CaptainPlatypus
2011-04-25, 10:35 PM
This is a concept I've had bouncing around in my head for a while as a way for skillmonkeys to get a little more utility in combat (specifically against save-or-sucks and when using high-risk-high-reward abilities). I'm not at all sure how good the balance is at this point, or even the concept, so all criticism is appreciated. :smallsmile:
The Generalist
Prerequisites:
To become a Generalist, a character must have at least one rank in a minimum of ten skills, and 8 ranks in at least three different knowledge skills.
{table=head]Lvl|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Quick Learner, There's A Trick For That (1/encounter), Intuition (skills)
2nd|+1|+0|+0|+3| Applicable Knowledge, Intuition (attacks)
3rd|+1|+1|+1|+3|There's A Trick For That (2/encounter), Intuition (AC)
4th|+2|+1|+1|+4|Startlingly Specific, Intuition (damage)
5th|+2|+1|+1|+4|Just As I Suspected, There's A Trick For That (3/encounter), Intuition (saves)[/table]
Hit Die: d6
Class Skills (8+Int modifier per level)
The Generalist can treat all skills as class skills. However, this does not grant the Generalist access to skills they could otherwise not obtain by any realistic means. For example, a Generalist cannot gain access to the Iajutsu Focus skill if she cannot find at least one text describing the skill or user of the skill willing to discuss at least its basics with her.
Class Features
The following are class features of the Generalist.
Quick Learner (Ex): The Generalist's voracious appetite for knowledge of all sorts allows him to learn faster than others. If training rules are used, he takes only half the normal amount of time to train. He may also learn languages and skill tricks with only one skill point instead of two.
There's A Trick For That (Ex): The Generalist's broad array of knowledge lets him take the ideal action in nearly every circumstance. Once per encounter, he may apply half his modifier to a relevant skill to his result on any d20 roll, in addition to any other modifiers. Alternatively, it can be applied to increase the DC of a special ability he possesses, though in this case he gains only one-quarter of his modifier to the skill. He must make this decision before seeing the result of the roll. This ability is usable twice per encounter at 3rd level and three times per encounter at 5th level.
Intuition (Ex): The Generalist's dizzyingly vast knowledge allows him to make extraordinary intuitive leaps. This greater understanding allows him to add his Intelligence modifier (in addition to any other modifiers) as an insight bonus on all skill checks. He may apply this bonus to attack rolls at 2nd level, his Armor Class at 3rd level, melee and ranged damage rolls at 4th level, and saving throws at 5th level.
Applicable Knowledge (Ex): The Generalist is an expert at applying various types of knowledge to other situations. At 2nd level, he may double all synergy bonuses he receives.
Startlingly Specific: The Generalist's knowledge in a particular area is sometimes far deeper than anyone would expect. At 4th level, he may emulate the effects of a feat of his choice for one round once per day, as long as he meets at least one prerequisite of the feat. This ability cannot be used to grant him any special abilities he does not otherwise possess, except as specifically mentioned by the feat - he cannot, for example, gain spellcasting abilities by taking a feat designed to enhance those previously possessed.
Just As I Suspected (Ex): At 5th level, the Generalist's intuition can catch up with situations just in the nick of time. He may apply his There's A Trick For That bonus after seeing the result of the roll.
The Generalist
Prerequisites:
To become a Generalist, a character must have at least one rank in a minimum of ten skills, and 8 ranks in at least three different knowledge skills.
{table=head]Lvl|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Quick Learner, There's A Trick For That (1/encounter), Intuition (skills)
2nd|+1|+0|+0|+3| Applicable Knowledge, Intuition (attacks)
3rd|+1|+1|+1|+3|There's A Trick For That (2/encounter), Intuition (AC)
4th|+2|+1|+1|+4|Startlingly Specific, Intuition (damage)
5th|+2|+1|+1|+4|Just As I Suspected, There's A Trick For That (3/encounter), Intuition (saves)[/table]
Hit Die: d6
Class Skills (8+Int modifier per level)
The Generalist can treat all skills as class skills. However, this does not grant the Generalist access to skills they could otherwise not obtain by any realistic means. For example, a Generalist cannot gain access to the Iajutsu Focus skill if she cannot find at least one text describing the skill or user of the skill willing to discuss at least its basics with her.
Class Features
The following are class features of the Generalist.
Quick Learner (Ex): The Generalist's voracious appetite for knowledge of all sorts allows him to learn faster than others. If training rules are used, he takes only half the normal amount of time to train. He may also learn languages and skill tricks with only one skill point instead of two.
There's A Trick For That (Ex): The Generalist's broad array of knowledge lets him take the ideal action in nearly every circumstance. Once per encounter, he may apply half his modifier to a relevant skill to his result on any d20 roll, in addition to any other modifiers. Alternatively, it can be applied to increase the DC of a special ability he possesses, though in this case he gains only one-quarter of his modifier to the skill. He must make this decision before seeing the result of the roll. This ability is usable twice per encounter at 3rd level and three times per encounter at 5th level.
Intuition (Ex): The Generalist's dizzyingly vast knowledge allows him to make extraordinary intuitive leaps. This greater understanding allows him to add his Intelligence modifier (in addition to any other modifiers) as an insight bonus on all skill checks. He may apply this bonus to attack rolls at 2nd level, his Armor Class at 3rd level, melee and ranged damage rolls at 4th level, and saving throws at 5th level.
Applicable Knowledge (Ex): The Generalist is an expert at applying various types of knowledge to other situations. At 2nd level, he may double all synergy bonuses he receives.
Startlingly Specific: The Generalist's knowledge in a particular area is sometimes far deeper than anyone would expect. At 4th level, he may emulate the effects of a feat of his choice for one round once per day, as long as he meets at least one prerequisite of the feat. This ability cannot be used to grant him any special abilities he does not otherwise possess, except as specifically mentioned by the feat - he cannot, for example, gain spellcasting abilities by taking a feat designed to enhance those previously possessed.
Just As I Suspected (Ex): At 5th level, the Generalist's intuition can catch up with situations just in the nick of time. He may apply his There's A Trick For That bonus after seeing the result of the roll.