RelentlessImp
2007-09-14, 06:26 PM
The Generalist is an odd person; they can never seen to settle on pursuing a single profession. However, they seem to always know enough to get themselves out of trouble, and usually wind up back in trouble shortly thereafter. They have picked up, somewhere, the ability to understand arcane spells enough to cast them, though they never can delve into the deeper secrets; they can pick locks and disable the toughest of traps, but aren't particularly agile; and they can hold their own in a fight. The Generalist can be a dangerous opponent on any front, but their failings are myriad.
Hitdie: d6
BAB: Medium
Skills: 6+INT bonus (x4 at first level)
Saves: Fort poor, Ref poor, Will good
The Generalists class skills (and key abilities for each) are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills taken seperately) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
The Generalist
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|
1st|
+0|
+0|
+0|
+2|Trapfinding|2|-|-|-|-|-|-
2nd|
+1|
+0|
+0|
+3||3|0|-|-|-|-|-
3rd|
+2|
+1|
+1|
+3||3|1|-|-|-|-|-
4th|
+3|
+1|
+1|
+4||3|2|0|-|-|-|-
5th|
+3|
+1|
+1|
+4|Evasion|3|3|1|-|-|-|-
6th|
+4|
+2|
+2|
+5||3|3|2|-|-|-|-
7th|
+5|
+2|
+2|
+5||3|3|2|0|-|-|-
8th|
+6/+1|
+2|
+2|
+6||3|3|3|1|-|-|-
9th|
+6/+1|
+3|
+3|
+6||3|3|3|2|-|-|-
10th|
+7/+2|
+3|
+3|
+7||3|3|3|2|0|-|-
11th|
+8/+3|
+3|
+3|
+7||3|3|3|3|1|-|-
12th|
+9/+4|
+4|
+4|
+8||3|3|3|3|2|-|-
13th|
+9/+4|
+4|
+4|
+8||3|3|3|3|2|0|-
14th|
+10/+5|
+4|
+4|
+9||4|3|3|3|3|1|-
15th|
+11/+6/+1|
+5|
+5|
+9||4|4|3|3|3|2|-
16th|
+12/+7/+2|
+5|
+5|
+10||4|4|4|3|3|2|0
17th|
+12/+7/+2|
+5|
+5|
+10||4|4|4|4|3|3|1
18th|
+13/+8/+3|
+6|
+6|
+11||4|4|4|4|4|3|2
19th|
+14/+9/+4|
+6|
+6|
+11||4|4|4|4|4|4|3
20th|
+15/+10/+5|
+6|
+6|
+12||4|4|4|4|4|4|4[/table]
Spellcasting: The Generalist casts spells drawn from the Sorcerer/Wizard list, and begins play knowing all 0-level spells. At each level up, they may choose one spell to learn, up to the highest spell level they know. Like a Wizard, the Generalist must keep a spellbook and prepare their spells ahead of time. Intelligence determines the power of a Generalist's spells, and the Generalist suffers spell failure caused by armor.
In addition, Generalists may learn spells from other Wizards' or Generalists' spellbooks or from scrolls, in the same manner and for the same costs as a Wizard.
Also, Generalists may research their own spells in the same manner as a Wizard.
Weapon and Armor Proficiencies: The Generalist begins with proficiency in all simple and martial weapons, but no armor or shield proficiencies.
Evasion: As the Rogue skill.
Trapfinding: As the Rogue skill.
Creator's Note: This is primarily because I miss the F/M/T multiclass from 2E; I think I've balanced it out, somewhat, but critiques are welcome.
Hitdie: d6
BAB: Medium
Skills: 6+INT bonus (x4 at first level)
Saves: Fort poor, Ref poor, Will good
The Generalists class skills (and key abilities for each) are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills taken seperately) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
The Generalist
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|
1st|
+0|
+0|
+0|
+2|Trapfinding|2|-|-|-|-|-|-
2nd|
+1|
+0|
+0|
+3||3|0|-|-|-|-|-
3rd|
+2|
+1|
+1|
+3||3|1|-|-|-|-|-
4th|
+3|
+1|
+1|
+4||3|2|0|-|-|-|-
5th|
+3|
+1|
+1|
+4|Evasion|3|3|1|-|-|-|-
6th|
+4|
+2|
+2|
+5||3|3|2|-|-|-|-
7th|
+5|
+2|
+2|
+5||3|3|2|0|-|-|-
8th|
+6/+1|
+2|
+2|
+6||3|3|3|1|-|-|-
9th|
+6/+1|
+3|
+3|
+6||3|3|3|2|-|-|-
10th|
+7/+2|
+3|
+3|
+7||3|3|3|2|0|-|-
11th|
+8/+3|
+3|
+3|
+7||3|3|3|3|1|-|-
12th|
+9/+4|
+4|
+4|
+8||3|3|3|3|2|-|-
13th|
+9/+4|
+4|
+4|
+8||3|3|3|3|2|0|-
14th|
+10/+5|
+4|
+4|
+9||4|3|3|3|3|1|-
15th|
+11/+6/+1|
+5|
+5|
+9||4|4|3|3|3|2|-
16th|
+12/+7/+2|
+5|
+5|
+10||4|4|4|3|3|2|0
17th|
+12/+7/+2|
+5|
+5|
+10||4|4|4|4|3|3|1
18th|
+13/+8/+3|
+6|
+6|
+11||4|4|4|4|4|3|2
19th|
+14/+9/+4|
+6|
+6|
+11||4|4|4|4|4|4|3
20th|
+15/+10/+5|
+6|
+6|
+12||4|4|4|4|4|4|4[/table]
Spellcasting: The Generalist casts spells drawn from the Sorcerer/Wizard list, and begins play knowing all 0-level spells. At each level up, they may choose one spell to learn, up to the highest spell level they know. Like a Wizard, the Generalist must keep a spellbook and prepare their spells ahead of time. Intelligence determines the power of a Generalist's spells, and the Generalist suffers spell failure caused by armor.
In addition, Generalists may learn spells from other Wizards' or Generalists' spellbooks or from scrolls, in the same manner and for the same costs as a Wizard.
Also, Generalists may research their own spells in the same manner as a Wizard.
Weapon and Armor Proficiencies: The Generalist begins with proficiency in all simple and martial weapons, but no armor or shield proficiencies.
Evasion: As the Rogue skill.
Trapfinding: As the Rogue skill.
Creator's Note: This is primarily because I miss the F/M/T multiclass from 2E; I think I've balanced it out, somewhat, but critiques are welcome.