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View Full Version : D&D 3.x Class The Jack (Of All Trades) (3.5)



CKirk
2014-09-24, 01:59 PM
I've been looking back over the Homebrew archives, and I've seen so many good classes that I want to try out, but given the infrequency of new campaigns, I'll never be able to try them all. As a solution to this, I came up with the Jack, a class that gets access to so many different options, it's quite crazy (Also MAD, but the capstone can help with that). I'm not exactly done with writing all the Foci, but they aren't that hard to do, and I'll be adding them as I write them. I intend to have a focus for every SRD base class, and as many Homebrew ones as I can.

The Jack

Creating a Jack
A Jack is not quite a mage, and not quite a fighter. Jacks dabble in everything, and while not as good in a fight as the fighter, not as capable with magic as the wizard, and not as mentally strong as the Psion, can do a little of each.

Abilities: A Jack has use for every ability. Because they do everything, they, logically, need everything to do it with. The most powerful Jacks can find ways to consolidate the abilities they need, however, to only one or two scores.

Races: Jacks come from every species, though the Jack-of-all-Trades nature of Humans make them the most common source of the class.

Alignment: Jacks can be of any alignment, though they have a leaning towards Chaotic given the varied nature of their capabilities.

Class Skills: The Jack's class skills (And the key ability for each skill) are Bluff (Cha), Concentration (Con), Knowledge (All Skills, Taken Separately) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Psicraft (Int), Spellcraft (Int), Spot (Wis), Truespeak (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at each Level: (4 + Int modifier)

Hit Die: d6

The Jack


Level
BAB
Fortitude
Reflex
Will
Special


1
+0
+0
+0
+0
Focus (2), Flex Ranks, Refocus (Full)


2
+1
+0
+0
+0



3
+1
+1
+1
+1
Focus (3)


4
+2
+1
+1
+1



5
+2
+1
+1
+1
Refocus (Standard), Focus (4)


6
+3
+2
+2
+2



7
+3
+2
+2
+2
Focus (5)


8
+4
+2
+2
+2



9
+4
+3
+3
+3
Focus (6)


10
+5
+3
+3
+3
Refocus (Move)


11
+5
+3
+3
+3
Focus (7)


12
+6/+1
+4
+4
+4



13
+6/+1
+4
+4
+4
Focus (8)


14
+7/+2
+4
+4
+4



15
+7/+2
+5
+5
+5
Refocus (Swift), Focus (9)


16
+8/+3
+5
+5
+5



17
+8/+3
+5
+5
+5
Focus (10)


18
+9/+4
+6
+6
+6



19
+9/+4
+6
+6
+6
Focus (11)


20
+10/+5
+6
+6
+6
Refocus (Immediate), Focus Mastery



Class Features:
Weapon and Armour Proficiencies: A Jack is proficient with light armor and shields. A Jack is proficient with all simple weapons.

Focus: At first level, a Jack gains two Foci, chosen from the list below. At 3rd level and every odd level thereafter, the Jack gains another Focus, or gains Focus Specialization as a Bonus Feat, if they do not qualify for any Foci. A Jack's Faker Level, which is used to determine the abilities of their Foci, is equal to one half of his or her class level, rounded up. Your Faker Level can not exceed 2/3rds of your Class Level, even with Focus Specialization, unless you have Improved Fakery, in which case your Faker Level cannot exceed 3/4ths of your Class Level.

Refocus: A Jack can have one Focus active at any time. Once per turn, as a full-round action, a Jack may switch which Focus they are using. At 5th level, switching Foci is a Standard Action. At 10th Level, it becomes a Move Action. At 15th Level it is a Swift action, and finally, at 20th Level, it becomes an Immediate Action. A Jack cannot switch Focus as an Immediate Action more than twice per encounter. If a Jack has an ability from a Focus, they qualify for feats and prestige classes as if they had that ability, but only gain the benefits of that feat or prestige class while in that focus (BAB, Save Bonuses, and Hit Points from levels in the prestige class apply whether or not they are in Focus.). If the Jack creates a lasting magical effect (Including Stances from Tome of Battle), those effects are nullified if the Focus they used to generate those effects is not active. The duration still elapses, and if the Jack Refocuses to that Focus again, the effect re-asserts itself.

