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    Ogre in the Playground
     
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    Default The Generalist: Literally Every Class At Once And I'm Not Sorry

    What began as a discussion of ďMaybe the chameleon should have a maneuver focusĒ has slowly ballooned into my largest single class written to date. Iíve flirted before with classes capable of doing anything. A lot. In fact itís kind of my thing. But I like to think I can one-up myself, and now I present the most generic possible class, the class capable of being, and doing, anything: the Generalist.

    This couldn't have happened without lots of input from others. ExLibrisMortis, TEO Ultimus, Typh, Arcanist, Majijn, Malphegor, June, Gatvin, and others I've forgotten made this class. They're to blame.

    The current goal of the class is to balance the numbers. I'm sure there are some huge issues in the text boxes here and there, but by and large the area I'm least sure about are things like mimicry progression, mimicries known, power points per level, and so on.

    Contents


    Midjourney

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    Default The Generalist

    The Generalist
    When somebody wants to do something hard enough, they can go out, research it, and train to do it. Similarly, when somebody wants to be something hard enough, theyíll go out, learn what being that thing requires, and take those steps.

    A generalist is much better at the first one of these things than the second. Generalists are dabblers, and train much more to do things than they do to be anything. As a consequence, generalists can do a little bit of everything, or at least, always have the potential to learn almost anything.

    Generalists are, in their way, cousins of the psion. Their latent mental powers will subtly transform the world around them, allowing them to accomplish things odds would otherwise be against. They can wield this power both passively, to boost their abilities in certain areas, or actively, to accomplish specific tasks.

    Making a generalist
    Most generalists have an area of specialization, but their strength is in their flexibility. Generalists are best when not built in a vacuum, as even when building to a specific concept, itís likely that a generalist will be able to plug up a hole or two in party composition.

    Abilities: Generalists of different stripes can get use from every ability, although most generalists will focus on specific abilities more related to their specialty. The one ability all generalists share is charisma, which gives them the force of personality they use to invoke their will on the world around them.

    Races: A being of any race can fall into being a generalist; while it can be aimed for specifically, all it takes is one too many false starts down different paths of study before a person realizes they can already do anything, or at least, within proportion.

    Alignment: Any. Chaotic generalists tend to end up one by accident, their willpower dragging them from one field to another. Lawful generalists tend to enter the class more deliberately. Generalists trend towards neutrality, sampling a little bit from everything, but exceptions are plentiful.

    Starting Age: Complex (as wizard).
    Starting Gold: 4d4 x 10 (100 gp)
    Alignment: Any.
    Hit Die: D6.

    Table: The Generalist
    Level BAB Fort Ref Will Class Features Pts/Day Mimicries Known Maximum Mimicry Level Manifester Level
    1st
    +0
    +0
    +0
    +0
    Mimicry, New Customize
    2
    2
    1
    1
    2nd
    +1
    +0
    +0
    +0
    New Customize
    5
    3
    1
    2
    3rd
    +1
    +1
    +1
    +1
    Dabbler, Preferred Style
    8
    5
    2
    3
    4th
    +2
    +1
    +1
    +1
    New Customize
    12
    6
    2
    3
    5th
    +2
    +1
    +1
    +1
    Customize (20 minutes), Companion
    16
    8
    2
    4
    6th
    +3
    +2
    +2
    +2
    New Customize
    21
    9
    2
    4
    7th
    +3
    +2
    +2
    +2
    Dabbler
    26
    11
    3
    5
    8th
    +4
    +2
    +2
    +2
    New Customize
    32
    12
    3
    5
    9th
    +4
    +3
    +3
    +3
    Customize (10 minutes)
    38
    14
    3
    6
    10th
    +5
    +3
    +3
    +3
    New Customize
    45
    15
    3
    6
    11th
    +5
    +3
    +3
    +3
    Dabbler, Preferred Style
    52
    17
    4
    7
    12th
    +6
    +4
    +4
    +4
    New Customize
    60
    18
    4
    7
    13th
    +6
    +4
    +4
    +4
    Customize (5 minutes)
    68
    20
    4
    8
    14th
    +7
    +4
    +4
    +4
    New Customize
    77
    21
    4
    8
    15th
    +7
    +5
    +5
    +5
    Dabbler
    86
    23
    5
    9
    16th
    +8
    +5
    +5
    +5
    New Customize
    96
    24
    5
    9
    17th
    +8
    +5
    +5
    +5
    Customize (25 rounds)
    106
    26
    5
    10
    18th
    +9
    +6
    +6
    +6
    New Customize
    117
    27
    5
    10
    19th
    +9
    +6
    +6
    +6
    Dabbler, Preferred Style
    128
    29
    6
    11
    20th
    +10
    +6
    +6
    +6
    New Customize, Rebuild Self
    140
    30
    6
    12
    Class Skills (4 + Int modifier per level, x4 at 1st level): A generalist has a wide knowledge base, and the ability to expand it almost without limit. All skills are class skills for the generalist, and some class features further enhance their skills, as detailed below.

