Jack-of-all-Trades (3.5e Prestige Class)
From D&D Wiki
|img= |imgloc= |imgsize= |imgcaption= |rating_power= |raters_power= |rating_wording= |raters_wording= |rating_formatting= |raters_formatting= |rating_flavor= |raters_flavor= |status=playable? |editing= |type= Spontaneous Spellcasting, Separate Spellcasting |desc= Jack of all trades, but master of none. |len= 10 |minlvl=1 }}
Becoming a Jack-of-all-Trades
Jack of all trades, but master of none.
Minimum requirements: STR9,Dex13,INT13,WIS13,CON9,CHA13
Jack-of-all-trades are usually entertainers(actors,singers,storytellers...etc.). They may have chosen a career path at one point in their life (ie. apprenticed to a Mage, joined a religious group, or worked as a squire...etc) but never settled into the position for further advancement. Although they were quick to master early basic skills, their need for variety overwhelmed their need for advancement. The Jack-of-all-trades is more interested in what he/she can learn next as opposed to becoming a master of a chosen profession. Ideally, they latch onto groups of adventurers picking up knowledge from the more skilled members of the party to compensate for their lack of rigorous training. They make excellent adventuring companions and are always eager to learn. Their skills translate well into adventuring but are lacking when forced to choose a life of quite solitude. As such, Jack-of-all-trades are the epitome of the phrase "I'll stopping adventuring when I die".
|Skills:||At least one rank each in at least 8 skills.|
|Base Fortitude Save:||+4.|
|Base Reflex Save:||+4.|
|Base Will Save:||+4.|
|Saving Throws||Special||Spellcasting or Manifesting||Spells per Day|| Power
| Maximum Power|
|1st||+0||+2||+2||+2||Bonus magical feat||4||3||0||—||—||—||—||—||—||—||—||—||—|
|2nd||+1||+3||+3||+3||Bonus combat feat||5||4||2||—||—||—||—||—||—||—||—||—||—|
|3rd||+2||+3||+3||+3||Bonus miscellaneous feat||6||5||3||—||—||—||—||—||—||—||—||—||—|
|4th||+3||+4||+4||+4||Bonus magical feat, slippery mind||7||6||4||—||—||—||—||—||—||—||—||—||—|
|5th||+3||+4||+4||+4||Bonus combat feat||8||7||5||—||—||—||—||—||—||—||—||—||—|
|6th||+4||+5||+5||+5||Bonus miscellaneous feat||9||8||6||—||—||—||—||—||—||—||—||—||—|
|7th||+5||+5||+5||+5||Bonus magical feat||10||9||7||—||—||—||—||—||—||—||—||—||—|
|8th||+6||+6||+6||+6||Bonus combat feat||11||10||8||—||—||—||—||—||—||—||—||—||—|
|9th||+6||+6||+6||+6||Bonus miscellaneous feat||12||11||9||—||—||—||—||—||—||—||—||—||—|
|10th||+7||+7||+7||+7||Bonus magical feat, Bonus combat feat, Bonus miscellaneous feat||13||12||10||—||—||—||—||—||—||—||—||—||—|
Class Skills: At 1st level (12 + Int modifier)x 4, Higher levels (12 + Int modifier per level)
All of the following are class features of the jack-of-all-trades.
Weapon and Armor Proficiency: A Jack-of-all-trades is limited to all simple weapons and studded leather armor with no shield.
SKILLS: Jack-of-all-trades can take any skill from any class with no penalty.
Hit dice: d8
Jack-of-all-trades are limited to human and half-elf races.
Jack-of-all-trades use the Ranger base attack table.
Jack-of-all-trades use appropriate Savings Throw table as a Cleric of the same level.
Jack-of-all-trades are required to donate 10% of their income to a temple for their appropriate Deity or to a charitable organization if no temple is available within the city/town where the Jack-of-all-trades is currently residing. This donation assures the renewal of available spell slots in the future. Failure to make their donation will result in loss of spell slots as determined by the DM.
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 + the players intelligence modifier. 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 his allotment 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.
All spells from bard spell list.
Additionally: Jack-of-all-trades have the ability to read all cleric and magic-user scrolls. They have no class restrictions regarding staffs, rods, wands or rings. Magic weapon and armor usage is limited only by proficiency.
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.