Flex Ranks: Each Focus a Jack has grants them Flex Ranks, which function as Skill Ranks, but can only be used on that Focus' Skills. A Jack can have no more than (Faker Level + 3) Flex Ranks in any skill. A Jack selects where their Flex Ranks are assigned as a five minute ritual that is personal to each Jack. If a Jack has other class features that need Preparation (Such as Memorizing Spells), they may assign their Flex Ranks as part of that act.

Focus Mastery: At 20th Level, and every 10 levels thereafter, the Jack gains one option from the following list.
Improved Fakery: The Jack's Faker Level is equal to 2/3rds his Class Level, rounded up, instead of 1/2 his class level.

Ability Consolidation: The Jack selects one Mental ability score (Int, Wis, or Cha), and one Physical ability score (Str, Dex, and Con). All class features they have that use a Mental ability score now use the selected Mental score, and all class features they have that use a Physical ability score use the selected Physical score.

Improved Ability Consolidation: The Jack selects one ability score. All class features they have that use an ability score now use that ability score. A Jack may only select this option if they already have Ability Consolidation.

Rapid Refocus: The Jack can now Refocus as a Free Action, even if it is not their turn. They can use this ability in response to another character's action.

Supreme Specialization: The Jack gains Focus Specialization as a Bonus Feat twice.

Split Focus: The Jack can have two active Foci at a time instead of one. Use the higher of the two BABs and Save bonuses for the two Foci. All other changes from both Foci apply, including hit point changes and Flex Ranks.


Core Foci
Barbarian: A Jack that has the Barbarian as their active Focus gains 3 hit points per Faker Level, and have their BAB progression from Jack Levels treated as full BAB Progression. They treat their Fortitude Save Progression from Jack Levels as a Good Save. They gain Fast Movement, as the Barbarian class feature, and gain the ability to Rage, as a Barbarian with class levels equal to their Faker Level. They also gain a number of Flex Ranks equal to (4 + Int Modifier) x (Faker Level+3), which can be used on any Barbarian Class Skills, and Proficiency with Martial Weapons and Medium Armor. A Jack cannot take this Focus if he is Lawful

Bard: A Jack that has the Bard as their active Focus has their BAB Progression from Jacxk Levels treated as 3/4ths BAB Progression. They treat their Reflex and Will Save Progression from Jack Levels as Good Saves. They gain Bardic Music and Bardic Lore, as a Bard with class levels equal to their Faker Level, and gain the ability to cast spells as if they were a Bard with class levels equal to their Faker Level. They also gain a number of Flex Ranks equal to (6 + Int Modifier) x (Faker Level+3), which can be used on any Bard Class Skills, and Proficiency with Longswords, Rapiers, Saps, Short Swords, Shortbows, and Whips. A Jack cannot take this Focus if he is Lawful

Cleric: A Jack that has the Cleric as their active Focus gains 1 hit point per Faker Level, and have their BAB Progression from Jack Levels treated as 3/4ths BAB Progression. They treat their Fortitude and Will Save Progression from Jack Levels as Good Saves. They gain the ability to Turn Undead as a cleric with class levels equal to their Faker Level. They gain the ability to cast spells as if they were a Cleric with class levels equal to their Faker Level. Note that they do not gain access to any Domains. They also gain a number of Flex Ranks equal to (2 + Int Modifier) x (Faker Level+3), which can be used on any Cleric Class Skills, and Proficiency with all armor.

Druid: A Jack that has the Druid as their active Focus gains 1 hit point per Faker Level, and have their BAB Progression from Jack Levels treated as 3/4ths BAB Progression. They treat their Fortitude and Will Save Progression from Jack Levels as Good Saves. They gain the ability to Wild Shape as a Druid with class levels equal to their Faker Level. The gain the ability to cast spells as if they were a Druid with class levels equal to their Faker Level. They also gain a number of Flex Ranks equal to (4 + Int Modifier) x (Faker Level+3), which can be used on any Druid Class Skills, and Proficiency with all natural attacks. A Jack cannot take this Focus if he is not Neutral, and cannot activate this focus if he wears metal armor.

