Crackerjack (3.5e Class)

Crackerjack
A PC version of the expert class.

Making a Crackerjack
Alignment: Any.

Class Features
All of the following are class features of the crackerjack.

Weapon and Armor Proficiency: A crackerjack is proficient with all simple weapons, but not proficient with any type of armor or shield.

The crackerjack gains an additional bonus feat at 2nd level and every crackerjack level thereafter. A crackerjack 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

 : At 1st level, a crackerjack may select one skill. The crackerjack gains a competence bonus on all checks using that skill, equal to his class level.

 : At 2nd level, a crackerjack can enter a state of enhanced attention a certain number of times per day. In this state, a crackerjack temporarily gains a +2 insight bonus to all skill checks and may take 10 with his favored skill even if stress and distractions would normally prevent him from doing so.

This state does not limit the crackerjack's activities. A state of contemplation lasts for a number of rounds equal to 3 + the crackerjack’s Intelligence modifier. A crackerjack may prematurely end his contemplation. At the end of the contemplation, the crackerjack loses the contemplation modifiers.

A crackerjack enter a state of contemplation only once per encounter. At 2nd level he can use his contemplation ability once per day. At 4th level and every two levels thereafter, he can use it one additional time per day. Entering a state of contemplation takes no time itself, but a crackerjack can do it only during his action, not in response to someone else’s action.



Artificer: Choose one spellcasting class. The crackerjack gains the spells known of a caster of that class of the crackerjack’s level, gains a casting level equal to the crackerjack’s level, and treats the classes spell list as a crackerjack spell list. The crackerjack does not gain spellcasting ability, but does gain spells per day as the chosen class for purposes of magic item creation. If the class chosen casts divine spells, all alignment and behavior restrictions apply, although the only class feature lost from non-compliance is this one.

Lore : This ability functions as the bard ability bardic knowledge, but using the characters crackerjack levels in place of her bard levels. If the character has both lore and bardic knowledge, the levels stack.

Minor Magic: Choose one spellcasting class. The crackerjack casts spells from that class’s spell list. These spells are divine if the chosen class casts divine spells, or arcane if the chosen class casts arcane spells. He can cast such a spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, he must have at least one ability score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level.

Like other spellcasters, he can cast only a certain number of spells of each spell level per day. He has spells per day as a ranger of the same level. He receives no bonus spells per day for any high ability score.

The crackerjack’s selection of spells is extremely limited. He knows one 0-level spell per level, one 1st-level spell per three levels, one 2nd level spell per five levels, one 3rd level spell per seven levels, and one 4th level spell per five levels. (Like spells per day, the number of spells he knows is not affected by his ability scores.) These new spells can be common spells chosen from the chosen class’s spell list, or they can be unusual spells that the crackerjack has gained some understanding of by study. The crackerjack can’t use this method of spell acquisition to learn spells at a faster rate, however.

Unlike a wizard or a cleric, the crackerjack need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Pet : The crackerjack gains an pet selected from the following list: badger, bat, camel, cat, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), lizard, owl, pony, rat, raven, snake (Tiny, Small or Medium viper), toad, weasel, or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the crackerjack’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the crackerjack on his adventures as appropriate for its kind.

This ability otherwise functions like the druid ability called animal companion, except that the crackerjack’s effective druid level is one-half his crackerjack level and the crackerjack may not select from alternative lists of pets.

Trap Expert: The crackerjack has Trapfinder and Trap Sense as a rogue of the same level.

Walking Distraction: Once per day, the crackerjack can cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the crackerjack, and able to pay attention to him. The crackerjack must also be able to see the creature. The distraction of a nearby combat or other danger prevents the ability from working.

To use the ability, the crackerjack makes a Bluff, Diplomacy, Intimidate, or Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the crackerjack cannot attempt to distract that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the crackerjack, taking no other actions, for as long as the crackerjack continues to concentrate (up to a maximum of 1 round per crackerjack level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the crackerjack to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Walking distraction is an enchantment (compulsion), mind-affecting ability.

Weapon Knack: The crackerjack treats his class levels in crackerjack as class levels in fighter for purposes of feat prerequisites only.

Feat: A crackerjack may gain a bonus feat in place of a special ability.

 : At 5th level, the crackerjack becomes so certain in the use of his favored skill that he can use it reliably even under adverse conditions, even when not in a state of contemplation. When making a skill check with this skill, he may take 10 even if stress and distractions would normally prevent him from doing so.

 :Starting at 7th level, a crackerjack who rolls a natural 20 on an attack roll may choose to have the attack function as a lucky blow instead of its normal effects. A lucky blow stuns the target for 1 round. At 15th level, the crackerjack can also inflict a lucky blow on a natural 19, and the target is stunned for 2 rounds.

 : Starting at 9th level the crackerjack can use his favored skill superbly under any conditions. When making a skill check with this skill, he may take 20 even if stress and distractions would normally prevent him from doing so, and without taking additional time.

 : At 13th level, a crackerjack’s bonuses to skill checks during his contemplation each increase to +3, and he may take 10 with any skill during contemplation, even if stress and distractions would normally prevent him from doing so.

 (Ex): At 20th level, a crackerjack’s bonuses to skill checks during his contemplation each increase to +4 and he may take 20 with any skill during contemplation, even if stress and distractions would normally prevent him from doing so, and without taking additional time.