Jack of Clubs (3.5e Class)

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Jack of Clubs
Rating: Not rated
(Rate this class)
Status: Complete, and fully reconstructed
Editing: Constructive edits welcome

Jack of Clubs[edit]

Capable of using a longsword, a greatsword, or two shortswords each with great skill, a Jack of Clubs is a versatility master. Though they are limited to a specific are of versatility, they can function in that area as a whole sometimes even better than a normal fighter can function at all.

Making a Jack of Clubs[edit]

While a jack of clubs can be a great melee or ranged character, the fact that doing both equally well is difficult for them poses a problem. Though it would be possible to do something like having versatility in melee and having bow-using feats as well or having versatility in ranged weapons and being able to sword and board well, a jack of clubs cannot then master any of his kinds of weapons.

Abilities: A melee jack of clubs thrives on strength for attack and damage, followed closely by dexterity for AC and constitution for HP. A ranged jack of clubs usually has strength and dexterity about even, otherwise having slightly more dexterity than strength; Constitution is less important than for a melee jack of clubs, because a ranged jack of clubs is less affected by the d8 hit die.

Races: Humans relish the versatility this class grants. Orcs, half-orcs, and dwarves also appreciate the variety of ability this class offers. At the DM's option, this class may replace fighter as a Dwarf's favored class.

Alignment: Any, though usually lawful since the multitude of weaponry skills this class requires and benefits from usually requires a strict, dedicated mind.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: Moderate.

Table: The Jack of Clubs

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Bonus Feat, Fighting Style, Alternate Fighting Style 1/day
2nd +2 +3 +0 +0 Bonus Feat
3rd +3 +3 +1 +1 Alternate Fighting Style 2/day
4th +4 +4 +1 +1 Bonus Feat
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Alternate Fighting Style 3/day
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Bonus Feat
9th +9/+4 +6 +3 +3 Alternate Fighting Style 4/day
10th +10/+5 +7 +3 +3
11th +11/+6/+1 +7 +3 +3 Additional Fighting Style
12th +12/+7/+2 +8 +4 +4 Bonus Feat, Alternate Fighting Style 5/day
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5 Alternate Fighting Style 6/day
16th +16/+11/+6/+1 +10 +5 +5 Bonus Feat
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Alternate Fighting Style 7/day
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat, Alternate Fighting Style Mastery, Additional Fighting Style

4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str).

Class Features[edit]

A Jack of Clubs' most notable class feature is his Alternate Fighting Style ability, which grants him the majority of his versatility. The bonus feats provide the option of customization. All of the following are class features of the Jack of Clubs.

Weapon and Armor Proficiency: A jack pf clubs is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, a jack of clubs gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The jack of clubs gains an additional bonus feat at 2nd level and 4th and every four jack of clubs levels after 4th (8th, 12th, 16th, 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A jack of clubs must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A jack of clubs is not limited to the list of fighter bonus feats when choosing these feats.

For the purposes of feats, a jack of clubs treats his levels in jack of clubs as levels in fighter, qualifying him for feats like Weapon Specialization at the appropriate level.

Fighting Style (Ex): At first level, a jack of clubs selects to focus on three subcategories from the melee and ranged fighting styles, a decision which cannot be changed after it has been made and acted upon. The jack of clubs may, at the beginning of each day, select one of the sub-categories of the three fighting styles he decided upon. For melee, these are Sword and Shield, Two-Handed Weapons, and Two-Weapon Fighting. Ranged subcategories are Bows, Crossbows, and Thrown Weapons. After a jack of clubs takes an hour in the morning to train, he may select one of these subcategories to begin the day with. He may then later change this decision of subcategory using the Alternate Fighting Style class feature. A subcategory fighting style grants the benefits of cetain feats, as described below. The number of specific feats which the jack of clubs gains is determined by his level, also as described below for each subcategory. The benefits of feats are gained for the level the jack of clubs is at and all levels below. When a jack of clubs trades subcategory focus, he loses the benefit of any feats from the first category and gains the benefits of those in the new one.

NOTE: To gain the benefits of any feat that pertains to a specific weapon or weapon category, that weapon or a weapon from that category must be usable by the Jack of Clubs during his training.

The subcategories for melee grant the following feats at the specified levels.