Fighter: A Jack that has the Fighter as their active Focus gains 2 hit points per Faker Level, and have their BAB Progression from Jack Levels treated as Full BAB Progression. They treat their Fortitude Save Progression from Jack Levels as a Good Save. They gain Bonus Feats from the list of Fighter Bonus Feats equal to 1/2 their Faker Level, +1. They must still meet the prerequisites for these feats, though they may use their abilities while in this focus to qualify for them, as they can any feat they gain. They may treat their Faker Level as their Fighter Level for purposes of Prerequisites. They gain a number of Flex Ranks equal to (2 + Int Modifier) x (Faker Level+3), which can be used on any Fighter Class Skills, and Proficiency with all Martial Weapons and all Armor.

Monk: A Jack that has the Monk as their active Focus gains 1 hit point per Faker Level, and have their BAB Progression from Jack Levels treated as Full BAB Progression. They treat all Save Progression from Jack Levels as Good Saves. They gain Ki Strike, Improved Unarmed Strike Damage, Fast Movement, Flurry of Blows, and an AC Bonus as a Monk with class levels equal to their Faker Level. They gain a number of Flex Ranks equal to (4 + Int Modifier) x (Faker Level+3), which can be used on any Monk Class Skills, and Proficiency with all Monk Special Weapons. A Jack cannot take this Focus if he is not Lawful.

Paladin: A Jack that has the Paladin as their active Focus gains 2 hit points per Faker Level, and have their BAB Progression from Jack Levels treated as Full BAB Progression. They treat their Fortitude Save Progression from Jack Levels as a Good Save. They gain Detect Evil, Smite Evil, Lay on Hands, Divine Grace, and Divine Health as a Paladin with class levels equal to their Faker Level. They gain the ability to cast spells as a Paladin with class levels equal to their Faker Level. They gain a number of Flex Ranks equal to (2 + Int Modifier) x (Faker Level+3), which can be used on any Paladin Class Skill, and Proficiency with all Martial Weapons and all Armor. A Jack cannot take this Focus if they are not Lawful Good.

Ranger: A Jack that has the Ranger as their active Focus gains 1 hit point per Faker Level, and have their BAB Progression from Jack Levels treated as Full BAB Progression. They treat their Fortitude and Reflex Save Progression from Jack Levels as Good Saves. They gain Favored Enemy and Combat Style as a Ranger with class levels equal to their Faker Level. They gain the ability to cast spells as a Ranger with class levels equal to their Faker Level. They gain a number of Flex Ranks equal to (6 + Int Modifier) x (Faker Level+3), which can be used on any Ranger Class Skills, and Proficiency with all Martial Weapons.

Rogue: A Jack that has the Rogue as their active Focus has their BAB Progression from Jack Levels treated as 3/4ths BAB Progression. They treat their Reflex Save Progression from Jack Levels as Good Save. They gain Sneak Attack, Special Abilities, Trapsense, Trapfinding, and Evasion as a Rogue with class levels equal to their Faker Level. They gain a number of Flex Ranks equal to (8 + Int Modifier) x (Faker Level+3), which can be used on any Rogue Class Skills, and Proficiency with the hand crossbow, rapier, sap, shortbow, and short sword.

Sorcerer: A Jack that has the Sorcerer as their active Focus looses 1 hit point per Faker Level (To a minimum of 1 Hitpoint per Hit Die), and treats their Will Save Progression from Jack Levels as a Good Save. They gain the ability to cast spells as a Sorcerer with class levels equal to their Faker Level. They must designate which spells they know when they take this focus, and advance their spells known as a Sorcerer of their Faker Level would. They gain a number of Flex Ranks equal to (2 + Int Modifier) x (Faker Level+3), which can be used on any Sorcerer Class Skills.

Wizard: A Jack that has the Wizard as their active Focus looses 1 hit point per Faker Level (To a minimum of 1 Hitpoint per Hit Die), and treats their Will Save Progression from Jack Levels as a Good Save. They gain the ability to cast spells as a Wizard with class levels equal to their Faker Level. They gain a Spellbook when they take this Focus, and advance it in the same way a Wizard would. They gain a number of Flex Ranks equal to (2 + Int Modifier) x (Faker Level+3), which can be used on any Wizard Class Skills.


