20th level or higher can use his quips to cause one enemy to die from laughter or humiliation.  To be affected, the target must be able to see and hear the jester perform for 1 full round and be within 30 feet.  The target receives a Will save (DC 10 + 1/2 the jester's level + the jester's Cha modifier) to negate the effect.  If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the jester cannot use deadly performance on that creature again for 24 hours.  If a creature's saving throw fails, it dies.  Deadly performance is a mind-effecting death effect that relies on audible and visual components.

Versatile Performance (Ex): At 2nd level, a jester can use his bonus in Perform (comedy) in place of his bonus in Bluff and Intimidate.  When substituting in this way, the jester uses his total Perform skill bonus, including class skill bonus, in place of the other skill's bonus, whether or not he has ranks in that skill or if it is a class skill.

Tricks of the Trade (Ex): At 2nd level, a jester becomes resistant to the performances of others and to mood altering affects in general.  The jester gains a +4 bonus on saving throws made against bardic performance, jester's performance, and humor or emotion based effects (fear, hideous laughter, etc.)

Pratfall Combat (Ex): At 4th level, the jester's unorthodox training grants him either Catch Off Guard or Throw Anything as a bonus feat.

A jester learns a variety of juggling tricks to entertain his audience.  As a result, he develops the reflexes and timing needed to knock fast moving objects out of the air.  At 8th level, a jester gains Deflect Arrows as a bonus feat.

At 12th level, a jester's reflexes and timing improve to the point that he can catch deadly missiles rather than merely knock them aside, and gains Snatch Arrows as a bonus feat.

Court Jester (Ex): At 5th level, a jester becomes a master of intrigue, and can take 10 on any Knowledge skill covered by Fool's Lore that he has ranks in.  A jester can choose not to take 10 and can instead roll normally.  In addition, once per day, the jester can take 20 instead as a standard action.  He can use this ability one additional time per day for every six levels he possesses beyond 5th.

Jack of All Trades (Ex): At 10th level, the jester can use any skill, even if the skill normally requires him to be trained.  At 16th level, the jester considers all skills to be class skills.  At 19th level, the jester can take 10 on any skill check, even if it is not normally allowed.

Bone Rattler (Su): At 10th level, the jester's antics are so vexing that even the normally implacable undead fall victim to them.  The jester's mind-affecting jester's performance abilities function as normal against undead that possess intelligence scores, although undead creatures gain a +2 bonus on their saves against such abilities.  Undead creatures that lack intelligence scores and other types of creatures immune to mind-affecting effects remain immune to the jester's talents.

Mock Inspiration (Su): At 11th level, a jester may attempt to inspire his allies as a bard using any of the following; inspire courage, competence, greatness, or heroics.  The jester must declare which inspiration he is attempting and then make a Perform (comedy) check to determine his effective bard level (check result - 25).  If the check is sufficiently high for a bard to have acquired that inspiration, the jester is successful and performs as a bard equal to the check (limit of his Jester level -2).  If the check fails, the jester's mocking derision results in penalties equal to the usual bonuses (except the HD bonus of inspire greatness) for 1 round or as long as the jester continues to perform, whichever is longer.

Jester Spell List

0 Level Spells

Create Water: Creates 2 gallons of pure water.
Dancing Lights: Creates torches or other lights.
Daze: Humanoid of 4 HD or less loses next action.
Detect Magic:Detects spells and magic items w/in 60’
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.

1st Level Spells

Animate Rope:Makes a rope move at your command.
Bane: Enemies take –1 on attacks and saves vs. fear.
Cause Fear: One creature of 5 HD or less flees d4 rds
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Command: Subject obeys selected command for 1 rd.
Confusion, Lesser: One creature is confused for 1 rd.
Detect Secret Doors: Reveals hidden doors within 60’
Disguise Self: Changes your appearance.
Doom: One subject takes –2 on attack rolls, saves, and checks.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for 1 rd/level
Jump: Subject gets bonus on Acrobatics checks.
Magic Aura: Alters object’s magic aura.
Magic Mouth M: Object speaks once when triggered.
Obscure Object: Masks object against scrying.
Obscuring Mist: Fog surrounds you.
Reduce Person: Humanoid creature halves in size.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can't attack you & vice versa.
Shocking Grasp: Touch deals 1d6/lvl electricity dmg.
Silent Image: Creates minor illusion of your design.
Unseen Servant: Invisible force obeys your command
Ventriloquism: Throws voice for 1 min./level.

