Jack Of All Trades (Apath)

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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.

Class Information

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 age bracket for his race.

Hit Die: d8.

Class Skills

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: 6 + Int modifier.

Class Features

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.

Spells

Table: Jack of All Trades
Spells Known
Level Spells Known
Zero 1st 2nd 3rd 4th 5th 6th
1 4 2
2 5 3
3 6 4
4 6 4 2
5 6 4 3
6 6 4 3
7 6 5 4 2
8 6 5 4 3
9 6 5 4 4
10 6 5 4 4 2
11 6 6 4 4 3
12 6 6 4 4 4
13 6 6 4 5 4 2
14 6 6 4 5 4 3
15 6 6 4 5 4 4
16 6 6 4 5 5 4 2
17 6 6 5 6 5 4 3
18 6 6 5 6 5 4 4
19 6 6 5 6 5 5 4
20 6 6 5 5 5 5 5

A jack of all trades casts spells from the bard spell list and learns and casts spells exactly like a bard, including spell list, spells known, and cantrips.

Inspiration (Ex)

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 being skilled even in 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.

Well-Versed (Ex)

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.

Investigator Talent (Ex)

At 3rd level, and every two levels after level 3, the jack of all trades learns an investigator talent, as the investigator class feature. The jack of all trades cannot pick investigator talents related to alchemy, poison, or other investigator class abilities he does not have.

Lore Master (Ex)

At 5th level, the jack of all trades becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A jack of all trades can choose not to take 10 and can instead roll normally. In addition, once per day, the jack of all trades can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Table: Jack of All Trades

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Inspiration, trapfinding 2
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
5th +3 +1 +4 +4 Investigator talent, lore master (1/day) 3 1
6th +4 +2 +5 +5 Studied strike +2d6, trap sense +2 4 1
7th +5 +2 +5 +5 Investigator talent 4 1 0
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
11th +8/+3 +3 +7 +7 Investigator talent, lore master (2/day) 4 2 1 1
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
17th +12/+7/+2 +5 +10 +10 Investigator talent, lore master 3/day 4 4 3 2 1
18th +13/+8/+3 +6 +11 +11 Studied strike +8d6, trap sense +6 4 4 3 2 2
19th +14/+9/+4 +6 +11 +11 Investigator talent 4 4 3 3 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
  • Alchemy
  • Poison Lore
  • Poison Resistance
  • Swift Alchemy
  • Poison Immunity
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