Jack Of All Trades Class?


Pathfinder First Edition General Discussion

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Shadow Lodge

RadioActiveIt wrote:
EDIT: Any one know any good multi-classing options (sorry about the ones above but I just don't like a lot of the core prestigious classes)

Multiclassing was questionable under 3.5 and under Pathfinder it's arguably even worse. Generally the more classes you take the worse it gets. You are probably better off just picking one class and using feats to extend it.


0gre wrote:
RadioActiveIt wrote:
EDIT: Any one know any good multi-classing options (sorry about the ones above but I just don't like a lot of the core prestigious classes)
Multiclassing was questionable under 3.5 and under Pathfinder it's arguably even worse. Generally the more classes you take the worse it gets. You are probably better off just picking one class and using feats to extend it.

Yea from what I have seen the higher crap end just is great


This is A Psionic based class. If this is not something you are interested in, put up a list of specs, and I can make something else.

HD: d8
BAB: 3/4
Fort: Poor
Ref: Poor
Will: Good
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Escape Artist, Fly, Intimidate, Knowledge (Dungeoneering), Linguistics, Perception, Profession, Sense Motive, Slight of Hand, Stealth, Swim, Use Magic Device
Skill Points Per Level: 4 + Int mod.
Weapon and Armor Proficiency: All Simple, 4 melee of your choice, light and medium armor, and light shields.

level=Special=
1=Psionics, Bond (1)
2=Bonus Feat
3=
4=Bond (1)
5=
6=Bonus Feat
7=Bond (1)
8=
9=
10=Bond (1), Bonus Feat
11=Improved Bond
12=
13=Bond (1)
14=Bonus Feat
15=
16=Bond (1)
17=
18=Bonus Feat
19=Bond (1)
20=Capstone Ability

level=powers known=power points per day
1=3=6
2=4=8
3=4=11
4=5=13
5=6=16
6=6=18
7=7=21
8=8=23
9=8=26
10=9=28
11=10=31
12=10=33
13=11=36
14=12=38
15=12=41
16=13=43
17=14=46
18=14=48
19=15=51
20=16=53

Psinics (Su): You have learned to unleash the latent power of the mind. You gain the indicated powers known, and power points per day. You also gain bonus power points equal to your Int score times 1/2 your class level. The powers available are listed below. Once a power is chosen, it cannot be changed. You cannot spend more than 1/2 your class level +1 power points at one time on a given power. Power npoints are replenished after 8 hours of rest or meditation, though these hours need not be consecutive.

Psionic Powers:

Heal: Minimum level: 1; Save: none; Range: Touch;
Effect: You heal the target creature 1d6 points of damage per power point spent. You can only heal living creatures with this power.

Mind Blast: Minimum level: 1; Save: Will/half; Range: Close (25 ft +5 ft./2 levels);
Effect: You inflict 1d8 points of damage per power point spent to target creature with an Int score.

Imbue Weapon: Minimum level: 1; Requirement: Telekinesis; Save: none; Range: Touch;
Effect: You imbue a weapon in your possession with telekinetic energy. The weapon gains a +1 to hit and +1d4 points of damage for 1 minute, the bonus to hit and damage increases by an additional +1 per power point spent. These bonuses only apply while you are wielding the weapon.

Imbue Skill: Minimum level: 1; Save: None; Range: Touch;
Effect: You may add a +1 insight bonus per power point spent to a single skill. This effect lasts for 1 minute per class level. This can only be used on creatures with an Int score.

Telekinesis: Minimum level: 1; Range: Close (25 ft +5 ft./2 levels); Save: Will negates (object) or none;
Effect: Telekinesis can be used in one of 3 ways, Sustained Force, Maneuver, Violent Thrust:
Sustained Force: Moves an object weighing no more than 30 lb.s per point spent up to 20 ft. per round. A creature can negate the effect on an object in it's possession with a successful Will save.See the telekinesis spell for more details. This use has a duration of Concentration.
Combat Maneuver: Once per round you may use Telekinesis to attempt a bullrush, disarm, grapple (including pin), or trip. Resolve these attempts as normal using you int mod instead of str or dex, and gain a +1 bonus per point spent. There is no save vs. this use. This use has a duration of Concentration.
Violent Thrust: You can hurl one object or creature per point spent that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl a total weight of 30 lb.s per point spent. Points spent to increase the number of targets also count for the weight limit and vice versa. You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Objects and creatures that miss their target land in a square adjacent to the target. Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Precognition: Minimum level: 1; Range: Touch; Save: none;
Effect: You grant the target a +1 insight bonus to AC and Reflex Saves per point spent for 1 minute per level.

