Xuldarinar
2013-07-13, 09:22 AM
MORE GENERIC CLASSES
MANIFESTER
Table 1-1: The Manifester
Level|Base Attack Bonus|Good Save|Poor Save|Special|Power Points/Day|Powers Known|Maximum Power Level Known
1st|+0|+2|+0|Bonus Feat|2|1|1st
2nd|+1|+3|+0|-|6|2|1st
3rd|+1|+3|+1|-|11|2|1st
4th|+2|+4|+1|-|17|3|2nd
5th|+2|+4|+1|Bonus Feat|25|3|2nd
6th|+3|+5|+2|-|35|4|3rd
7th|+3|+5|+2|-|46|4|3rd
8th|+4|+6|+2|-|58|5|4th
9th|+4|+6|+3|-|72|5|4th
10th|+5|+7|+3|Bonus Feat|88|6|5th
11th|+5|+7|+3|-|106|6|5th
12th|+6/+1|+8|+4|-|126|7|6th
13th|+6/+1|+8|+4|-|147|7|6th
14th|+7/+2|+9|+4|-|170|8|7th
15th|+7/+2|+9|+5|Bonus Feat|195|8|7th
16th|+8/+3|+10|+5|-|221|9|8th
17th|+8/+3|+10|+5|-|250|9|8th
18th|+9/+4|+11|+6|-|280|10|9th
19th|+9/+4|+11|+6|-|311|10|9th
20th|+10/+5|+12|+6|Bonus Feat|343|11|9th
Hit Die: d4.
Base Save Bonuses: One good save and two poor saves
Class Skills: Choose any four skills as class skills, Pluss Craft, Knowledge (all), and Profession
Skill Points: 2 + Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency One simple weapon; no armor.
Bonus Feats The manifester gets on bonus feat at 1st level, 5th level, and another one at every fifth class level thereafter (10th, 15th, and so on).
Manifesting: A manifester learns and manifests powers as a wilder. She may select her powers known from the lurker, psion/wilder, and psionic warrior lists
A manifester must chose which ability score controls her manifesting. She may designate any mental ability score to determine the highest-level power she can learn or manifest, and the Difficulty Class of her power's saving throws.
MYSTERY-USER
Table 1-2: The Mystery-User
Level|Base Attack Bonus|Good Save|Poor Save|Special|Fundimentals Known|Mysteries Known
1st|+0|+2|+0|Bonus Feat|3|1
2nd|+1|+3|+0|-|3|1
3rd|+1|+3|+1|-|3|1
4th|+2|+4|+1|-|3|1
5th|+2|+4|+1|Bonus Feat|3|1
6th|+3|+5|+2|-|3|1
7th|+3|+5|+2|-|3|1
8th|+4|+6|+2|-|3|1
9th|+4|+6|+3|-|3|1
10th|+5|+7|+3|Bonus Feat|3|1
11th|+5|+7|+3|-|3|1
12th|+6/+1|+8|+4|-|3|1
13th|+6/+1|+8|+4|-|3|1
14th|+7/+2|+9|+4|-|3|1
15th|+7/+2|+9|+5|Bonus Feat|3|1
16th|+8/+3|+10|+5|-|3|1
17th|+8/+3|+10|+5|-|3|1
18th|+9/+4|+11|+6|-|3|1
19th|+9/+4|+11|+6|-|3|1
20th|+10/+5|+12|+6|Bonus Feat|3|1
Table 1-3: Uses per Mystery per Day
{table=head]Class Level|Fundamentals|1st|2nd|3rd|4th|5th|6th|7th|8th |9th
1st|3|1|-|-|-|-|-|-|-|-
2nd|3|1|-|-|-|-|-|-|-|-
3rd|3|1|1|-|-|-|-|-|-|-
4th|3|1|1|-|-|-|-|-|-|-
5th|3|1|1|1|-|-|-|-|-|-
6th|3|1|1|1|-|-|-|-|-|-
7th|3|2|2|2|1|-|-|-|-|-
8th|3|2|2|2|1|-|-|-|-|-
9th|3|2|2|2|1|1|-|-|-|-
10th|3|2|2|2|1|1|-|-|-|-
11th|3|2|2|2|1|1|1|-|-|-
12th|3|2|2|2|1|1|1|-|-|-
13th|3|3|3|3|2|2|2|1|-|-
14th|∞|3|3|3|2|2|2|1|-|-
15th|∞|3|3|3|2|2|2|1|1|-
16th|∞|3|3|3|2|2|2|1|1|-
17th|∞|3|3|3|2|2|2|1|1|1
18th|∞|3|3|3|2|2|2|1|1|1
19th|∞|3|3|3|2|2|2|1|1|1
20th|∞|3|3|3|2|2|2|1|1|1 [/table]
Hit Die: d4.