Expanded Psionics Handbook Foci

Psion: A Jack that has the Psion as their active Focus looses 1 hit point per Faker Level (To a minimum of 1 Hitpoint per Hit Die), and treats their Will Save Progression from Jack Levels as a Good Save. They gain the ability to manifest Powers as a Psion with class levels equal to their Faker Level, including Power Points per day. They must designate which Powers they know when they take this focus, and advance their Powers known as a Psion of their Faker Level would. They gain a number of Flex Ranks equal to (2 + Int Modifier) x (Faker Level+3), which can be used on any Psion Class Skills, including the class skills of the type of Psion they choose to match the specialty of. When a Jack takes this focus, they must select one of the Psionic Disciplines to specialize in, and can learn powers from that discipline as if they were a Psion specializing in that discipline. A Jack may select this Focus multiple times, each time selecting a different Psionic Discipline to specialize in. A Jack must keep their Powers Known separate between each of their Psionic Foci. Similarly, their Power Point reserves from each Focus is separate, unless they are using their Split Focus class feature.

Psychic Warrior: A Jack that has the Psychic Warrior as their active Focus gains 1 hit point per Faker Level, and treats their Fortitude Save Progression from Jack Levels as a Good Save. They gain the ability to manifest Powers as a Psychic Warrior with class levels equal to their Faker Level, including Power Points per day. They must designate which Powers they know when they take this focus, and advance their Powers known as a Psychic Warrior of their Faker Level would. They gain bonus feats from the list of Fighter Bonus Feats or Psychic Feats equal to one third of their Faker Level plus one. They must still meet the prerequisites for these feats, though they may use their abilities while in this focus to qualify for them, as they can any feat they gain. They gain a number of Flex Ranks equal to (2 + Int Modifier) x (Faker Level+3), which can be used on any Psychic Warrior Class Skills. They are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). A Jack must keep their Powers Known separate between each of their Psionic Foci. Similarly, their Power Point reserves from each Focus is separate, unless they are using their Split Focus class feature.

Wilder: A Jack that has the Wilder as their active Focus looses 1 hit point per Faker Level (To a minimum of 1 Hitpoint per Hit Die), and treats their Will Save Progression from Jack Levels as a Good Save. They gain the ability to manifest Powers as a Wilder with class levels equal to their Faker Level, including Power Points per day. They also gain the Wild Surge, Surging Euphoria, Volatile Mind, and Psychic Enervation class features as if they had Wilder Levels equal to their Faker Level. They must designate which Powers they know when they take this focus, and advance their Powers known as a Wilder of their Faker Level would. They gain a number of Flex Ranks equal to (4 + Int Modifier) x (Faker Level+3), which can be used on any Wilder Class Skills. A Jack must keep their Powers Known separate between each of their Psionic Foci. Similarly, their Power Point reserves from each Focus is separate, unless they are using their Split Focus class feature.

Soulknife: A Jack that has the Soulknife as their active Focus gains 2 hit points per Faker Level, treats their Reflex and Will Save Progression from Jack Levels as Good Saves, and have their BAB Progression from Jack Levels treated as 3/4ths BAB Progression. They gain the Mind Blade class feature, and all related class features, including Weapon Focus (Mind Blade) and Psychic Strike, as a Soulknife with class levels equal to their Faker Level. They gain a number of Flex Ranks equal to (4 + Int Modifier) x (Faker Level+3), which can be used on any Soulknife Class Skills. They are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

CKirk
2014-09-24, 02:00 PM
Reserved for Homebrew Foci and Feats

Jack Feats
Focus Specialization
You are particularly adept at mimicking a specific class.

Prerequisites: Refocus class feature
Benefit: Select one Focus you have. Your Faker Level for the purpose of that Focus is increased by one.
Special: You can take this feat multiple times. Each time you take it, you may select the same or different Foci. Its effects stack.

Focused Familiar
You have a familiar, as a Wizard, or perhaps a Sorcerer, would, despite only being one some of the time.

Prerequisites: Refocus class feature, Wizard Focus or Sorcerer Focus
Benefit: You gain a familiar, with your effective Wizard level for this purpose being equal to your Faker Level. If you have both the Wizard and Sorcerer Focus, your effective Wizard Level is instead equal to your class levels.