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Jack-of-all-Trades (3.5e Prestige Class)

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Jack-of-all-Trades
Rating: Not rated
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Status: playable?
Editing: Constructive edits welcome

Jack-of-all-Trades[edit]

Becoming a Jack-of-all-Trades[edit]

Jack of all trades, but master of none.

Entry Requirements
Skills: At least one rank each in at least 8 skills.
Base Fortitude Save: +4.
Base Reflex Save: +4.
Base Will Save: +4.

Table: The Jack-of-all-Trades

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +2 +2 Bonus magical feat 2 1
2nd +1 +3 +3 +3 Bonus combat feat 4 2
3rd +2 +3 +3 +3 Bonus miscellaneous feat 6 3
4th +3 +4 +4 +4 Bonus magical feat, slippery mind 8 4
5th +3 +4 +4 +4 Bonus combat feat 10 5
6th +4 +5 +5 +5 Bonus miscellaneous feat 12 6
7th +5 +5 +5 +5 Bonus magical feat 14 7
8th +6 +6 +6 +6 Bonus combat feat 16 8
9th +6 +6 +6 +6 Bonus miscellaneous feat 18 9
10th +7 +7 +7 +7 Bonus magical feat, Bonus combat feat, Bonus miscellaneous feat 20 10

Class Skills (16 + Int modifier per level)
The jack-of-all-trades has no class skills. All skills are cross-class for the jack-of-all-trades.


Class Features[edit]

All of the following are class features of the jack-of-all-trades.

Weapon and Armor Proficiency: A jack-of-all-trades does not gain additional proficiencies.

Spells: A jack-of-all-trades casts spells, which are drawn from the jack-of-all-trades spell list (see below). The jack-of-all-trades may choose when casting whether to cast the spell as arcane or divine. In either case, no arcane spell failure occurs.

The jack-of-all-trades has no ability minimum to cast their spells. The Difficulty Class for a saving throw against a jack-of-all-trades’ spell is 10 + the spell level + the jack-of-all-trades’ caster level. A jack-of-all-trades gains no bonus spells for high abilities.

Like other spellcasters, a jack-of-all-trades can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above.

The jack-of-all-trades’ selection of spells is slightly limited. A jack-of-all-trades begins play knowing 3 0th-level spells and 3 1st level spells of your choice. At most new jack-of-all-trades levels, he gains one or more new spells, as indicated on the table above.

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

Table: Jack-of-all-Trades Spells Known, below, details how many spells you can learn at each level. Choose your spells from the following list:

Jack-of-all-trades Spell List:

Jack-of-all-trades choose their spells from the following list.

All spells from the cleric spell list.

All spells from the druid spell list.

All spells from the sorcerer spell list.

Table: Jack-of-all-Trades Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 3
2nd 6 6
3rd 9 9
4th 12 12
5th 15 15
6th 19 19
7th 23 23
8th 27 27
9th 31 31
10th 35 35

Bonus Magical Feat: At first level, at 4th level, at 7th level, and at 10th level, the jack-of-all-trades gains a feat from the wizard list. Normal prerequisite requirements apply.

Bonus Combat Feat: At 2nd level, at 5th level, at 8th level, and at 10th level, the jack-of-all-trades gains a feat from the fighter list. Normal prerequisite requirements apply.

Bonus Miscellaneous Feat: At 3rd level, at 6th level, at 9th level, and at 10th level, the jack-of-all-trades gains a feat which is from neither the wizard list nor the fighter list. Normal prerequisite requirements apply.

Slippery Mind (Ex): At fourth level, the jack-of-all-trades gains slippery mind as the rogue special ability.




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