    Class Features
    All of the following are class features of the generalist.
    Weapon and Armor Proficiency: Generalists are proficient in simple weapons and light armor, thanks to their broad base of experience. Generalists can customize their build for further proficiencies (see Customize, below.) Some of a generalistís mimicries are inhibited by armor, such as arcane spellcasting. See the specific mimicry entries for details.

    Customize (Ex): One of a generalistís most defining attributes is their ability to change up their abilities, swapping concentrations day by day. Each generalist has a pool of specialty points equal to their class level that they can assign and reassign at will, altering their combat statistics. However, no one assignment can use specialty points greater than their manifester level, as detailed on Table: The Generalist, which starts at 1 and rises slowly to 12.

    Some customizations give concrete character boosts, such as increases to abilities or feats. Nothing gained through customize can be used to qualify for anything else, except for other things gained through customize. For instance, a customized base attack bonus could quality for a custom feat, and then that feat could qualify for a different feat. Obviously, if assigning points away from the base attack bonus later, the generalist should also reassign points from those feats, as they will lose their benefits once they fail to qualify. Customizations canít give boosts such as bonus power points, or skill points when leveling up (although increasing constitution will modify hit points appropriately).

    At first, a generalist requires 40 minutes of meditation to redistribute their points, but the necessary time goes down as they level. This time halves at level 5, and every four levels afterward, as seen on Table: The Generalist. The time required to redistribute specialty points does not depend on how many points they are reassigning. Swapping 1 specialty point takes as long as changing all of them.

    A generalist learns to assign points to one area at level 1, and an additional area at every even level thereafter. The areas they can learn are detailed below.

    Mimicry: The generalistís first defining class feature is their ability to adapt themselves and alter their strengths and weaknesses. Their second is their ability to do nearly anything. This is accomplished through mimicries: taking abilities of other classes and converting them into mimicries that the generalist can use with power points. Mimicries have a lot of overlap with psionic powers, and in fact can include psionic powers, but they have their own functional differences as well.

    A generalist gains a specific amount of power points per day every level, as can be seen on Table: The Generalist. They also gain bonus power points each day, depending on their charisma score, as the force of each generalistís personality enables them to better project their ideals and concepts out to the world. The bonus power points can be seen on Table: Ability Modifiers and Bonus Power Points. Power points are refreshed after a good night of sleep, requiring the 8 hours of sleep standard for spellcasters. The most power points a generalist can use on one mimicry is equal to their manifester level. While their manifester level is generally lower than their class level, their bonus power points are based on their class level. The exact function of any given class of mimicry is detailed in its description.

    A generalist learns one or more mimicries per level, all of which must be within their max mimicry level, as seen on Table: the Generalist. Some mimicries have no listed mimicry level, although they may have other prerequisites required to learn and/or use them. Those mimicries are not limited by level (when a level is needed, they are considered first level). Any mimicry that would be below first level (such as 0-level spells) are also first-level mimicries. In addition, the generalist canít learn more mimicries from a single mimicry category than their base manifester level, as seen on Table: The Generalist. Unlike customizations, the generalist does actually know their mimicries, and can use them to qualify for other things, be they other mimicries, or feats, prestige classes, or anything else. They may also trade them out or spend them. For instance, a generalist may trade out the Rage mimicry to learn whirling frenzy instead, or a generalist can spend turn undead attempts gained through a mimicry on other abilities, so long as they have spent the power points required to access the attempts.

    Whenever they gain a level, a generalist may swap one known mimicry for another mimicry from the same category. However, if they do so, at least one of the new mimicries learned that level must be the same level or lower than the swapped mimicry. While this doesnít allow a generalist to inflate their high-level mimicry count, it can allow them to learn new mimicries from categories in which they already have the maximum mimicries known.

    Mimicries are the ability to duplicate the abilities of more specialized classes, be they spells, powers, maneuvers, etc. Mimicries behave like the ability being copied in every way except for as noted, including components. Mimicries that copy no equivalent ability (such as active customization) will, unless noted, have no components except for some general somatic movements that are uninhibited by armor. Mimicries do not provoke an attack of opportunity unless mimicking something that does, such as casting a spell.

    Many mimicries are costed ďas powers.Ē This means that the minimum cost to use them is the same number of power points as manifesting the equivalent level of power. A first-level mimicry costed as a power costs 1 power point, and each additional level costs 2 additional power points. In other words, a second level mimicry costs 3 pp, third level costs 5pp, and so on. Augments are spent in addition to this base cost, and canít increase the cost of any mimicry past the generalistís manifester level. Most mimicries also allow a generalist to spend additional power points, up to their manifester level, to increase their effective level at the mimicry. For instance, a mimicked Fireball can be cast for a minimum of 5 power points, and is cast with caster level 5. If cast with 10 point points, the caster level rises to 10.

