Ace of Clubs (3.5e Prestige Class)

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Ace of Clubs
Rating: 14 out of 20
Power: 4 out of 5 by 1 user
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Ace of Clubs[edit]

I am the soldier; I am the blade. I am the rider, the saddle, the lance. I am all that combat can be, and I know what can be done.
—Tack Rastor, Gray Elf Ace of Clubs, Memoirs of a Mercenary: The life of Tack Rastor

An Ace of Clubs is a master of the many different forms of weapon styles. They can be expert bowmen and powerful two-weapon fighters.

Becoming an Ace of Clubs[edit]

The most capable of fighters, Jacks of Clubs pursue this prestige class to become better in every field of physical combat.

Entry Requirements
Base Attack Bonus: +5.
Skills: Tumble 4 Ranks.
Feats: Dodge, Mobility, Swift Fighting Style.
Special: Alternate Fighting Style 2/Day.

Table: The Ace of Clubs

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Style Mastery, Continued Training
2nd +2 +3 +0 +0 Style Mastery, Swift Alternation
3rd +3 +3 +1 +1 Style Mastery, Mounted Style
4th +4 +4 +1 +1 Style Mastery
5th +5 +4 +1 +1 Style Mastery, Style Mastery

Class Skills (4 + Int modifier per level)
Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str).

Class Features[edit]

Aces of Clubs are powerful physical combatants, having expanded their knowledge of fighting beyond that of the normal Jack of Clubs or most any other fighter. All of the following are class features of the Ace of Clubs.

Continued Training: For the purposes of the effects of feats granted by the Fighting Style ability, an Ace of Clubs' levels in Ace of Clubs and Jack of Clubs stack. However, the Ace of Clubs does not gain the benefit of any other Jack of Clubs class abilities that a Jack of Clubs of that level would gain, nor does the Ace of Clubs progress in any other level-dependent abilities. For example, a Jack of Clubs 6/Ace of Clubs 3 is treated as a level 9 Jack of Clubs for the purposes of his Fighting Style ability, but can still only Alternate Fighting Style three times per day.

Style Mastery (Ex): At each level and twice at level 5, an Ace of clubs chooses one of the following fighting styles in which to advance his skill. If the Ae of Clubs does not have access to a chosen fighting style, they may still choose it for the benefits of this ability, but they do not gain the benefits until they have access to that fighting style.

Of the fighting styles below, three are melee (Sword and Shield, Two-Handed, and Two-Weapon) and three are ranged (Bows, Crossbows, and Thrown Weapons). When the Ace of Clubs chooses any of these for their Style Mastery, they expand their knowledge and training in the chosen area. When they reach the indicated level with their combined levels (thanks to the Continued Training ability) in both Jack of Clubs and Ace of Clubs, they gain the additional benefits listed here for the style they are employing if they have chosen it as part of this ability. These are in addition to the benefits usually gained from the Fighting Style being employed by an Ace of Clubs.

Sword and Shield:
15th level: Shield Bearer
18th level: Spring Attack
20th level: Whirlwind Attack

Two-Handed:
15th level: Improved Sunder
18th level: Spring Attack
20th level: Whirlwind Attack

Two-Weapon:
15th level: Power Attack
18th level: Cleave
20th level: Great Cleave

Bows:
15th level: Overpull
18th level: Shot on the Run
20th level: Sharp-Shooting

Crossbows:
15th level: Spring Attack
18th level: Shot on the Run
20th level: Sharp-Shooting

Thrown Weapons:
15th level: Power Throw
18th level: Shot on the Run
20th level: Sharp-Shooting

Swift Alternation (Ex): The Ace of Clubs shows such prowess in his many styles of fighting that he can change the style he is employing more swiftly than less capable fighters. The time it takes to Alternate Fighting Styles is reduced to a move action rather than a standard action.

Mounted Style (Ex): At 3rd level, an Ace of Clubs trains in the ways of Mounted Combat, gaining the benefits of the following feats at the listed levels (combined Ace of Clubs and Jack of Clubs level) and of all levels before that. Depending on the mount the Ace of Clubs trains with in the morning (this is included in the hour of training each morning), he gains a slightly different set of feats. Normal mounts are any ground mount that is ridden like a horse and a lfying mount is any mount that has the ability to fly with mounted by an Ace of Clubs.

4th level: Mounted Combat
6th level: Mounted Archery
8th level: Ride-By Attack
10th level: Trample
12th level: Spirited Charge

Campaign Information[edit]

Playing a Ace of Clubs[edit]

Combat: An Ace of Clubs is the member of the party that starts the battle with a few shots at long range and then moves in with charge to engage the enemy and draw their hits.

Advancement: There are two suggested advancement methods for an Ace of Clubs. Take 15 levels of Jack of Clubs and all the levels of this, or take 11 levels of Jack of Clubs, all five levels of this, and four levels of barbarian or ranger.

Resources: An Ace of Clubs is very willing to take a partner or apprentice, training his fellows in the styles he knows and receiving training in return. Fighters guilds have several of these members and can expect swift advancement, plenty of respect, and access to the weapons they need for training.

Aces of Clubs in the World[edit]

I may not be able to best you with a bow, but choose anything else and I will gauranteeably win, friend.

Aces of Clubs can be anything from advanced soldiers to exceptionally skilled mercenaries.

NPC Reactions: Nonplayer characters often respect or fear the prowess with weapons shown by an Ace of Clubs. Aces of Clubs are likely to be challenged to many duels with many weapons and be involved in a good deal of bar fights.

Ace of Clubs Lore[edit]

Characters with ranks in Knowledge (Local) can research Aces of Clubs to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 Aces of Clubs are advanced Jacks of Clubs.
16 Both are experts in many forms of combat.
21 Melee specialties of the Jack of Clubs are expanded to mounted combat by Aces of Clubs.
26 Aces of Clubs are masters of the many weapon styles, and they can use any weapon they get their hands on exceptionally well.



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