Base Save Bonuses: One good save and two poor saves
Class Skills: Choose any four skills as class skills, Pluss Craft, Knowledge (all), and Profession
Skill Points: 2 + Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency One simple weapon; no armor.
Bonus Feats The mystery-user gets on bonus feat at 1st level, 5th level, and another one at every fifth class level thereafter (10th, 15th, and so on).
Mysteries: A mystery-user learns and casts mysteries as a shadowcaster. However
A mystery-user must choose between Intelligence and Charisma as the ability score that determines the highest-level mysteries they may cast, as well as the Difficulty Class of her mystery's saving throws.
SOULMELDER
Table 1-4: The Soulmelder
Level|Base Attack Bonus|Good Save|Poor Save|Special|Soulmelds|Essentia|Chakra Binds
1st|+0|+2|+0|Bonus Feat|2|1|0
2nd|+1|+3|+0|-|3|2|1
3rd|+1|+3|+1|-|3|3|1
4th|+2|+4|+1|-|4|4|1
5th|+2|+4|+1|Bonus Feat|4|5|1
6th|+3|+5|+2|-|4|6|2
7th|+3|+5|+2|-|5|7|2
8th|+4|+6|+2|-|5|8|2
9th|+4|+6|+3|-|5|9|2
10th|+5|+7|+3|Bonus Feat|6|10|3
11th|+5|+7|+3|-|16|11|3
12th|+6/+1|+8|+4|-|6|12|3
13th|+6/+1|+8|+4|-|7|13|3
14th|+7/+2|+9|+4|-|7|14|4
15th|+7/+2|+9|+5|Bonus Feat|7|16|4
16th|+8/+3|+10|+5|-|8|18|4
17th|+8/+3|+10|+5|-|8|20|4
18th|+9/+4|+11|+6|-|8|22|5
19th|+9/+4|+11|+6|-|9|24|5
20th|+10/+5|+12|+6|Bonus Feat|9|26|5
Hit Die: d6.
Base Save Bonuses: Two good saves and one poor save
Class Skills: Choose any four skills as class skills, Pluss Craft, Knowledge (all), and Profession
Skill Points: 2 + Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency One simple weapon; no armor.
Bonus Feats The soulmelder gets on bonus feat at 1st level, 5th level, and another one at every fifth class level thereafter (10th, 15th, and so on).
Meldshaping: A soulmelder learns and melds soulmelds, gains access to chakra binds and radiate an aura of your alignment as an incarnate. A soulmelder selects either your Wisdom or Constitution as the ability score that determines your maximum amount of soulmelds shaped at once and the difficulty class of your soulmelds’ saving throws.
BONUS FEATS
Each generic class gains a bonus feat at 1st level, and additional bonus feats at specific levels throughout the character's career. Each time the character gains a bonus feat, he may select any feat for which he meets the prerequisites. There is no list of bonus feats to select from
For the purposes of these classes, the following class features (in addition to the ones introduced in unearthed arcana) can be selected in place of bonus feats (unless noted, each may only be selected once).
Assume Mantle: As the Ardent class feature. Prerequisites: The ability to manifest psionic powers, no greater than a manifester level of 2.
Detect Opposition: As the incarnate class feature. Prerequisites: The ability to shape soulmelds, alignment other than True Neutral.
Incarnum Defense: As the soulborn class feature. Prerequisites: The ability to shape soulmelds, alignment other than Neutral.
Incarnum Radiance: As the incarnate class feature. Prerequisites: The ability to shape soulmelds, alignment Neutral on only one axis.
Lurk Augments: As the lurk class feature, except you do not gain the ability to activate multiple augments. Prerequisites: The ability to manifest psionic powers, sneak attack.
Mind Blade: As the soulknife class feature.
Shape Mind Blade: As the soulknife class feature. Prerequisites: BAB +3, mind blade.
Smite Opposition: As the soulborn class feature. Prerequisites: The ability to shape soulmelds, alignment other than True Neutral.
Sustaining Shadow: As the shadowcaster class feature. Prerequisites: The ability to cast apprentice-level mysteries.
Throw Mind Blade: As the soulknife class feature. Prerequisites: BAB +1, mind blade.
Totem Chakra: As the totemist class feature. Prerequisites: The ability to shape soulmelds.
Umbral Sight: As the shadowcaster class feature. Prerequisites: The ability to cast apprentice-level mysteries.
Wild Surge: As the wilder class feature. Prerequisites: The ability to manifest psionic powers.