    Dabbler (Ex): At third level, and every 4 additional levels, a generalist learns minor tricks and abilities in a different field. Each time, they may select one ability from the following list:
    • Prestidigitation once per day, with a caster level equal to their class level. Selecting this ability multiple times gives additional uses per day.
    • +2 Competence bonus to a perform or profession skill of their choice. This may be selected multiple times, applying to a different perform or profession skill each time.



    Preferred Style (Ex):
    As generalists level, they gain minor preferences for certain abilities and styles of engagement. At 3rd, 11th, and 19th level, they may choose to learn one fewer mimicry when leveling up. Each time they do, they gain one of the following as a bonus feat:
    • Eschew Materials, but it applies to all mimicries, allowing them to ignore the inexpensive components of their mimicries.
    • Spell Thematics, but it applies to all non-extraordinary mimicries with visual manifestations.
    • Endurance
    • Countenance of the Mage
    • Packrat



    Companion (Ex): A generalist gaining their 5th level may choose to learn no new mimicries for that level. If they do, they gain one of the following as a bonus feat: Animal Friends, Dragon Steed, Obtain Familiar, Psicrystal Affinity, or Wild Cohort. Any scaling levels for this feat (such as spellcaster level for obtain familiar, manifester level for psicrystal affinity, or character level for wild cohort) are equal to their generalist level. They may still exchange one known mimicry for another of equal or lesser level.

    Rebuild Self (Ex): At 20th level, a generalist can shift their abilities to cover nearly anything. Each day, as their power points refresh, they may choose one:
    • Move up to 4 skill points from a single skill into another skill, up to their maximum ranks.
    • Exchange a feat they know for a new feat for which they meet the prerequisites.
    • Permanently reduce an ability (that is 9 or greater) by 1 in order to permanently increase an ability (that is 17 or less) by 1.
    • Exchange a known customization for another customization.
    • Exchange a known mimicry for another mimicry of equal or lower level.

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    Default Customizations

    Customizations
    As previously stated, a generalist cannot invest more points in one area than their manifester level. What this means may vary depending on the category. For instance, they need a 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 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 ďpoorĒ to ďgood.
    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 bodyís 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/Ė.
    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 generalistís damage reduction rises to DR 2/Ė.
    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 generalistís 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 donít restrict their actions).
    12. The generalistís damage reduction rises to DR 3/Ė.


    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 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 mindís 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 generalistís 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 bodyís 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 generalistís 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 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 canít exceed the generalistís 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 Masterís exotic weapon stunts, a Master Throwerís thrown weapon tricks, or a Hulking Hurlerís 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.

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    Default Mimicries: Introduction and TOC

    Mimicries
    Mimicries come in six categories, each of which has its own theme. Some also have general mechanical rules that apply to their entries.

    Some entries in the TOC represent single mimicries (such as Flurry of Blows). Many of these scale with power points invested and can be augmented, but they can be learned all at once. Other entries (such as Arcane Spells) represent classes of mimicries. These are represented on the table with a *.

    Metamimicries
    Mimicries that change mimicries or other class features. Most use your psionic focus.
    Mimicry Name Level Min. PP Description
    Arcane Channeling 1 +2 Apply a touch-range mimicry through an attack.
    Daggercast 1 +0 Use somatic components with full hands.
    Imbue Arrow 1 +2 Attach an area mimicry to a projectile.
    Subtle Magic 1 +0 Make divinitions on your mimicry require a caster level check.
    Active Customization* 1 1 Spend power points as customization points; most changes last 1 round.
    Meta Feats* 1+ +0 Apply metamagic and metapsionic feats to your mimicries for variable PP.

    Daily Mimicries
    Mimicries where you spend PP up front for a daily stock of uses.
    Mimicry Name Level Min. PP Description
    Defensive Stance 1 1 Gain strength and durability, but the stance ends if you move.
    Dervish Dance 1 1 Move while making full attacks, but you must move between each attack.
    Hex 1 1 You apply penalties with a gaze; spend PP to increase them.
    Ki Frenzy 1 1 Gain strength, dexterity, and flurry, but become more reckless.
    Lay on Hands 1 1 Heal yourself or allies. Total healing scales with PP and charisma.
    Luck Pool 1 1 Reroll dice a few times per day; spend PP to determine which.
    Rage 1 1 Grow stronger and more reckless, as a barbarian.
    Ranged Legerdemain 1 1 Use certain skills at range.
    Sense Void 2 3 Remote-view a target miles away; augment to use divinations.
    Shadow Jump 2 3 Teleport short distances; spend PP to increase daily range.
    Smite Opposition 1 1 Attack and damage bonus against foes of opposing alignment.
    Stand Tough 3 5 Make fortitude saves to halve hitpoint damage and make it nonlethal.
    Turn Undead 1 1 Turn undead, as a good cleric.

