I made a few new base classes for a campaign I'm working on and thought I throw them up here for evaluation.
Here's the first one, the jack of all trades. I wanted this class to cover the kind of wandering skilled adventurer type, with broad range skill-monger being the focus.
Link goes to my PDF post (This is how I'm gonna do "final version PDFs" from now on. That way, users can always find the most up to date and finalized version of a class's PDF and not have dead links when I clean up my Google Drive.http://www.crafty-games.com/forum/index.php?topic=6677.msg118698#msg118698JACK OF ALL TRADES (BASE)
Never settling down in one place for long, a number of skills for a wide variety of situations, and the ability to work well with others describes a great number of adventurers. But the Jack of All Trades takes these traits to extremes – consumed with a wanderlust to see what’s over the horizon, a breadth of skills for almost any task, and the ability to help others consistently with those skills is the hallmark of these versatile individuals.
Depending on your campaign, a Jack of All Trades could be...
• An itinerant worker, highly skilled but content to go to where the work is and his help is needed.
• A travelling scholar, seeking new discoveries and experiences for his next book.
• A trader of goods from far off lands, picked up in his travels and peddled to others from the back of his rickety wagon.
• A student of the world, seeking knowledge from others by trading skilled labor rather than by sitting home and reading about the world in dusty old books.
• A man with no name, arriving in town to deal with the local bully and then just as quickly moving on. Party Role:
Wildcard. You’re literally a backup for everyone, and dabble in a bit of everything. Your high BAB means that despite your lack of extra combat abilities you’re even a passable warrior in addition to your skill heavy repertoire. CLASS FEATURESFavored Attributes:
Intelligence, Wisdom, DexterityClass Skills:
Athletics, Blend, Bluff, Crafting, Haggle, Investigate, Notice, Prestidigitation, Resolve, Ride, Sense Motive, SurvivalSkill Points:
8 + Int mod per LevelVitality:
6 + Con mod per LevelStarting Proficiencies:
You have a knack for getting by and moving on, no matter the environment or situation. You gain +4 to Survival checks and the overland travel speed of your party increase by 2 mph.CLASS ABILITIES
Living Up To The Name: At Level 1, you gain the Well-Rounded feat. Also, you gain 1 additional skill point at this level and for each Class Level thereafter.Living Up To The Name:
At Level 1, you gain the Well-Rounded feat. Also, you gain 1 additional skill point at this level and for each Class Level thereafter. Finally, each even Class Level in this class increases your Casting Level by 1.Aptitude And Knowledge:
At Levels 2, 11, and 19, you gain an additional Interest. Also, choose one skill from the following list: Athletics, Blend, Bluff, Crafting, Haggle, Investigate, Notice, Prestidigitation, Resolve, Ride, Sense Motive, or Survival. Your maximum rank in the chosen skill increases to your Career Level + 6. Only the highest bonus to maximum rank, including any enlightened skill bonuses from Origin or elsewhere, may apply to each skill.Wandering Soul:
At levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you may either gain a Terrain feat or take a step upon one of the following Paths: Beasts, Good, Metal, Nature, Travel, or Wilderness.Cross-Training:
You pick up the tricks of others to augment your own abilities. At Levels 4, 8, 12, 16, and 20, you may choose 1 of the following Base Class abilities. You may choose most abilities only once but when 2 or more grades follow an ability name you may take it multiple times, gaining 1 grade each time it’s taken.• Assassin: Hand of death; cold read 1/session; quick on your feet 1/session; unspoken name +1
• Burglar: Very, very sneaky; evasion I; bonus feat; uncanny dodge I
• Captain: Right-hand man; master and commander I; battleplanning I; take command +1
• Courtier: With a word; gifts and favors I; obligations; Eloquence
• Explorer: Tomb raider; bookworm I (1/2 time); bonus feat; uncanny dodge I
• Keeper: Man of reason; trade secrets (1 skill); bright idea 1/session; bonus feat
• Lancer: Born in the saddle; mettle I; bonus feat; bred for war
• Mage: Subtle and quick to anger; arcane might; bonus feat
• Priest: Acolyte; signs & portents I; path of the devoted (1 Step); bonus feat
• Scout: Stalker; rough living +2; bonus feat; sneak attack +1d6
• Soldier: Fight on ×2; fortunes of war I; armor use I
Spell points are not granted, limiting a cross-trained character without additional spellcasting ability to Level 0 spells. Neither is Alignment, effectively rendering acolyte and devoted useless to anyone without an Alignment from another character option.
You may not choose an ability you already have, and if you later gain an ability you’ve chosen here you do not gain it a second time; instead, you make a new cross-training choice to replace the former one.
When a cross-trained ability uses Class or Caster Level to determine its effect, it is considered to be 4.
If the GM excludes a Base Class from play, then you lose access to its cross-training abilities; likewise, if the GM approves additional Base Classes, new options become available.Traveler’s Tricks:
At Levels 6, 9, 12, 15, and 18, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.
• Always Ready:
You may always act during surprise rounds.
• Do Just as I do:
When helping in a cooperative check, a single adjacent ally or teammate who is also a helper may share your result. The character must remain within 10 ft. of you to retain this benefit.
Choose one: Athletics, Blend, Bluff, Crafting, Haggle, Investigate, Notice, Prestidigitation, Resolve, Ride, Sense Motive, or Survival. You may always take 10 with this skill. Also, taking 10 with this skill doesn’t take twice as long and taking 20 takes only 10 times as long.
• Follow My Lead:
When leading a cooperative check for a skill that you possess at least 5 ranks in, then all your helpers are considered trained in the skill also.
• Improvised Toolbox:
Choose 1 kit (see Fantasy Craft, page 159)
. You’re always considered to have this kit when making an associated skill check.
• Inner Reserves:
Once per Adventure, before you roll, you may substitute your Class Level for either your Base Attack Bonus, Base Fortitude Bonus, Base Will Bonus, Base Reflex Bonus, or Base Initiative Bonus.
Once per Adventure, you can make a single skill check as if you had a number of ranks in a skill equal to your Class Level. You must possess a least one rank naturally in the skill to use this ability.
• Keen Senses:
Your visual, hearing, and scent range increments increase by 20 ft.
• Rough Riding:
Your vehicle or mount ignores Speed penalties from terrain (see Fantasy Craft, page 371)
Your lowest attribute score rises by 1.Multi-talented I:
At Level 10, you may benefit from two appropriate synergy bonuses for a single check.Multi-talented II:
At Level 20, you may benefit from three appropriate synergy bonuses for a single check.
Wait, I Just Remembered!: At level 14, once per session, you may gain any one study, language, proficiency, or trick as a free action. This ability lasts for the remainder of the session.Wait, I Just Remembered!:
At level 14, as a free action, you may gain any one study, language, skill focus, proficiency, or trick until the end of the adventure. You may use this ability a number of times per adventure equal to your Intelligence modifier (min. 1).