MANIFESTER
Table 1-1: The Manifester
Level|Base Attack Bonus|Good Save|Poor Save|Special|Power Points/Day|Powers Known|Maximum Power Level Known
1st|+0|+2|+0|Bonus Feat|2|1|1st
2nd|+1|+3|+0|-|6|2|1st
3rd|+1|+3|+1|-|11|2|1st
4th|+2|+4|+1|-|17|3|2nd
5th|+2|+4|+1|Bonus Feat|25|3|2nd
6th|+3|+5|+2|-|35|4|3rd
7th|+3|+5|+2|-|46|4|3rd
8th|+4|+6|+2|-|58|5|4th
9th|+4|+6|+3|-|72|5|4th
10th|+5|+7|+3|Bonus Feat|88|6|5th
11th|+5|+7|+3|-|106|6|5th
12th|+6/+1|+8|+4|-|126|7|6th
13th|+6/+1|+8|+4|-|147|7|6th
14th|+7/+2|+9|+4|-|170|8|7th
15th|+7/+2|+9|+5|Bonus Feat|195|8|7th
16th|+8/+3|+10|+5|-|221|9|8th
17th|+8/+3|+10|+5|-|250|9|8th
18th|+9/+4|+11|+6|-|280|10|9th
19th|+9/+4|+11|+6|-|311|10|9th
20th|+10/+5|+12|+6|Bonus Feat|343|11|9th
Hit Die: d4.
Base Save Bonuses: One good save and two poor saves
Class Skills: Choose any four skills as class skills, Pluss Craft, Knowledge (all), and Profession
Skill Points: 2 + Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency One simple weapon; no armor.
Bonus Feats The manifester gets on bonus feat at 1st level, 5th level, and another one at every fifth class level thereafter (10th, 15th, and so on).
Manifesting: A manifester learns and manifests powers as a wilder. She may select her powers known from the lurker, psion/wilder, and psionic warrior lists
A manifester must chose which ability score controls her manifesting. She may designate any mental ability score to determine the highest-level power she can learn or manifest, and the Difficulty Class of her power's saving throws.
MYSTERY-USER
Table 1-2: The Mystery-User
Level|Base Attack Bonus|Good Save|Poor Save|Special|Fundimentals Known|Mysteries Known
1st|+0|+2|+0|Bonus Feat|3|1
2nd|+1|+3|+0|-|3|1
3rd|+1|+3|+1|-|3|1
4th|+2|+4|+1|-|3|1
5th|+2|+4|+1|Bonus Feat|3|1
6th|+3|+5|+2|-|3|1
7th|+3|+5|+2|-|3|1
8th|+4|+6|+2|-|3|1
9th|+4|+6|+3|-|3|1
10th|+5|+7|+3|Bonus Feat|3|1
11th|+5|+7|+3|-|3|1
12th|+6/+1|+8|+4|-|3|1
13th|+6/+1|+8|+4|-|3|1
14th|+7/+2|+9|+4|-|3|1
15th|+7/+2|+9|+5|Bonus Feat|3|1
16th|+8/+3|+10|+5|-|3|1
17th|+8/+3|+10|+5|-|3|1
18th|+9/+4|+11|+6|-|3|1
19th|+9/+4|+11|+6|-|3|1
20th|+10/+5|+12|+6|Bonus Feat|3|1
Table 1-3: Uses per Mystery per Day
{table=head]Class Level|Fundamentals|1st|2nd|3rd|4th|5th|6th|7th|8th |9th
1st|3|1|-|-|-|-|-|-|-|-
2nd|3|1|-|-|-|-|-|-|-|-
3rd|3|1|1|-|-|-|-|-|-|-
4th|3|1|1|-|-|-|-|-|-|-
5th|3|1|1|1|-|-|-|-|-|-
6th|3|1|1|1|-|-|-|-|-|-
7th|3|2|2|2|1|-|-|-|-|-
8th|3|2|2|2|1|-|-|-|-|-
9th|3|2|2|2|1|1|-|-|-|-
10th|3|2|2|2|1|1|-|-|-|-
11th|3|2|2|2|1|1|1|-|-|-
12th|3|2|2|2|1|1|1|-|-|-
13th|3|3|3|3|2|2|2|1|-|-
14th|∞|3|3|3|2|2|2|1|-|-
15th|∞|3|3|3|2|2|2|1|1|-
16th|∞|3|3|3|2|2|2|1|1|-
17th|∞|3|3|3|2|2|2|1|1|1
18th|∞|3|3|3|2|2|2|1|1|1
19th|∞|3|3|3|2|2|2|1|1|1
20th|∞|3|3|3|2|2|2|1|1|1 [/table]
Hit Die: d4.