2nd Level Spells

Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Blur: Attacks miss subject 20% of the time.
Calm Emotions: Calms creatures, negating emotion effects.
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Detect Thoughts: Can “listen” to surface thoughts.
Eagle’s Splendor: Subject gains +4 to Cha, 1 min/lvl.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Fog Cloud: Fog obscures vision.
Fox’s Cunning: Subject gains +4 to Int for 1 min/lvl.
Glitterdust: Blinds creatures, outlines invisible ones.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Levitate: Subject moves up and down at your will.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for 1 creature/obj.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scare: Panics creatures of less than 6 HD.
Sound Burst: Deals 1d8 sonic dmg to subjects + stun.
Spider Climb: Grants ability to walk on walls/ceilings
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Undetectable Alignment: Conceals alignment, 24 hrs.

3rd Level Spells

Bestow Curse: –6 to an ability score; –4 on attacks, saves, and chks; or 50% chance of losing each action.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Dispel Magic: Cancels one magical spell or effect.
Displacement: Attacks miss subject 50%.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Hold Person: Paralyzes one humanoid for 1 rd/level.
Invisibility Sphere: Makes all w/in 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Phantom Steed: Magic horse appears for 1 hour/level.
Rage: Gives +2 to Str and Con, +1 on Will, -2 to AC.
Secret Page: Changes one page to hide real content.
See Invisibility: Reveals invisible creatures/objects.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Stinking Cloud: Nauseating vapors, 1 round/level.
Suggestion: Compels subject to follow stated course of action.
Tongues: Speak any language.
Tiny Hut: Creates shelter for ten creatures.

4th Level Spells

Charm Monster: Makes monster believe it’s your ally
Dimension Door: Teleports you short distance.
Fear: Subjects within cone flee for 1 round/level.
Freedom of Movement: Subject moves normally despite impediments.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Invisibility, Greater: As invisibility, but can attack.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Modify Memory: Changes 5 minutes of subject’s memories.
Rainbow Pattern: Lights fascinate 24 HD of creatures
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.
Shout: Deafens all w/in cone and 5d6 sonic damage.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5th Level Spells

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater: As command, but one subj./level.
Dispel Magic, Greater: As dispel magic, but can affect multiple targets or spells.
Dream: Sends message to anyone sleeping.
False Vision M: Fools scrying with an illusion.
Feeblemind: Subject's Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get -10 to Wis & Will cks.
Mirage Arcana: As hallucinatory terrain, + structures.
Nightmare: Sends vision dealing 1d10 dmg + fatigue.
Persistent Image: As major image, no concentration. Polymorph: Gives one willing subject a new form.
Seeming: Changes appearance of one person/two lvls.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Shadow Walk: Step into shadow to travel rapidly.
Suggestion, Mass: As suggestion, one subject/level.

6th Level Spells

Animate Objects: Objects attack your foes.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Ethereal Jaunt: You become ethereal for 1 rd/level.
Eyebite: Target is panicked, sickened, and comatose.
Fox’s Cunning, Mass: As fox’s cunning, creature/lvl
Insanity: Subject suffers continuous confusion.
Irresistible Dance: Forces subject to dance.
Mislead: Turns you invisible, creates illusory double
Permanent Image: Includes sight, sound, and smell.
Programmed Image M: As major image, plus triggered by event.
Project Image: Illusory double can talk & cast spells.
Veil: Changes appearance of group of creatures.
Author's Note: I don't know exactly how to close out the class, it's top heavy like none other. Ideally, the trainer should become reknown for his skill, but how might this translate? Multiple animal companions (though I'm sure this breaks some rule of sorts)? Any ideas?

Additional Ratings
1 1 1 1 1 1 1 1 1 1 Rating 3.65 (17 Votes)
1 1 1 1 1 1 1 1 1 1 Rating 3.69 (13 Votes)
1 1 1 1 1 1 1 1 1 1 Rating 4.08 (13 Votes)