Sword and Shield:
1st level: Improved Shield Bash
2nd level: Two-Weapon Fighting
3rd level: Combat Expertise
4th level: Weapon Focus (Melee weapon of choice when changing to or selecting this subcategory)
6th level: Weapon Specialization (Melee weapon of choice when changing to or selecting this subcategory)
8th level: Greater Weapon Focus (Melee weapon of choice when changing to or selecting this subcategory)
12th level: Greater Weapon Specialization (Melee weapon of choice when changing to or selecting this subcategory)

Two-Handed:
1st level: Weapon Focus (Melee weapon of choice when changing to or selecting this subcategory)
2nd level: Power Attack
3rd level: Cleave
4th level: Great Cleave
6th level: Weapon Specialization (Melee weapon of choice when changing to or selecting this subcategory)
8th level: Greater Weapon Focus (Melee weapon of choice when changing to or selecting this subcategory)
12th level: Greater Weapon Specialization (Melee weapon of choice when changing to or selecting this subcategory)

Two-Weapon:
1st level: Two-Weapon Fighting
2nd level: Weapon Focus (Melee weapon of choice when changing to or selecting this subcategory)
3rd level: Weapon Focus (Second melee weapon of choice) or Weapon Specialization (Melee weapon of choice when changing to or selecting this subcategory)
4th level: Combat Expertise
6th level: Weapon Specialization (Second melee weapon of choice) or Improved Two-Weapon Fighting
8th level: Improved Critical (Weapon of choice when changing to or selecting this subcategory)
12th level: Greater Two-Weapon Fighting

The subcategories for ranged grant the following feats at the specified levels.

Bows:
1st level: Point Blank Shot
2nd level: Precise Shot
3rd level: Far Shot
4th level: Rapid Shot
6th level: Manyshot
8th level: Improved Critical (Ranged weapon of choice when changing to or selecting this subcategory)
12th level: Improved Precise Shot

Crossbows:
1st level: Rapid Reload (Crossbow type of choice when changing to or selecting this subcategory)
2nd level: Precise Shot
3rd level: Far Shot
4th level: Rapid Shot or optionally if using a heavy crossbow Weapon Focus (Heavy Crossbow)
8th level: Manyshot or optionally if Rapid Shot was not selected Weapon Specialization (Heavy Crossbow)
8th level: Improved Critical (Ranged weapon of choice when changing to or selecting this subcategory)
12th level: Improved Precise Shot

Thrown Weapons:
1st level: Quick Draw
2nd level: Point Blank Shot
3rd level: Precise Shot
4th level: Far Shot
6th level: Rapid Shot
6th level: Manyshot
12th level: Improved Precise Shot

A jack of clubs may not use a feat gained from focusing on a particular fighting style as the prerequisite for any other feats.

Alternate Fighting Style (Ex): This ability allows a jack of clubs to switch out the fighting style he currently employs (and therefore the list of feats he gains the benefit of) as described in the Fighting Style ability. Changing fighting style is a full round action that provokes attack of opportunity.

At first level he may change fighting style only once per day. The number of times per day increases by one at 3rd level and every three levels thereafter (6th, 9th, 12th, 15th, 18th). At 20th level, the Jack of Clubs masters his ability to change fighting styles, and becomes capable of doing so at will.

Additional Fighting Style (Ex): At 11th level and 20th level, a jack of clubs adds one additional subcategory from either melee or ranged which he may focus on.

Epic Jack of Clubs[edit]

Table: The Epic Jack of Clubs

Hit Die: d10

Level Special
21st
22nd Bonus Feat
23rd
24th Bonus Feat
25th
26th Bonus Feat
27th
28th Bonus Feat
29th
30th Bonus Feat, Master of Fighting

4 + Int modifier skill points per level.

Master of Fighting (Ex): At 30th level, a jack of clubs adds the final subcategory from either melee or ranged to those which he may focus on.

Bonus Feats: The epic jack of clubs gains a bonus feat (selected from the list of epic jack of clubs bonus feats) every two levels after 20th.

Epic Jack of Clubs Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the jack of clubs may treat any feat designated as a Fighter Bonus Feat, but not listed here, as being on his or her bonus feat list.

Human Jack of Clubs Starting Package[edit]

Weapons: Longsword, Greatsword, and two Shortswords or Shortbow and 20 arrows, Light Crossbow and 20 bolts, and 5 Daggers.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Climb 4 Str -4
Craft (any) 4 Int
Handle Animal 4 Cha
Intimidate 4 Cha
Jump 4 Str -4
Listen 2 Wis
Ride 4 Dex -4
Spot 2 Wis
Swim 4 Str -8

Feat: Improved Initiative.

Bonus Feats: Combat Reflexes, Endurance.

Gear: Scale Mail armor, waterskin, whetstone, trail rations for 5 days.

Gold: 13 gp, 4 sp, 8 cp.

Campaign Information[edit]

Since Jacks of Clubs can effective act like or even replace a fighter, I don't see the need for this section for this specific class.



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