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<blockquote data-quote="Particle_Man" data-source="post: 5461158" data-attributes="member: 892"><p>The major options being mentioned, here are some minor ones:</p><p></p><p>Assassins have a disguise ability. You can't actually *be* a cleric (or whatever), but you can *look* like one, which might be useful.</p><p></p><p>Illusionist/Thief is a possible combo, albeit with a low level cap on the illusionist side.</p><p></p><p>If you have something with a Thief component, you might consider Thief-Acrobat (in Unearthed Arcana) but a few other options.</p><p></p><p>Depending on your ability scores and level, you might consider a dual-classed character. Personally, I kinda like the idea of an Assassin/Illusionist, especially if you can start as a deep cover "1st level Illusionist" (heh heh).</p><p></p><p>If your DM allows, play a high charisma character with various henchmen of various different "trades" for you to be "jack" of, and also (when the spotlight requires/allows) play the henchmen.</p><p></p><p>Technically, monks have some thieving abilities, some minor magic abilities, and some fighting abilities. But this really emphasizes the " . . . master of none" side of the equation. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>High-level rangers get M-U and druid spells (unless your DM bans this under the "no-druids!" rules.</p><p></p><p>Try to get Psionics! More options suddenly open up! More weaknesses too, though . . . </p><p></p><p>Speaking of Unearthed Arcana, there are some PC races with crazy racial abilities in there, which might help with the JoaT angle. Even a drow elf fighter has quite a few racial magical effects, I believe.</p><p></p><p>Magic Items uber alles. Sometimes you get lucky and find an item that can do crazy stuff. But that is not up to you.</p><p></p><p>For instance, the "hat of difference" is a good magic item for you if you can get it. It allows you to take class levels in other classes. So you play a fighter normally, then adventure as (say) an illusionist in the hat. Need to fight? Take off the hat. Need to cast spells? Put on the hat. Again, you need to actually get the hat, though.</p><p></p><p>Hope this helps!</p></blockquote><p></p>
[QUOTE="Particle_Man, post: 5461158, member: 892"] The major options being mentioned, here are some minor ones: Assassins have a disguise ability. You can't actually *be* a cleric (or whatever), but you can *look* like one, which might be useful. Illusionist/Thief is a possible combo, albeit with a low level cap on the illusionist side. If you have something with a Thief component, you might consider Thief-Acrobat (in Unearthed Arcana) but a few other options. Depending on your ability scores and level, you might consider a dual-classed character. Personally, I kinda like the idea of an Assassin/Illusionist, especially if you can start as a deep cover "1st level Illusionist" (heh heh). If your DM allows, play a high charisma character with various henchmen of various different "trades" for you to be "jack" of, and also (when the spotlight requires/allows) play the henchmen. Technically, monks have some thieving abilities, some minor magic abilities, and some fighting abilities. But this really emphasizes the " . . . master of none" side of the equation. :) High-level rangers get M-U and druid spells (unless your DM bans this under the "no-druids!" rules. Try to get Psionics! More options suddenly open up! More weaknesses too, though . . . Speaking of Unearthed Arcana, there are some PC races with crazy racial abilities in there, which might help with the JoaT angle. Even a drow elf fighter has quite a few racial magical effects, I believe. Magic Items uber alles. Sometimes you get lucky and find an item that can do crazy stuff. But that is not up to you. For instance, the "hat of difference" is a good magic item for you if you can get it. It allows you to take class levels in other classes. So you play a fighter normally, then adventure as (say) an illusionist in the hat. Need to fight? Take off the hat. Need to cast spells? Put on the hat. Again, you need to actually get the hat, though. Hope this helps! [/QUOTE]
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