YoshiCline
2014-04-14, 11:34 PM
Jack of All Trades
Level
1st
2nd
3rd
4th
5th
BAB
+1
+2
+3
+4
+5
Fort
+2
+2
+3
+3
+4
Ref
+2
+2
+3
+3
+4
Will
+2
+2
+3
+3
+4
Special
Trade 1
Trade 2
Trade 3
Trade 4
Advanced Trade
Hit Die
d8
Requirements
To qualify to become a jack of all trades, a character must fulfill all the following criteria.
Base Attack Bonus
+6
Feats
One of the following: Improved Unarmed Strike, Point Blank Shot, Power Attack, Combat Expertise, or Two Weapon Fighting
and Quick Draw
Special
Once having chosen their advanced trade, a jack of all trades will be unable to take feats related to other trades, and will lose these feats if they are already learned (lost feats may be replaced, of course).
Class Skills
The jack of all trades has no class skills, but when gaining a level as a jack of all trades, and only as a jack of all trades, they are considered as having the Able Learner feat (may purchase skill points in cross class skills for 1 skill point, but still limited to half normal skill maximums).
They receive 4 + Int modifier skill points each level.
Class Features
All of the following are Class Features of the jack of all trades prestige class.
Weapon and Armor Proficiency
A jack of all trades is proficient with all weapons, armors, and shields.
Trades
At each level a jack of all trades selects a new trade from the following, with the benefits of each described below: the "Expert", the "handy-man", the "archer", the "power hungry", or the "speed demon"
The "Expert"
When chosen, the jack of all trades may gain the combat expertise feat for free, regardless if all requirements are met.
The "Handy-man"
When chosen, the jack of all trades may gain the improved unarmed strike feat for free, regardless if all requirements are met.
The "Archer"
When chosen, the jack of all trades may gain the point blank shot feat for free, regardless if all requirements are met.
The "Power Hungry"
When chosen, the jack of all trades may gain the power attack feat for free, regardless if all requirements are met.
The "Speed Demon"
When chosen, the jack of all trades may gain the two weapon fighting (and/or ambidexterity if playing 3.0) feat for free, regardless if all requirements are met.
Advanced Trade
At fifth level, the jack of all trades chooses one trade (even one not taken before) to put a little more focus on, allowing them a choice of two feats related to that trade. Once their advanced trade is selected, a jack of all trades cannot have any feats from another trade.
The "Expert"
If chosen, the jack of all trades may take two feats from: Improved Disarm, Improved Feint, Improved Trip, or Whirlwind Attack, regardless if all requirements are met.
The "Handy-man"
If chosen, the jack of all trades may take two feats from: Deflect Arrows, Improved Grapple, Snatch Arrows, or Stunning Fist, regardless if all requirements are met.
The "Archer"
If chosen, the jack of all trades may take two feats from: Far Shot, Rapid Shot, Manyshot, Shot On The Run, or Improved Precise Shot, regardless if all requirements are met.
The "Power Hungry"
If chosen, the jack of all trades may take two feats from: Great Cleave, Improved Bull Rush, Improved Overrun, or Improved Sunder, regardless if all requirements are met.
The "Speed Demon"
If chosen, the jack of all trades may take two feats from: Two Weapon Defense and Improved Two Weapon Fighting, regardless if all requirements are met.
-----
I made this at the request of my fighter who pointed out that I, in two separate sessions, had either flying enemies that never landed or enemies across a gap - both situations where his +1 Falchion was completely useless, and furthermore, he was useless with a bow. This is my solution, a fighter (or ranger), willing and able to switch weapons to fit the situation, without having to spend several levels getting feats that he'd only use half the time anyways. However, to flesh out the class a bit, I decided to throw in pretty much every archetype - the "expert" refers to the more intelligent fighters who use their combination of wit and strength to weaken enemies before taking them out, the "handy-man" is obviously the monk (see what I did there?), the "archer" is also quite obvious, the "power hungry" refers to fighters who trade accuracy for strength and can lay into many enemies at once, and finally the "speed demon" refers to fighters who prefer a flurry of weaker or less accurate strikes but still powerful in their own right. As I fleshed out the class, I did more and more to make it live up to its name, following neither a good nor a bad improvement on all three saves, and the ability to put some skill points where you might never be able to put them otherwise.
-----
Any feedback would be very much appreciated - this is my first attempt at homebrew, and one of my first times DMing. Thanks for reading!
