Jack Of All Trades (Apath)
|Unofficial rules compendium|
The jack of all trades is a master of none, spreading his area of competence to cover a wide variety of subjects, but not delving into the secrets of alchemy. The jack of all trades is a clever hero, often a champion of the oppressed that shows up the entitled of society.
This is an investigator archetype that replaces alchemy with skills.
Starting Age: The jack of all trades is an intuitive archetype, who starts play at the youngest starting age bracket for his race.
Hit Die: d8.
The jack of all trades' class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int ), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha). Note that this is all the skills in Pathfinder.
Skill Ranks per Level: 8 + Int modifier.
The jack of all trades has all the standard investigator’s class features, except as noted below.
Weapon and Armor Proficiency
The jack of all trades are proficient with simple weapons, plus the hand crossbow, sap, and short sword. They are proficient in light armor, but not with shields. A jack of all trades can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a jack of all trades using a shield or wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass jack of all trades still incurs the normal arcane spell failure chance for arcane spells received from other classes.
A jack of all trades gains the ability to cast a small number of arcane spells, which are drawn from the bard spell list. A jack of all trades can only cast bard spells of level four or lower and has no access to bard spells of level 5 or higher - these are not on his spell list.
A jack of all trades can cast bard spells gained from the jack of all trades archetype while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a jack of all trades wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component, but a jack of all trades can ignore the normal arcane spell failure chance of bard spells when wearing light or medium armor. A multiclass jack of all trades still incurs the normal arcane spell failure chance for arcane spells received from other classes.
A jack of all trades must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the jack of all trades must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a jack of all trades’s spell is 10 + the spell level + the jack of all trades’s Intelligence modifier. A jack of all trades can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Jack of all trades. In addition, he receives bonus spells per day if he has a high Intelligence score.
A jack of all trades may know any number of spells. When Table: Jack Of All Trades indicates that he gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the jack of all trades decides which spells to prepare.
Cantrips: A jack of all trades can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Jack of all trades under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spellbooks: A jack of all trades must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all jag of all trades can prepare from memory. A jack of all trades begins play with a spellbook containing all 0-level bard spells. At forth level, the jack of all trades adds three 1st-level bard spells of his choice to his spellbook. The jack of all trades also selects a number of additional 1st-level jack of all trades spells equal to his Intelligence modifier to add to his spellbook. At each new jack of all trades level after level four, he gains two new bard spells of any spell level or levels that he can cast (based on his new jack of all trades level) for his spellbook. At any time, a jack of all trades can also add spells found in other spellbooks to his own.
A jack of all trades can learn spells from a wizard’s spellbook, just as a wizard can from a jack of all trades’s spellbook. The spells learned must be on the jack of all trades spell list, as normal. An alchemist can learn formulae from a jack of all trades’s spellbook, if the spells are also on the alchemist spell list. A jack of all trades cannot learn spells from an alchemist. This and the jack of all trade's extra skill points and class skills replaces alchemy.
This is the same as the investigator ability of the same name, except that the jack of all trades can use inspiration on Acrobatics, Bluff, Craft, Perception, and Profession checks without expending a use of inspiration. This replaces the skills the investigator can use for free with inspiration.
Jack of All Trades (Ex)
At 2nd level, the jack of all trades can use any skill, even if the skill normally requires him to be trained. At 8th level, the jack of all trades gains the +3 bonus for having ranks in a class skill even in class skills he has no ranks in. At 13th level, the jack of all trades can take 10 on any skill check, even if it is not normally allowed. At 16th level, the jack of all trades gains an additional +3 bonus on all skills. This replaces poison lore, poison resistance, and poison immunity.
At 2nd level, the jack of all trades becomes resistant to sonic effects. The jack of all trades gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. This replaces swift alchemy.
Investigator Talent (Ex)
The jack of all trades cannot pick investigator talents related to alchemy, poison, or other investigator class abilities he does not have.
Table: Jack of All Trades
|Special||Spells per Day|
|2nd||+1||+0||+3||+3||Jack-of-all-trades (trained), well-versed||3||—||—||—||—|
|3rd||+2||+1||+3||+3||Investigator talent, keen recollection, trap sense +1||3||—||—||—||—|
|4th||+3||+1||+4||+4||Studied combat, studied strike +1d6||3||0||—||—||—|
|6th||+4||+2||+5||+5||Studied strike +2d6, trap sense +2||4||1||—||—||—|
|8th||+6/+1||+2||+6||+6||Jack-of-all-trades (untrained), studied strike +3d6||4||1||1||—||—|
|9th||+6/+1||+3||+6||+6||Investigator talent, trap sense +3||4||2||1||—||—|
|10th||+7/+2||+3||+7||+7||Studied strike +4d6||4||2||1||0||—|
|12th||+9/+4||+4||+8||+8||Studied strike +5d6, trap sense +4||4||2||2||1||—|
|13th||+9/+4||+4||+8||+8||Investigator talent, jack-of-all-trades (take 10)||4||3||2||1||0|
|14th||+10/+5||+4||+9||+9||Studied strike +6d6||4||3||2||1||1|
|15th||+11/+6/+1||+5||+9||+9||Investigator talent, trap sense +5||4||3||2||2||1|
|16th||+12/+7/+2||+5||+10||+10||Jack of all trades (+3), studied strike +7d6||4||3||3||2||1|
|18th||+13/+8/+3||+6||+11||+11||Studied strike +8d6, trap sense +6||4||4||3||2||2|
|20th||+15/+10/+5||+6||+12||+12||Studied strike +9d6, true inspiration||4||4||4||3||3|
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Class Skills
- Weapon Proficiency
- Poison Lore
- Poison Resistance
- Swift Alchemy
- Poison Immunity
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