Base Save Bonuses: One good save and two poor saves
Class Skills: Choose any four skills as class skills, Pluss Craft, Knowledge (all), and Profession
Skill Points: 2 + Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency One simple weapon; no armor.
Bonus Feats The mystery-user gets on bonus feat at 1st level, 5th level, and another one at every fifth class level thereafter (10th, 15th, and so on).
Mysteries: A mystery-user learns and casts mysteries as a shadowcaster. However
A mystery-user must choose between Intelligence and Charisma as the ability score that determines the highest-level mysteries they may cast, as well as the Difficulty Class of her mystery's saving throws.
SOULMELDER
Table 1-4: The Soulmelder
Level|Base Attack Bonus|Good Save|Poor Save|Special|Soulmelds|Essentia|Chakra Binds
1st|+0|+2|+0|Bonus Feat|2|1|0
2nd|+1|+3|+0|-|3|2|1
3rd|+1|+3|+1|-|3|3|1
4th|+2|+4|+1|-|4|4|1
5th|+2|+4|+1|Bonus Feat|4|5|1
6th|+3|+5|+2|-|4|6|2
7th|+3|+5|+2|-|5|7|2
8th|+4|+6|+2|-|5|8|2
9th|+4|+6|+3|-|5|9|2
10th|+5|+7|+3|Bonus Feat|6|10|3
11th|+5|+7|+3|-|16|11|3
12th|+6/+1|+8|+4|-|6|12|3
13th|+6/+1|+8|+4|-|7|13|3
14th|+7/+2|+9|+4|-|7|14|4
15th|+7/+2|+9|+5|Bonus Feat|7|16|4
16th|+8/+3|+10|+5|-|8|18|4
17th|+8/+3|+10|+5|-|8|20|4
18th|+9/+4|+11|+6|-|8|22|5
19th|+9/+4|+11|+6|-|9|24|5
20th|+10/+5|+12|+6|Bonus Feat|9|26|5
Hit Die: d6.
Base Save Bonuses: Two good saves and one poor save
Class Skills: Choose any four skills as class skills, Pluss Craft, Knowledge (all), and Profession
Skill Points: 2 + Int modifier (or four times this number at 1st level).
Weapon and Armor Proficiency One simple weapon; no armor.
Bonus Feats The soulmelder gets on bonus feat at 1st level, 5th level, and another one at every fifth class level thereafter (10th, 15th, and so on).
Meldshaping: A soulmelder learns and melds soulmelds, gains access to chakra binds and radiate an aura of your alignment as an incarnate. A soulmelder selects either your Wisdom or Constitution as the ability score that determines your maximum amount of soulmelds shaped at once and the difficulty class of your soulmelds’ saving throws.
BONUS FEATS
Each generic class gains a bonus feat at 1st level, and additional bonus feats at specific levels throughout the character's career. Each time the character gains a bonus feat, he may select any feat for which he meets the prerequisites. There is no list of bonus feats to select from
For the purposes of these classes, the following class features (in addition to the ones introduced in unearthed arcana) can be selected in place of bonus feats (unless noted, each may only be selected once).
Assume Mantle: As the Ardent class feature. Prerequisites: The ability to manifest psionic powers, no greater than a manifester level of 2.
Detect Opposition: As the incarnate class feature. Prerequisites: The ability to shape soulmelds, alignment other than True Neutral.
Incarnum Defense: As the soulborn class feature. Prerequisites: The ability to shape soulmelds, alignment other than Neutral.
Incarnum Radiance: As the incarnate class feature. Prerequisites: The ability to shape soulmelds, alignment Neutral on only one axis.
Lurk Augments: As the lurk class feature, except you do not gain the ability to activate multiple augments. Prerequisites: The ability to manifest psionic powers, sneak attack.
Mind Blade: As the soulknife class feature.
Shape Mind Blade: As the soulknife class feature. Prerequisites: BAB +3, mind blade.
Smite Opposition: As the soulborn class feature. Prerequisites: The ability to shape soulmelds, alignment other than True Neutral.
Sustaining Shadow: As the shadowcaster class feature. Prerequisites: The ability to cast apprentice-level mysteries.
Throw Mind Blade: As the soulknife class feature. Prerequisites: BAB +1, mind blade.
Totem Chakra: As the totemist class feature. Prerequisites: The ability to shape soulmelds.
Umbral Sight: As the shadowcaster class feature. Prerequisites: The ability to cast apprentice-level mysteries.
Wild Surge: As the wilder class feature. Prerequisites: The ability to manifest psionic powers.