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Handyman (3.5e Prestige Class)


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Author: Luigifan18 (talk)
Date Created: June 6, 2015
Status: Playable
Editing: Clarity edits only please
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A class with an extreme focus on skills, and making the most out of them. They are, bar none, the top class at using skills. 12 3 Moderate Poor Poor Good Other Full


HandymanEdit

Can we build it? Yes, we can!
—Bob, Human Handyman, Bob the Builder

Handymen are, to put it simply, super-experts. They are the best of the best when it comes to skill use. They can perform at levels above and beyond anyone else, through a combination of extra effort and sheer competence.

Becoming a HandymanEdit

Handymen are able to go above and beyond the usual limits of other characters in terms of skill use. As such, this class is best for characters who need to use a lot of skills. Any character can eventually qualify, regardless of build or abilities, though classes that already get a lot of skill points, like rogues and bards, will qualify much sooner than classes that don't, like fighters and wizards. Having a high Intelligence score also helps a lot, and humans have a slight advantage over other races in this class due to their extra skill points.

Entry Requirements
Alignment: Any.
Base Attack Bonus: Any.
Race: None.
Skills: Must have a total of 64 skill points; what they are invested in does not matter.
Feats: At least two skill feats (Skill Focus, Alertness, etc.).
Spellcasting: None.
Patron: Any.
Domains: None.
Special: None.
Table: The Handyman

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Trapfinding, Track, Extra Skilled +1, Intense Training +1, Easy Proficiency
2nd +1 +0 +0 +2 Extra Skilled +2, Bonus Skill Feat
3rd +2 +1 +1 +3 Intense Training +2
4th +3 +1 +1 +3 Extra Skilled +3, Bonus Skill Feat
5th +3 +1 +1 +4 Skilled Reflexes
6th +4 +2 +2 +4 Extra Skilled +4, Intense Training +2, Bonus Skill Feat
7th +5 +2 +2 +5 Skilled Attributes
8th +6 +2 +2 +5 Extra Skilled +5, Bonus Skill Feat
9th +6 +3 +3 +6 Intense Training +3
10th +7 +3 +3 +6 Supremely Skilled, Bonus Skill Feat
11th +8 +3 +3 +7 Skilled With Feats
12th +9 +4 +4 +7 Extra Skilled +6, Intense Training +4, Bonus Skill Feat

Class Skills (10 + Int modifier per level.)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Pactcraft (), Perform (Cha), Pilot (), Profession (Wis), Program (), Psicraft (Int), Ride (Dex), Scent (), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Truespeak (Int), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Table: The Epic Handyman
Level Special
13th
14th Extra Skilled +7, Bonus Feat
15th Intense Training +5
16th Extra Skilled +8, Bonus Feat
17th
18th Extra Skilled +9, Intense Training +6, Bonus Feat
19th
20th Extra Skilled +10, Bonus Feat
21st Intense Training +7
22nd Extra Skilled +11, Bonus Feat

Class FeaturesEdit

All of the following are class features of the Handyman.

Trapfinding: Handymen can use the Search skill to locate traps when the task has a Difficulty Class higher than 20, just like a rogue.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

A handyman can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A handyman who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Track: A handyman gains Track as a bonus feat at 1st level.

Extra Skilled (Ex): A handyman's capacity with skills is unparalleled. A handyman has a competence bonus to all skills equal to half his class level (skipping level 10), plus 1.

  • Supremely Skilled (Ex): At level 10, instead of increasing the bonus, the handyman's competence bonus becomes an untyped bonus, allowing it to stack with anything.

Intense Training: A handyman's maximum number of ranks in a skill is increased by 1 relative to other characters. This is increased by 1 for every 3 levels (3rd, 6th, 9th, 12th). This stacks with the increase in maximum ranks from the Trainee feats (Excellent Trainee, Exceptional Trainee, and Epic Trainee). Just like the Trainee feats, this doesn't allow the Handyman to qualify for feats or prestige classes any sooner than he'd normally be allowed to, until his character level is at least 21.

Bonus Skill Feats: A handyman gets a Skill Focus feat, a skill-boosting feat (such as Alertness), or a Skill feat (such as Leap of the Heavens) as a bonus feat at every even-numbered level.

The epic handyman gains a bonus feat (selected from the list of epic handyman feats) every 2 levels after level 12. He may choose to gain a non-epic skill-boosting feat instead.

Skilled Reflexes: Starting from 5th level, the handyman may spend 5 skill points while leveling up to change his base Reflex save bonus from poor to good. This only needs to be done once and applies retroactively to all handyman class levels. This may only be done when gaining a level in handyman.

Skilled Attributes: Starting from 7th level, the handyman may spend 6 skill points while leveling up to increase one of his ability scores by 1. This is treated as a natural increase to the ability score from leveling up. This may only be done when gaining a level in handyman.

Skilled With Feats: Starting from 11th level, the handyman may spend 8 skill points while leveling up to gain a feat of his choice. He must meet that feat's prerequisites. This may only be done when gaining a level in handyman.

Epic Handyman Bonus Feat List: Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Epic Reputation, Epic Skill Focus, Epic Trainee, Forge Epic Ring, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Scribe Epic Scroll

Campaign InformationEdit

Playing a HandymanEdit

Combat: The handyman is the ultimate skillmonkey. You'd be hard-pressed to find anyone more capable of feinting, intimidating, concentrating, tumbling, balancing, or anything else involving skill use. Of course, what a given handyman is actually good at depends largely upon their class choices other than handyman — after all, it's not like a fighter has much use for Spellcraft, or a wizard for Balance. That said, the handyman class is super-specialized for skill use, at the expense of everything else. A handyman will need the assistance of others for situations where no skill check seems to help, and besides, devoting all of your class levels to handyman is kind of silly.

Advancement: As previously mentioned, the handyman class is super-specialized to be highly capable of using skills. The best multiclass options are those where the handyman's hyper-competence at skill use can yield the most practical results.


Handymen in the WorldEdit

<-Some quote from a character of this class->

Handymen are just like experts, but better. The blacksmith who makes weapons thought to be beyond the ability of mortals to create, the sailor who can navigate even the stormiest ocean, the actor whose performances are the stuff of legend — all are likely to be handymen.

NPC Reactions: Handymen don't really stand out from anyone else until they pull off something thought to be impossible, like climbing a wall of force or swimming right through a whirlpool as though it wasn't there. As such, NPCs treat handymen similar to members of other "mundane" classes, like fighter, warrior, or expert.



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