    Passive Mimicries
    Mimicries that last all day, with no use limit. Expire when power points refresh.
    Mimicry Name Level Min. PP Description
    Armored Mage 1 1 Ignore spell failure for armor for some mimicries.
    Breath Weapon 1 1 Use 15ft breath weapon every 5 rounds; spend PP to increase damage or range, change energy type, or decrease cooldown.
    Flurry of Blows 1 1 Make additional attack during full attacks, with penalties; PP reduces penalty or can be used with more weapons.
    Ignore Spell Failure 2 3 Ignore 5% spell failure on mimicries, increase with PP spent.
    Mind Blade 1 1 Summon a short sword. Spend PP to make it bigger, throwable, magic, etc.
    Wild Empathy 1 1 Make diplomacy checks with animals. Spend PP to increase check or use against other creature types.
    Auras* 1 1 Grant allies within 30 feet bonuses to skills, attack, healing, or more.
    Meldshaping* 1 1 Learn and shape soulmelds. Bind for 4 PP, add essentia for 3 PP.
    Oozy Touch* 1+ 1 Gain a touch attack. Different oozes deal different damage, including ability damage or status conditions. Spend PP for range.
    Sense Elements* 1 1 Sense and analyze nearby instances of chosen element. Spend PP to increase range.
    Terrain Mastery* 3+ 5 Gain powers associated with various terrains, like attack bonuses, skill bonuses, and movement.

    Spectral Mimicries
    Explicitly magical and psionic mimicries that tend to act like spells and powers.
    Mimicry Name Level Min. PP Description
    Sand Shape 1 1 Shape items from loose materials. Spend PP based on size and complexity.
    Arcane Spells* 1+ 1 Cast a wizard spell spontaneously.
    Infusions* 1+ 2 Imbue an infusion spontaneously.
    Mysteries* 1+ 1 Learn mysteries along a path, cast spontaneously. Augment into spell-like or supernatural ability.
    Powers* 1+ 1 Manifest a power spontaneously.
    Psibond* 1 1 Spend PP to form psibonds; use one known psibond power for free, add PP to use more.
    Utterances* 1+ 1 Speak an utterance spontaneously. Spending PP replaces truespeech checks.
    Veils* 4+ 7 Learn defensive veils, use any with the 3 wardings.

    Contract Mimicries
    Mimicries that involve power from external agents.
    Mimicry Name Level Min. PP Description
    Dark Knowledge* 1 1 Gain bonuses against certain creature types. Spending PP replaces knowledge checks.
    Divine Spells* 1+ 1 Cast a cleric spell spontaneously.
    Draconic Words* 1+ 1 Grant yourself or others buffs to senses, debuffs, temporary HP, or more.
    Invocations* 1+ 1 Learn invocations. Spend power points to invoke or gain eldritch blast.
    Soul Binding* 1+ 1 Learn a vestige mimicry, then bind it. Spend PP to increase binder level, rush pacts, or more.
    Thieving* 1+ 1 Learn spellthief thefts. Steal spells and other magical powers.

    Physical Mimicries
    Mimicries that modify or require physical actions. Short-term, tend to be used in combat.
    Mimicry Name Level Min. PP Description
    Dances* 1 4 Learn dances that help allies, debuff enemies, or grant attacks. Spending PP replaces skill requirements.
    Jester's Performances* 1 3 Learn performances that insult or confuse enemies to decrease their fighting abilities.
    Ki Powers* 2+ 3 Learn Ki powers to become invisible, harder to hit, or move and strike ethereally.
    Knight's Challenges* 1 1 Challenge enemies to control a battlefield. Spending PP replaces daily uses.
    Lurk Augments* 1 1 Learn Lurk Augments to add damage or other riders to your attacks.
    Maneuvers* 1+ 1 Learn maneuvers and stances, spend PP to use them. Recover between encounters.
    Music* 1 3 Learn musical performances, which can apply area buffs and effects. Spending PP replaces required ranks.
    Traps* 2 3 Assemble short-term traps that can deal damage or apply status effects. Spending PP replaces craft checks.
    Wild Aspect* 2 3 Learn aspects that grant natural attacks, movement modes, and more. Most are used as a swift action and last minutes.
    Wild Shape* 1 1 Learn animal forms. Spend PP for higher-HD animal forms as well as more extreme size changes. Lasts hours.

