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    Lix Lorn's Avatar

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    Feb 2010
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    Default The Generalist [3.5 Base Class] All of the Feats

    Generalist
    ‘I can do that.’

    Background: A Generalist is someone who favours not one art, but all of them, spreading his time between combat and study, speed and power, magic and might. While they can’t match a mage in study or arcane power, or a warblade with the art of steel, they can hold their own in dozens of little ways. While a Generalist is only amazing to those far below him, they’ll never be without an option.
    Races: While most races see occasional Generalists, they are most prevalent amongst races with extensive natural abilities, as the Generalist’s extensive knowledge allows them to continue working on their natural abilities without sacrificing other abilities.
    Other Classes:Many classes are irritated by Generalists, due to their tendency to dabble. Wizards in particular can consider them unfocussed and directionless. Factotums often find common ground with them, despite their different approaches-while a Generalist keeps competent in all areas, a Factotum generally becomes very good at one thing at any given point.
    Role: Generalists serve as skill monkeys first and foremost, and can serve competently in most other roles. While they can neither blast or heal at all until seventh level, they can provide backup to those tasks. Generalists work best as a fifth party member, or as supplement to another class, shoring up weaknesses and providing options rather than trying to be the best at a single thing.
    Generalists in the World: Generalists are far more common than most would think. Such wide competence is incredibly useful in many careers, including political paths. More than one country is ruled by a canny Generalist.
    Inspiration: I’ve thought for a long time that there should be a class which is ALL OF THE FEATS, and this was me trying to make it a little more interesting. It also works very well with the Fiendish… It renders the last remnants of fighter’s usefulness null and void, which is a feature, not a bug. I am worried that it steps on the Rogue a little too much.

    Alignment: Any.
    Hit Die: d8
    Starting Gold: As Rogue
    Starting Age: As Fighter
    Class Skills-All skills that exist in the campaign are considered class skills for a Generalist.
    Skill Points at 1st level: (8+ Int Modifier) x4
    Skill Points per Level: 8+ Int Modifier

    Generalist
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +1
    +1
    +1
    Bonus Feat
    2nd
    +1
    +1
    +1
    +1
    Bonus Feat
    3rd
    +2
    +2
    +2
    +2
    Always A Chance
    4th
    +3
    +2
    +2
    +2
    Bonus Feat
    5th
    +3
    +3
    +3
    +3
    One In A Million
    6th
    +4
    +3
    +3
    +3
    Bonus Feat
    7th
    +5
    +3
    +3
    +3
    Fudge It I
    8th
    +6/+1
    +4
    +4
    +4
    Bonus Feat
    9th
    +6/+1
    +4
    +4
    +4
    Fudge It II
    10th
    +7/+2
    +5
    +5
    +5
    Balanced Approach, Bonus Feat
    11th
    +8/+3
    +5
    +5
    +5
    Fudge It III
    12th
    +9/+4
    +5
    +5
    +5
    Bonus Feat
    13th
    +9/+4
    +6
    +6
    +6
    Fudge It IV
    14th
    +10/+5
    +6
    +6
    +6
    Bonus Feat
    15th
    +11/+6/+1
    +7
    +7
    +7
    Fudge It V
    16th
    +12/+7/+2
    +7
    +7
    +7
    Bonus Feat
    17th
    +12/+7/+2
    +7
    +7
    +7
    Fudge It VI
    18th
    +13/+8/+3
    +8
    +8
    +8
    Bonus Feat
    19th
    +14/+9/+4
    +8
    +8
    +8
    Fudge It VII
    20th
    +15/+10/+5
    +9
    +9
    +9
    Balanced Approach, Mighty Fudge, Bonus Feat

    Statistics: The Generalist has a medium Base Attack Bonus (3/4 class level), an eight sided hit dice, and average save progression (1+2/5 class level).

    Weapon and Armour Proficiency: Generalists are proficient with simple and martial weaponry, up to medium armour, and shields, but not with tower shields.

