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The Joker

 Joker
DC Comics lithograph. Art by Alex Ross.

Jack Napier the Joker is a prank-obsessed criminal with a clown-like appearance, who likes to kill people with fatal hilarity. He is generally acknowledged to be Batman’s arch-nemesis.

The Joker is a fictional character, a DC Comics supervillain widely considered to be Batman’s archenemy. Initially conceived by art assistant Jerry Robinson and re-designed by Batman creators Bob Kane and Bill Finger, he first appeared in Batman #1 (1940), having previously gained his garish skin and hair tones and insane grin from a fall into a vat of caustic chemicals while attempting to escape Batman as revealed in Detective Comics #168 (February 1951).

The Joker is a master criminal with a clown-like appearance. While later Golden and early Silver Age writers of Batman comic books portrayed him as a goofy trickster-thief, the earliest and most recent writers depict him as a violent psychopath who murders people for his own amusement. The Joker has been responsible for numerous tragedies in Batman’s life, including the paralyzation of Barbara Gordon (Batgirl) and the murder of Jason Todd (the second Robin).

Interpretations of the Joker in other media include Cesar Romero’s in the 1960s Batman television series, Jack Nicholson’s in Tim Burton’s 1989 feature film, and Mark Hamill’s in Batman: The Animated Series, as well as other DC Animated Universe shows. As played by Nicholson, The Joker ranks #45 in the American Film Institute’s list of the top 50 film villains of all time. He ranks first in Wizard’s list of the top 100 villains of all time.

Originally Posted by Kain Darkwind of the Dicefreaks forums.

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The Joker
Medium humanoid (Chaotic, Evil)
Wounds21 WP, 237 VP (25d8+100)
Initiative+6
Speed30 ft.
AC20 (+4 defense, +6 Dexterity) touch 30, flat footed 22
Base Attack/Grapple+18/+22
AttackUnarmed strike +23 melee (1d8 + 3) or card +24 ranged (1d4 + 2 /15-20 and bleeding)
Full AttackUnarmed strike +23/+18/+13/+8 melee (1d8 + 3) or card +21/+16/+11/+6 ranged (1d4 + 2 /15-20 and bleeding)
Space/Reach5 ft. /5 ft.
Special
Attacks
Acid flower, electric hand buzzer, frightful presence, laughing gas, opportunist, sneak attack +6d6
Special
Qualities
Damage reduction 10/lethal, defensive roll, improved evasion, undying, vile madness
SavesFort +19, Ref +27, Will +30
AbilitiesStrength 16, Dexterity 17, Constitution 21, Intelligence 25, Wisdom 23, Charisma 25
SkillsBalance +7, Bluff +39, Craft (chemical) +39, Diplomacy +47, Disable Device +12, Disguise +12 (+16 acting), Escape Artist +31 (+33 ropes), Forgery +10, Gamble +13, Gather Information +41, Handle Animal +10, Hide +17, Intimidate +53, Jump +7, Knowledge (behavioral sciences) +32, Knowledge (physical science) +32, Knowledge (streetwise) +19, Listen +19, Move Silently +34, Perform (comedy) +39, Pilot +8, Sense Motive +34, Sleight of Hand +35, Spot +19, Survival +8, Swim +12, Tumble +28, Rope Use+12 (+16 bindings)
FeatsBrawl, Combat Panache, Combat Expertise, Combat Reflexes, Cunning Evasion, Improved Brawl, Improved critical (card), Improved Feint, Improved Grapple, Joker’s Gambit, Master Manipulator, Telling Blow
Epic FeatsEpic Reputation, Epic Skill Focus (Intimidate)
Climate/TerrainGotham
OrganizationSolitary (Unique)
Challenge Rating25
TreasureEquipment, double standard money
AlignmentChaotic Evil

Frightful Presence (Su)

Joker’s proximity often causes stark, unreasoning terror in the hearts of those around him. Joker can activate this power as a free action once a round, in a 30 foot radius. Those who fail a Will save (DC 29) are panicked, while those who succeed are merely shaken for one round. Those who succeed are immune to Joker’s frightful presence for 24 hours’.assuming they live that long.

Undying

There is no limit to the number of defensive rolls Joker may make in a day.

Vile Madness

The Harlequin of Hate has often been accused of being insane, and just as often been accused of being sane and evil. The truth of the issue matters not; the Joker has a mental state that renders him more powerful than his simple nature and origins lead one to believe.

  • Joker is immune to fear.
  • Joker receives a +10 insanity bonus to his Reflex and Will saves.
  • Insight bonuses to AC or resistance bonuses to Reflex saves are useless against the Joker’s attacks. Defenses that rely on telepathy, empathy, or any other form of precognition are also rendered null. (For example Lady Shiva’s reader ability, Spider-Man’s spider sense, etc)
  • Defense bonuses to AC are only half effective against the Joker’s attacks. His unorthodox style of fighting has bewildered many combat masters, the most obvious being the Batman himself.
  • Those who attempt to read the Joker’s mind, or affect it with mind-affecting powers (of magical or psionic origin makes no difference) must make a Will save (DC 29 plus 1d8) or be stunned for 1d8 rounds. At the end of the stunning, they must make another  Will save (DC 29) or suffer insanity. The initial save must be made every round one spends in Joker’s mind.

Possessions

Joker has an extraordinary array of possessions that function similar to magical items. The list here is by no means comprehensive, but includes some common equipment.

Acid Flower

As a ranged touch attack with a 10 foot range, Joker may deal 5d6 points of acid damage. This acid continues to deal damage upon contact however, 2d6 points per round until it is neutralized or wiped off. (A full round action requiring a Reflex save DC 20)

Electric Buzzer

This nasty device deals 8d6 points of electricity damage. Joker may deal this with a touch attack. If he succeeds in a Bluff check and shakes the hand of a willing target, he may use this attack as a coup de grace. Joker may also initiate a grapple attempt with this weapon, in which case, it deals damage every round that he continues to win grapple checks.

Laughing Gas (Smilex)

Poison; inhaled; DC 23. Initial damage: uncontrollable laughing. Secondary damage: death

Razor Cards

Throwing weapon, 20 foot range increment. 1d4+2 damage, no Strength modifier added to damage. 18-20 critical threat range. On a critical hit, the cards deal a bleeding wound, that deals 2 wound points of damage per round until properly bandaged. (Treat Injury DC 18)

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