    Homebrew Mimicries
    Mimicries based on third-party content. Optional class additions that represent the generalistís extensibility.
    Mimicry Name Level Min. PP Description
    Coalescence* [Physical] 1+ 1 Spend power points to gain short-term physical or mental boosts.
    Contracting* [Contract] 1+ 1 Learn heroic spirits to include or install, or learn vaults from the kingís treasure. Gain heroic weapons and abilities.
    Modules* [Passive] 1+ 1 Learn module powers from a single component, which grant various abilities.
    Paintings* [Spectral] 1+ 1 Learn a painting or technique, paint it spontaneously, spending PP as paint colors.


    Midjourney

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    Default Metamimicries

    Metamimicries
    Metamimicries are mimicries that alter the function of other class features, either mimicries or customizations. These mimicries have a few uniting rules: First of all, metamimicries require expending your psionic focus to use unless they state otherwise. Second, all metamimicries except for Active Customization apply to a different (non-meta) mimicry, with various restrictions. They cost additional power points on top of the mimicry in question, and the total canít add up to more than a generalistís manifester level. A metamimicry is learned as a mimicry of its level delta. For instance, a metamimicry with a mimicry level of +2 can be learned once a generalist is able to learn 2nd level mimicries.

    Metamimicries generally apply to only certain mimicries. For instance, a metamimicry that alters a mimicryís duration only applies to mimicries with durations.

    Arcane Channeling
    Mimicry Level: +1 (+2 PP)
    Action: Standard
    You may use any touch-range mimicry you know through an attack, such as a strike with a weapon, both dealing the attack damage and applying the mimicry effect. The mimicry used this way must have an activation time of one standard action or faster. Mimicries activated this way donít provoke an attack of opportunity. If the attack misses, the mimicry is wasted, along with its power points.

    Daggercast
    Mimicry Level: +1 (+0 PP)
    Action: See text
    You may use a mimicry requiring somatic components (or other gestures) while both of your hands are full. This mimicry, unusually, requires no power points to activate. It still requires your psionic focus. However, if used in conjunction with the Arcane Channeling metamimicry, you can expend your psionic focus to use both.

    Imbue Arrow
    Mimicry Level: +1 (+2 PP)
    Action: See text
    You may attach any area mimicry you know to a ranged projectile attack, most traditionally an arrow. The mimicry in question must take at most a standard action to activate. Then, roll an attack with the projectile in question, with the attack taking a standard action unless its initial time is longer. Wherever the projectile ends up after your attack is the center of the mimicryís area, even if some or all of the area covered is outside the mimicryís normal range.

    Subtle Magic
    Mimicry Level: 1st (+0 PP)
    Action: See text
    Any divination effect attempting to detect or glean information from or about this mimicry must succeed on a caster level check against 15 + your manifester level.

    Active Customization (Ex)
    A generalist can learn an active customization of any customization they already know. This allows them to convert power points into specialization points and temporarily boost that category, but does not let them invest past their manifester level. This can be learned once for each known customization. This mimicry requires an immediate action as well as the power points to be converted (1 for 1) into specialty points. In addition, for 4 additional power points, the mimicry can be used as a free action on the generalistís turn. This use does, in turn, mean that they hit their manifester level 4 points sooner. For example, if a generalist with a manifester level of 6 has 2 specialty points increasing their constitution by 1, they can use Active Mimicry (Ability Scores) and spend 4 additional points to increase it temporarily to 6 specialty points, increasing their constitution by +3. If they wanted to do this as a free action, they could spend only 2 base power points as well as 4 additional points to hit their manifester level of 6. The 2 power points would increase their constitution by an additional +1, for a total of +2. Active customization does not expend psionic focus.

    Unless otherwise noted, all boosts last for 1 round. Exceptions are Saving Throws, which last only for the receipt of a single attack within the round, and Skills, which last for any 1 skill check, so long as the skill takes under 1 minute to use. Skills that take longer than 1 minute cannot be actively customized, and skill tricks cannot be learned through active customization.

    Meta Feats (Ex)
    A metamagic or metapsionic feat can be learned as a metamimicry. It can be applied to any suitable mimicry, not just spells or powers, but not to any non-mimicked abilities. The power point cost of a metamagic feat is twice the adjusted spell level of the metamagic feat. For example, Extend spell (+1 spell level) would cost 2 additional power points. The generalist must meet the prerequisites of the feat.

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    Default Daily Mimicries

    Daily Mimicries (Sp)
    Many mimicked abilities can be used at level 1, but canít be used 15 times at level 5. This is because these abilities fall into a category referred to as daily mimicries. A daily mimicry is a full-round action that allows the user to use a specific ability some number of times until their power points refresh (although they may say ďper dayĒ for simplicity). If a daily mimicry is activated again before power points refresh, only the highest expenditure of power points matters, or the first, if multiple were tied; ignore all other activations. Any remaining uses expire when the generalist refreshes their power points.