Level
1st
2nd
3rd
4th
5th
BAB
+1
+2
+3
+4
+5
Fort
+2
+2
+3
+3
+4
Ref
+2
+2
+3
+3
+4
Will
+2
+2
+3
+3
+4
Special
Trade 1
Trade 2
Trade 3
Trade 4
Advanced Trade
Hit Die
d8
Requirements
To qualify to become a jack of all trades, a character must fulfill all the following criteria.
Base Attack Bonus
+6
Feats
One of the following: Improved Unarmed Strike, Point Blank Shot, Power Attack, Combat Expertise, or Two Weapon Fighting
and Quick Draw
Special
Once having chosen their advanced trade, a jack of all trades will be unable to take feats related to other trades, and will lose these feats if they are already learned (lost feats may be replaced, of course).
Class Skills
The jack of all trades has no class skills, but when gaining a level as a jack of all trades, and only as a jack of all trades, they are considered as having the Able Learner feat (may purchase skill points in cross class skills for 1 skill point, but still limited to half normal skill maximums).
They receive 4 + Int modifier skill points each level.
Class Features
All of the following are Class Features of the jack of all trades prestige class.
Weapon and Armor Proficiency
A jack of all trades is proficient with all weapons, armors, and shields.
Trades
At each level a jack of all trades selects a new trade from the following, with the benefits of each described below: the "Expert", the "handy-man", the "archer", the "power hungry", or the "speed demon"
The "Expert"
When chosen, the jack of all trades may gain the combat expertise feat for free, regardless if all requirements are met.
The "Handy-man"
When chosen, the jack of all trades may gain the improved unarmed strike feat for free, regardless if all requirements are met.
The "Archer"
When chosen, the jack of all trades may gain the point blank shot feat for free, regardless if all requirements are met.
The "Power Hungry"
When chosen, the jack of all trades may gain the power attack feat for free, regardless if all requirements are met.
The "Speed Demon"
When chosen, the jack of all trades may gain the two weapon fighting (and/or ambidexterity if playing 3.0) feat for free, regardless if all requirements are met.
Advanced Trade
At fifth level, the jack of all trades chooses one trade (even one not taken before) to put a little more focus on, allowing them a choice of two feats related to that trade. Once their advanced trade is selected, a jack of all trades cannot have any feats from another trade.
The "Expert"
If chosen, the jack of all trades may take two feats from: Improved Disarm, Improved Feint, Improved Trip, or Whirlwind Attack, regardless if all requirements are met.
The "Handy-man"
If chosen, the jack of all trades may take two feats from: Deflect Arrows, Improved Grapple, Snatch Arrows, or Stunning Fist, regardless if all requirements are met.
The "Archer"
If chosen, the jack of all trades may take two feats from: Far Shot, Rapid Shot, Manyshot, Shot On The Run, or Improved Precise Shot, regardless if all requirements are met.
The "Power Hungry"
If chosen, the jack of all trades may take two feats from: Great Cleave, Improved Bull Rush, Improved Overrun, or Improved Sunder, regardless if all requirements are met.
The "Speed Demon"
If chosen, the jack of all trades may take two feats from: Two Weapon Defense and Improved Two Weapon Fighting, regardless if all requirements are met.
-----
I made this at the request of my fighter who pointed out that I, in two separate sessions, had either flying enemies that never landed or enemies across a gap - both situations where his +1 Falchion was completely useless, and furthermore, he was useless with a bow. This is my solution, a fighter (or ranger), willing and able to switch weapons to fit the situation, without having to spend several levels getting feats that he'd only use half the time anyways. However, to flesh out the class a bit, I decided to throw in pretty much every archetype - the "expert" refers to the more intelligent fighters who use their combination of wit and strength to weaken enemies before taking them out, the "handy-man" is obviously the monk (see what I did there?), the "archer" is also quite obvious, the "power hungry" refers to fighters who trade accuracy for strength and can lay into many enemies at once, and finally the "speed demon" refers to fighters who prefer a flurry of weaker or less accurate strikes but still powerful in their own right. As I fleshed out the class, I did more and more to make it live up to its name, following neither a good nor a bad improvement on all three saves, and the ability to put some skill points where you might never be able to put them otherwise.
-----
Any feedback would be very much appreciated - this is my first attempt at homebrew, and one of my first times DMing. Thanks for reading!