    Bonus Feats: At first level, and every even level of Generalist, a Generalist gains a single bonus feat. This can be any feat for which they meet the prerequisites. For feats that require a certain level in a certain class, such as Weapon Specialisation, a Generalist is treated as having a level in that class equal to his Generalist level -4. (Stacking with any actual levels in that class)

    Always a Chance: A third level Generalist will take on any task given to them, and have at least a small chance of success. Whenever they would roll a dice with a bonus equal to less than half their class level, they may increase the bonus to half their class level. This does not apply if the dice does not normally have a bonus to its result. The increase in bonus is considered a morale bonus.
    As a side benefit, they may attempt skill checks even without being trained in that skill.

    This ability counts as the Jack of All Trades feat for the purpose of prerequisites.

    One In A Million (Su): A Generalist of fifth level begins to affect the world around them with the all-encompassing nature of their competence. A natural rolled twenty is always an automatic success on any roll, unless it is literally impossible. (Note that you cannot roll a d20 and announce ‘I try to kill the dragon in one hit!’) In addition, they increase the critical damage multiplier of any weapon they use by one.

    This ability doesn't function on repeat attempts. While something like an attack is slightly different each time, if you attempt to open a door or escape a wall of force with only your hands, only the first attempt is valid for One In A Million.

    (As a note, taking twenty is both a repeat attempt and not a natural twenty, so is disallowed twice over from counting.)

    Fudge It: A seventh level Generalist has learnt, grasped, or stumbled upon arts beyond the mundane, and begun to extend his competence to them. At any level where the Generalist gains a Fudge it level, he chooses a single spell, psionic power, martial maneuver, or similar ability with level no higher than the number of Fudge It he has.

    Spells
    A Generalist gains a single spell known and two spells per day slots of the chosen level whenever he learns a spell. He casts these spell spontaneously. The spell may be arcane or divine as the Generalist chooses, but he must choose Arcane if the spell only exists in arcane form, and vice versa. This decision is made when he chooses a spell.
    Whenever the Generalist chooses a spell at a later rank, he may add one use per day to each previous level. A Generalist has a caster level equal to his class level minus six. A Generalist chooses a single mental ability score when he first learns a spell, and uses that to determine save DCs and additional spells per day based on high ability scores.

    Psionics
    Whenever the Generalist chooses a Psionic Power, he gains that power as a power known, and gains power points equal to twice its power point cost. Thereafter, the Generalist has a manifester level equal to his class level minus six. A Generalist chooses a single mental ability score when he first learns a power, and uses that to determine save DCs and additional power points based on high ability scores. For the purpose of bonus power points, the Generalist’s manifester level cannot be higher than twice his highest level psionic power.

    Martial Maneuvers
    Whenever a Generalist learns a new Martial Maneuver, he actually learns two maneuvers of up to his highest level (meeting all prerequisites, and substituting stances for maneuvers if he desires). He adds one to his maneuvers readied each time. He requires five full minutes to ready his maneuvers. He treats a number of levels of Generalist equal to twice his maneuvers readied gained from this class feature as granting full intiaitor level. He chooses a single mental ability score when he first learns a maneuver, and uses that to determine any relevant DCs.

    Balanced Approach: A Generalist advances in all ways, not excluding any. At tenth level, and again at twentieth, he gains an untyped +1 bonus to his five lowest ability scores. If he has two ability scores tied for the highest, he chooses one of them to not receive the bonus.

    Mighty Fudge (Su): At twentieth level, when in need, a Generalist can call on a truly spectacular ability. Once per day, you may spontaneously utilise a single spell, psionic power, or martial maneuver of your choice, of up to ninth level. This does not need to be the same one day to day. You always use your highest mental ability score to determine the save DCs of this ability.

    Feats
    Spoiler
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    Extra Fudge
    Prerequisites: Fudge It class ability
    Benefit: Choose a level of spells, maneuvers, or psionic powers that you already know at least one from. Learn a single additional spell, maneuver, or power from that level, and add a single spell per day/single maneuver readied/power points equal to that power's cost to your allotment.
    Special: You may take this feat more than once. Its effects stack.
    Normal: You stick with what you're given and are greatful grateful for it.
    Did I REALLY make that spelling mistake? Really?
    Last edited by Lix Lorn; 2014-04-03 at 06:35 PM.
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