    Like every category of mimicry, the number of daily mimicries a generalist can know is equal to half of their manifester level.

    Defensive Stance
    Mimicry Level: 1st (1+ PP)
    Action: Full-Round
    You gain the ability to enter a defensive stance, like a Dwarven Defender. You may enter this stance once per day, plus an additional time for every two power points spent beyond the first. You may only enter this stance once per encounter. You may not use this stance with rage, frenzy, dervish dance, ki frenzy, or any other similar ability.

    Dervish Dance
    Mimicry Level: 2nd (3+ PP)
    Action: Full-Round
    You gain the ability to enter a Dervish Dance, similar to a dervish. You may dance this way once per day, plus an additional time for every two power points spent beyond the third. You may begin a dance as a swift action, and it lasts rounds equal to the power points spent on this mimicry. During a dance, you can move up to your speed while taking a full attack action, but you must move at least 5 feet between each attack. While dancing you cannot use any skills requiring concentration or stillness, such as move silently, hide, or search. You also cannot rage, frenzy, or use other similar abilities while dancing. At the conclusion of a dance, you are fatigued. You can only dance once per encounter.

    Hex
    Mimicry Level: 1st (1+ PP)
    Action: Full-Round
    You gain the ability to unleash a potent curse upon others as a swift action. You may target anybody within 60 feet, forcing them to make a will saving throw (DC 10 + your charisma modifier + 1/2 the power points spent on this mimicry, rounded down). If the target fails, they suffer -2 to all attacks, saves, checks, and damage rolls for 1 hour. You canít target anybody with the curse more than once per day. You may use this curse once, plus an additional time for every 2 power points above 1 spent on this power.
    Augment: You can augment this mimicry in multiple ways. Each of these grants an alternative hex.
    If you spend 1 additional power point, you may instead use a sickening hex. Your target makes a fortitude save or becomes sickened and reduced to half speed for 1 hour.
    If you spend 3 additional power points, you can use a fear hex. A target that fails their will save is frightened of you for 1 round per power point spent to activate this mimicry.
    If you spend 5 additional power points, you can use a sleep hex. A target that fails their will save falls asleep for an hour. They awaken if they suffer any form of damage.

    Ki Frenzy
    Mimicry Level: 1st (1+ PP)
    Action: Full-Round
    You gain the ability to Ki Frenzy, as a sohei. You may enter a ki frenzy as a free action your turn, and you may end it for free on your turn as well. A Ki frenzi automatically ends after rounds equal to 3 + your constitution modifier. You gain +2 to strength and dexterity and +10 to your base land speed, and the ability to make an extra attack when full-attacking, so long as you apply a -2 penalty to all attacks that round. You canít use any dexterity, constitution, intelligence, or charisma-based skills except for balance, escape artist, intimidate, and ride. You canít cast spells or use spell-trigger, spell-completion or command-word items. You may ki frenzy once, plus an additional time for every two power points spent beyond the first. You may only ki frenzy once per encounter.

    Lay on Hands
    Mimicry Level: 1st (1+ PP)
    Action: Full-Round
    You gain the ability to heal the wounds of yourself or others by touch. Laying hands on somebody is a standard action. You may heal total damage equal to your charisma bonus (minimum 1) multiplied by the power points spent to activate this mimicry. You may split this healing up into any number of uses.

    Luck Pool
    Mimicry Level: 1st (1+ PP)
    Action: Full-Round
    You gain luck, and with it, the ability to reroll attacks, saves, and/or checks. You gain 1 luck reroll, plus an additional luck reroll for every two power points spent beyond the first. However, you are required to augment this mimicry to take one or more ways to make a way to spend luck rerolls. Even if you have another source of luck rerolls, the luck pool mimicry does not interact with it. You may only reroll 1 die per turn, and a reroll costs either an immediate action, or 1 power point. In all cases, you must accept the result of the reroll, even if it is worse than the original roll.
    Augment: You can augment this mimicry in multiple ways. Each gives you another way to spend the rerolls in your luck pool.
    If you spend 1 additional power point, you may reroll the hit point damage done by one of your attacks, or hit points healed by an effect such as a cure spell or magical item. You must reroll all dice.
    If you spend 2 additional power points, you may reroll a skill check.
    If you spend 3 additional power points, you may reroll a saving throw.
    If you spend 4 additional power points, you may reroll an attack roll, spell penetration roll, or caster level check.
    If you spend 5 additional power points, you may reroll any roll. This includes all of the above augments as well as ability checks, grapple checks, non-hit point damage rolls, spell error rolls, and anything else. It must still be a die you are rolling. This does not include rolls such as ability scores or hit points during character creation or level-up.

