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    Ogre in the Playground
     
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    Aug 2013

    Default Customizations

    Customizations
    As previously stated, a generalist cannot invest more points in one area than their base manifester level. What this means may vary depending on the category. For instance, they need a base manifester level of 8 to increase two saving throws from poor to good, as those points are invested in saving throws. However, for skills, customization points can be invested in each skill, so a generalist with a base manifester level of 8 can increase multiple skills by 8 points.

    Customization Benefit
    Ability Scores Increase an ability score by 1 per 2 points invested.
    Base Attack Bonus Increase attack bonus by 1 per 2 points invested, gain iterative attacks.
    Body Control Gain abilities like damage reduction, energy resistance, and not eating.
    Feats Gain feats for 5 points, or 4 for fighter feats. Must meet prerequisites.
    Mental Control Gain abilities like blindsense, scent, and becoming better at innuendo.
    Motor Control Gain abilities like trapfinding, sneak attack, and evasion.
    Proficiencies Gain proficiency for a weapon, armor, or shield for 1 point; 2 for exotics.
    Saving Throws For every 4 points invested, turn a save progression from “poor” to “good.
    Skills Invest points as skill ranks, up to maximum ranks; 2 points for tricks.
    Weapon Tricks Gain weapon tricks for 3 points, or spend 4 for weapon style feats.
    Increased Specialization Gain 4 specialty points instead of unlocking a new specialty.


    Midjourney


    Ability Scores
    A generalist with ability customization can give themselves a specialization bonus to one or more ability scores. Every two specialty points invested in a score gives that score a +1. For example, assigning 6 points to ability scores - 4 in strength and 2 in constitution - would give a +2 specialization bonus to strength and a +1 specialization bonus to constitution.


    Base Attack Bonus
    A generalist with base attack bonus customization can hit better and more often with their attacks. Every two specialty points invested grants +1 base attack bonus, with everything that entails, including additional iterative attacks at +6, +11, or +16. For example, a generalist with +4 base attack bonus that assigns 4 specialty points to their base attack bonus will raise their base attack bonus to +6/+1.


    Body Control
    A generalist with body control customization can alter their body’s needs and reactions to outside stimulus. Every specialty point invested grants a different benefit, while retaining prior benefits for lower numbers. These benefits do not apply retroactively, and thus, many of them need to be active for a while before being useful. For instance, a generalist who invests several specialty points into Body Control at the end of a day while hungry and tired will still be hungry and tired, and need food and sleep. They will, however, not get hungrier or more tired while those points are invested. The following benefits are given by each specialty point:
    1. The generalist no longer needs to eat.
    2. Whenever the generalist succeeds on a fortitude save with a partial effect on a successful save, that effect is instead entirely negated.
    3. The generalist no longer needs to drink.
    4. The generalist gains DR 1/–.
    5. The generalist no longer needs to breathe (making them immune to inhaled poisons).
    6. The generalist gains 1 point of energy resistance to all energy damage.
    7. The generalist no longer needs to sleep, except to refresh power points. However, even when sleeping to regain power points, they need only 4 hours of sleep rather than 8.
    8. The generalist’s damage reduction rises to DR 2/–.
    9. The generalist takes no penalties from being fatigued, and halves penalties from exhaustion (taking -3 to strength and dexterity and moving at three quarters speed).
    10. The generalist’s energy resistance rises to 2.
    11. The generalist takes no penalties from being sickened. The penalties for being Nauseated drop to the penalties normally applied to sickened characters (and don’t restrict their actions).
    12. The generalist’s damage reduction rises to DR 3/–.


    Feats
    A generalist with feat customization can learn any feat. Every five specialty points invested into feats grants a feat whose prerequisites they meet. Fighter bonus feats require only 4 points each. This means that a generalist cannot learn two customized feats until their base manifester level is at least 10 (or 9 or 8, with one or two fighter feats, respectively).