Air Walk: Minimum level: 2; Requirement: Telekinesis; Range: Touch; Save: none;
Effect: You gant the target Air Walk (as per the spell) for 1 minute per point spent.

Fly: Minimum level: 4; Requirement: Telekinesis, Air Walk; Range: Touch; Save: none;
Effect: You grant the target a fly speed (10 ft. per point spent), with average maneuverability. The maneuverability may be increased by spending 1 point per increase. The max fly speed provided by this power is 60 ft.

Staggered: Minimum level: 1; Requirement: Mind Blast; Range: Close (25 ft +5 ft./2 levels); Save: Will negates;
Effect: If the target fails their save, they are staggered for 1 round per point spent. This may be combined with Mind blast, but the target only gets one save for all relevant effects.

Dazed: Minimum level: 4; Requirement: Mind Blast, Staggered; Range: Close (25 ft +5 ft./2 levels); Save: Will negates;
Effect: If the target fails their save, they are dazed for 1 round per point spent. This may be combined with Mind blast, but the target only gets one save for all relevant effects.

Stunned: Minimum level: 8; Requirement: Mind Blast,Staggered, Dazed; Range: Close (25 ft +5 ft./2 levels); Save: Will negates;
Effect: If the target fails their save, they are stunned for 1 round per point spent. This may be combined with Mind blast, but the target only gets one save for all relevant effects.

Shaken: Minimum level: 1; Requirement: Mind Blast; Range: Close (25 ft +5 ft./2 levels); Save: Will negates;
Effect: If the target fails their save, they are shaken for 1 round per point spent. This may be combined with Mind blast, but the target only gets one save for all relevant effects.

Frightened: Minimum level: 4; Requirement: Mind Blast, Shaken; Range: Close (25 ft +5 ft./2 levels); Save: Will negates;
Effect: If the target fails their save, they are frightened for 1 round per point spent. This may be combined with Mind blast, but the target only gets one save for all relevant effects.

Panicked: Minimum level: 8; Requirement: Mind Blast, shaken, frightened; Range: Close (25 ft +5 ft./2 levels); Save: Will negates;
Effect: If the target fails their save, they are panicked for 1 round per point spent. This may be combined with Mind blast, but the target only gets one save for all relevant effects.

Fatigued: Minimum level: 1; Requirement: Mind Blast; Range: Close (25 ft +5 ft./2 levels); Save: Will negates;
Effect: If the target fails their save, they are Fatigued for 1 round per point spent. This may be combined with Mind blast, but the target only gets one save for all relevant effects.

Exhausted: Minimum level: 4; Requirement: Mind Blast, Fatigued; Range: Close (25 ft +5 ft./2 levels); Save: Will negates;
Effect: If the target fails their save, they are exhausted for 1 round per point spent. This may be combined with Mind blast, but the target only gets one save for all relevant effects.

Unconscious: Minimum level: 8; Requirement: Mind Blast, Fatigued, Exhausted; Range: Close (25 ft +5 ft./2 levels); Save: Will negates;
Effect: If the target fails their save, they are unconscious for 1 round per point spent. This may be combined with Mind blast, but the target only gets one save for all relevant effects.

Confuse: Minimum level: 1; Requirement: Mind Blast; Range: Close (25 ft +5 ft./2 levels); Save: Will negates;
Effect: If the target fails their save, they are confused for 1 round per point spent. This may be combined with Mind blast, but the target only gets one save for all relevant effects.

Charm: Minimum level: 4; Requirement: Mind Blast, Confuse, Range: Close (25 ft +5 ft./2 levels); Save: Will negates;
Effect: If the target fails their save, they are charmed for 1 minute per point spent. Normally this only affects humanoids, but by spending 1 additional point, it can affect any creature type.

Dominate: Minimum level: 8; Requirement: Mind Blast, Confused, Charm; Range: Close (25 ft +5 ft./2 levels); Save: Will negates;
Effect: If the target fails their save, they are Dominated for 1 minute per point spent. Normally this only affects humanoids, but by spending 1 additional point, it can affect any creature type.