    Rage
    Mimicry Level: 1st (1+ PP)
    Action: Full-Round
    You gain the ability to Rage, as a barbarian. You may rage once per day, plus an additional time for every two power points spent beyond the first. You may only rage once per encounter. If you spent 12 power points, you gain the Mighty Rage class feature.

    Ranged Legerdemain
    Mimicry Level: 1st (1+ PP)
    Action: Full-Round
    Once per day, plus an additional time for every two power points spent beyond the first, you can perform certain skill checks at range. You can perform a Disable Device, Open Lock, or Sleight of Hand check on a location up to 30 feet away. However, you cannot take 10 on this check, and canít manipulate objects weighing more pounds than the number of power points spent to activate this mimicry. You may take additional penalties if you, for instance, canít see the location in question or canít easily maneuver tools there.

    Sense Void
    Mimicry Level: 3 (5+ PP)
    Action: Full-Round
    You gain the ability to sense the world around you, like a void disciple. You can sense the void once per day with an additional use for every 2 power points spent beyond 5. To sense the void, decide what person, object, or place you wish to see, then make a spellcraft check as a standard action: For every 5 points of the check result, you can sense targets within an exponentially larger area (line of sight, 1 mile, 5 miles, 25 miles, 125 miles, and finally, 625 miles with a check result of 30+). If your stated target is within the area, you can see and hear it for one round before your consciousness returns to your body. If multiple targets within your rolled area match your goal, you see the closest one. You canít sense across planar boundaries.
    Augment: If you spend 2 additional power points, then every time you sense void for the day, if you have an active sensory or divination spell or ability, you may use one such ability on your target (such as Detect Magic, the spell Darkvision, etc.). You may even use a concentration-duration ability, as long as you were concentrating on it when you activated your sense void.


    Midjourney


    Shadow Jump
    Mimicry Level: 2nd (3+ PP)
    Action: Full-Round
    You gain the ability to teleport yourself and held possessions, as the spell Dimension Door. This ability is not limited to a specific number of uses per day. Instead, you can teleport a total number of feet per day equal to 5 feet per power point spent to activate this mimicry. Every jump consumes a minimum of 10 feet from this total, even if the jump was to an adjacent square.

    Smite Opposition
    Mimicry Level: 1st (1+ PP)
    Action: Full-Round
    You gain the ability to smite your enemies. You may smite opposition once per day, plus an additional time for every two power points spent beyond the first. A smite attack functions as a normal melee or ranged attack with the following exceptions: If targeted against an enemy with at least one axis of alignment in opposition to yours (good/evil or lawful/chaotic), it has a bonus to hit equal to the power points spent to activate this mimicry. If it hits, it deals additional damage equal to your charisma bonus. You may only smite opposition once per encounter.

    Stand Tough
    Mimicry Level: 3rd (5+ PP)
    Action: Immediate
    You gain the ability to shug off blows. You may stand tough once per day, plus an additional time for every two power points you spend beyond the fifth. You may use Stand Tough any time you take hit point damage, even when you are flat-footed or otherwise not aware of the attack. Make a fortitude save equal to the damage being inflicted. If you succeed, the damage is halved and converted to nonlethal damage.

    Turn Undead
    Mimicry Level: 1st (1+ PP)
    Action: Full-Round
    You gain the ability to turn, as a good cleric. You may turn undead once, plus an additional time for every two power points spent beyond the first. Your effective cleric level when turning undead is equal to the power points spent on this mimicry.

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    Default Passive Mimicries

    Passive Mimicries
    Passive are in many ways similar to daily mimicries. The main distinction is that they can be used at-will once activated, within the restrictions outlined in their individual description. Like daily mimicries, only the highest power point activation of the mimicries applies, and they last until power points are refreshed.

    Armored Mage
    Mimicry Level: 1st (1+ PP)
    Action: Full-Round
    You can ignore arcane spell failure for light armor, but only for 0 and 1st level mimicries. For every 2 additional power points you spend, you can safely wear light armor with an additional mimicry level.
    Augment: By spending an additional 2 power points, you can also ignore spell failure with medium armor.

    Breath Weapon
    Mimicry Level: 1st (1+ PP)
    Action: Full-Round
    You gain the ability to breathe out a 15-foot cone of flame as a standard action. Every creature caught within it will take 1D6 damage for every two power points spent on this mimicry, minimum 1D6. They may make a reflex save (DC 10 + half the power points spent to activate this mimicry + your constitution modifier) for half damage. Once it is used, you must wait 4 rounds before you use it again (you can use it every fifth round).
    Augment: You can augment this mimicry in multiple ways:
    If you spend 1 power point, you can change the energy damage dealt by your breath weapon to one of the following: cold, acid, or electricity. If you instead spend 2 power points, you change it to sonic. Your breath weapon will use the chosen energy type until it expires.
    If you spend 2 power points, your breath weaponís cooldown reduces to 3 rounds (you can use it every fourth round). For a further 2 power points, it reduces to 2 rounds.
    For an additional power point, the breath weapon can be used as a 30 foot line. This is an additional attack option for the same breath; the cooldown still applies across all uses.
    For an additional power point, the breath weapon can be used as a 30 foot ranged touch attack. This option can be used as part of a full attack, and allows for no save for half damage. This is an additional attack option for the breath; the cooldown still applies across all uses.