    Mental Control
    A generalist with mental control customization can improve their mind’s ability to analyze and process data. Every specialty point invested grants a different benefit, while retaining prior benefits for lower numbers. The following benefits are given by each specialty point:
    1. Blindsense 5 feet. So long as the generalist can hear their environment, they can determine its rough features and the location of reasonably large objects within it.
    2. Whenever the generalist succeeds on a will save with a partial effect on a successful save, that effect is instead entirely negated.
    3. The granted blindsense rises to 10 feet.
    4. The generalist gains a +10 bonus to bluff checks to deliver secret messages. The DC for others to convey such information to the generalist is 10 lower.
    5. Blindsense 15 feet.
    6. The scent special quality.
    7. Blindsense 20 feet.
    8. The generalist becomes immune to the confused condition.
    9. Blindsense 30 feet.
    10. The generalist’s ability to discern and convey meanings is preternatural. Their bonus to deliver secret messages (and DC reduction for others) doubles, to 20.
    11. Blindsense 40 feet.
    12. The blindsense granted by mental control becomes blindsight.


    Motor Control
    A generalist with motor control customization can improve their body’s ability to judge their environment and move around it with precision. Every specialty point invested grants a different benefit, while retaining prior benefits for lower numbers. The following benefits are given by each specialty point:
    1. Trapfinding, as the rogue ability.
    2. Sneak attack +1D6, as the rogue ability.
    3. Evasion, as the rogue ability.
    4. The granted sneak attack rises to +2D6.
    5. Uncanny Dodge, as the rogue ability.
    6. Sneak attack +3D6.
    7. Improved uncanny dodge, as a rogue their generalist level.
    8. Sneak attack +4D6.
    9. Improved evasion, as the rogue ability.
    10. Sneak attack +5D6.
    11. The generalist’s sneak attacks now affect any creature with a discernible anatomy, even ones normally immune, such as undead.
    12. Sneak attack +6D6.


    Proficiencies
    A generalist with proficiency customization can learn to effectively wield arms and armor, gaining one or more proficiencies based on the number of points invested, up to their base manifester level. They can learn the following equipment for one point: Shield Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency (requires medium proficiency), Improvised Weapon Proficiency, and Martial Weapon Proficiency (one weapon, taken any number of times). Proficiency in exotic weapons, armor, and shields requires two points per item. For example, a generalist who assigns 6 specialty points to proficiencies can choose to become proficient in medium and heavy armor, two martial weapons, and one exotic weapon.


    Saving Throws
    A generalist with saving throw customization can increase their saving throws. For every four points invested, choose one saving throw. The base saving throw for that save increases from the poor save progression to the good save progression (the same base save as a monk of equivalent class level). This changes only the saving throw bonus granted by their generalist class levels.


    Skills
    A generalist with skill customization can increase their skill ranks directly. Every specialty point invested in a skill grants 1 skill rank in that skill. However, this does not allow a generalist to exceed their maximum ranks in any one skill. They can also learn skill tricks they qualify for, for two specialty points each, up to their maximum skill tricks known. Two additional caveats exist: First, if investing in a trained-only skill in which the generalist has 0 ranks, the first specialty point invested simply trains the generalist to use that skill, while the second specialty point grants the first skill rank. Second, Speak Language can not be taken in this way. For example, a 10th level generalist with 10 ranks in Concentration, 3 ranks in Knowledge (Arcana) and 0 ranks in Knowledge (Nature) invests 3 specialty points in each of these three skills. This brings Concentration to their maximum skill ranks of 13, gives them six ranks in Knowledge (Arcana), and gives them two ranks in Knowledge (Nature). The total points invested into all skills still can’t exceed the generalist’s base manifester level.


    Weapon Tricks
    A generalist with weapon trick customization can learn various individual maneuvers associated with weapons and combat. Every three specialty points invested grants a single weapon trick. These tricks can be one of the Exotic Weapon Master’s exotic weapon stunts, a Master Thrower’s thrown weapon tricks, or a Hulking Hurler’s two-handed hurl tricks. They must meet the prerequisites of the chosen weapon trick (for instance, weapon focus for an exotic weapon stunt). In addition, similarly to the Feats customization, a generalist may instead invest 4 specialty points to gain any weapon style feat for which they meet the prerequisites. They may also mix and match (such as investing 7 points for one weapon style feat and one exotic weapon stunt).


    Increased Specialization
    A generalist learning this specialization gains 4 additional specialty points, to be assigned as they see fit. This can be taken any number of times. This does not increase their manifester level.