Sickened: Minimum level: 1; Requirement: Mind Blast; Range: Close (25 ft +5 ft./2 levels); Save: Will negates;
Effect: If the target fails their save, they are sickened for 1 round per point spent. This may be combined with Mind blast, but the target only gets one save for all relevant effects.

Nauseated: Minimum level: 8; Requirement: Mind Blast, sickened; Range: Close (25 ft +5 ft./2 levels); Save: Will negates;
Effect: If the target fails their save, they are nauseated for 1 round per point spent. This may be combined with Mind blast, but the target only gets one save for all relevant effects.


Bond (Su): At first level you can form a bond with one willing creature. This bond functions only at Close (25 ft +5 ft./2 levels) range, takes a standard action to create, and costs 1 power point. If the target creature moves out of range the bond is suppressed until it is back. You may end a bond at any time as a free action and the bond lasts until you regain your power points. This bond grants two way telepathic communication and allows you to use touch range powers on the creature without needing to touch them. You can bond with one additional creature for every 3 levels beyond 1st.

Bonus Feats: You gain a bonus feat at 2nd level and every 4 levels there after. You must meet the prerequisites for this feat as normal.

Improved Bond(Su): The range of your bond is doubled (50 ft + 5 ft per level).

Capstone Ability: I can't think of one, I am open to ideas.


Kierato wrote:
This is A Psionic based class. If this is not something you are interested in, put up a list of specs, and I can make something else....

Good work, you post that on something like Pathfinder DB

But none the less.. I can see my self play that..

Let me give it a try...


Class Name: Wanderer (Heres to you Spore)

HD: d8

BAB: 3/4

Fort: Good
Ref: Poor
Will: Good

Class Skills: Profession, Ride, Sleight of Hand, Spellcraft, Stealth, Survival, Diplomacy, Disable Device, Disguise, Handle Animal, Intimidate, Acrobatics, Appraise, Bluff, Climb, Craft, Swim, and Use Magic Device

Skill Points Per Level: 6 + Int mod.

Weapon and Armor Proficiency: medium and light armor, all simple and martial weapons, shields (except tower shields)

level=Special=
1=Bonus Feat
2=Solo Tactics
3=
4=Jack-Of-All-Trades, The Art of Wandering
5=Bonus Feat
6=
7=
8=
9=Bonus Feat
10=
11=
12=
13=Bonus Feat
14=
15=
16=
17=Bonus Feat
18=
19=
20=Bonus Feat

1=
2=
3=
4=0
5=1
6=1
7=1-0
8=1-1
9=2-1
10=2-1-0
11=2-1-1
12=2-2-1
13=3-2-1-0
14=3-2-1-1
15=3-2-2-1
16=3-3-2-1
17=4-3-2-1
18=4-3-2-2
19=4-3-3-2sh
20=4-4-3-3
(encase I screwed up with that it look just like the rangers spells)

Bonus Feats: At 1st level and ever 4 levels after that, you gain a bonus feat. You still must meet the requirements to take the feat.

Solo Tactics: At 2nd level, all of the wanderer’s allies are treated as if they possessed the same teamwork feats as the wanderer for the purpose of determining whether the wander receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the wanderer to receive the listed bonus.

Jack-Of-All-Trades: At 4th level, the wanderer can use any skill, even if the skill normally requires him to be trained. At 10th level, the wanderer considers all skills to be class skills. At 13th level, the wanderer can take 10 on any skill check, even if it is not normally allowed.

The Art of Wandering: At 4th level, the wanderer gains the ability to cast spells. But she has the choice to pick whether they are arcane or divine.
If she selects divine: She pulls her spells from the cleric list and the modifying stat for her spells per day is Wisdom.
If she selects arcane: She pulls her spells from the wizard list and the modifying stat for her spells per day is Inelegance.

Well thats my shot at it. Anyone see any errors or all ready over powered things?

RPG Superstar 2015 Top 8

RadioActiveIt wrote:

Yea I like playing Ranger (always thought them to be Fighter/Druid/Rouges, but anyways)

Still... some of the skills are limited (a little disable device is never bad)

So the search still goes on..

I haven't read the entire thread so someone else may have suggested this already, but the Urban Ranger archetype is a ranger with disable device and the rouge traps ability.

Add a little 'Use Magic Device' via a trait, and you may well be set.

Of course, the ultimate jack of all trades is the 'Factotum' from the WOTC 3.5 book 'Dungeonscape'.

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