    Flurry of Blows
    Mimicry Level: 1st (1 PP)
    Action: Full-Round
    You make a full attack, with an additional attack at your highest base attack bonus. However, all attacks this round suffer a -2 penalty. You can only flurry with light weapons (including unarmed strikes).
    Augment: You can augment this mimicry in multiple ways:
    If you spend 4 additional power points, the attack penalty drops to -1. If you spend 8 additional points instead, you flurry with no penalty.
    If you spend 4 additional power points, you may attack with one-handed weapons during your full attack.

    Ignore Spell Failure
    Mimicry Level: 2st (3+ PP)
    Action: Full-Round
    You may ignore the spell failure caused by various encumbrances to your body, but only for your mimicries. You ignore the first 5% of spell failure, and an additional 5% of spell failure for every two power points beyond the third.

    Mind Blade
    Mimicry Level: 1st (1+ PP)
    Action: Full-Round
    You gain the ability to summon a magical weapon as a move action. Itís a size-appropriate short sword, with an enhancement bonus to attack and damage equal to half the power points spent to activate this mimicry. If you spend 12 power points, it's a +5 weapon with a +1-equivalent weapon special ability of your choice besides Bane. You can only have one mind blade at a time, and it only exists while you hold it.
    Augment: You can augment this mimicry in multiple ways:
    If you spend 1 additional power point, your mind blade gains a range increment of 30 feet when thrown. It vanishes after the attack, rather than when leaving your hands.
    If you spend 2 additional power points, you can summon new mind blades as a free action once per round.
    If you spend 2 additional power points, you can turn your mind blade into a shortsword, longsword, or bastard sword as a full-round action. It remains in that form until changed again, even when resummoned.
    If you spend 3 additional power points, you gain the ability to make whirlwind attacks (as the feat Whirlwind Attack), but only if all attacks are with your mind blade.

    Wild Empathy
    Mimicry Level: 1st (1+ PP)
    Action: Full-Round
    You gain the ability to make checks to improve the attitudes of animals you encounter. This is resolved as a diplomacy check, except that you roll 1D20 and add your charisma modifier and the number of power points spent on this mimicry. Like diplomacy, itís hard to use this against actively hostile parties.
    Augment: You can augment this mimicry in multiple ways:
    For 1 additional power point, you can also use this to improve the attitudes of unintelligent magical beasts (those with int 1 or 2).
    For 2 additional power points, you may improve the attitudes of unintelligent aberrations.
    For 3 additional power points, you may pick another type of creature. You may use wild empathy with creatures of that type with intelligence 1 or 2.

    Auras (Su)
    A generalist can learn auras, both draconic auras from the dragon shaman list, or major auras from the marshal list. Regardless of the source, auras learned this way affect themselves plus all other allies within 30 feet, and their aura strength depends on the power points spent to activate it: 1 for a +1 aura, plus 3 for every additional plus. A generalist can keep only one aura active at a time, and auras expire when their power points refresh. Auras are also inactive when the generalist isnít conscious.

    A generalist can also learn psychic auras from the divine mind list. They act identically to other auras, save that the generalistís effective class level is equal to the power points spent, meaning that some numbers scale differently.

    Meldshaping (Con)
    The generalist can shape soulmelds. They can learn any soulmeld from any classís list as its own mimicry. Each soulmeld can be shaped using the normal meldshaping rules (save the 1 hour of meditation), but costs one or more power points to shape. For every three additional power points spent, the generalist gains one point of essentia that they can invest into that soulmeld. Generalists cannot freely move or reinvest essentia. A generalistís meldshaper level for a soulmeld is equal to the power points spent to shape the soulmeld, less those spent on augments. Like all meldshapers, a generalist canít have more soulmelds shaped than their constitution bonus, and their soulmeldís saves are constitution-based.

    A generalist can augment a soulmeld by spending an additional 4 power points to bind it to an open chakra. These power points do not increase their meldshaper level, and the total must still be under their manifester level.

    A generalistís soulmelds all unshape when they refresh their power points.


    Midjourney


    Oozy Touch (Su)
    A generalist can learn to channel various ooze-related powers. There are eight types of oozy touch, each its own mimicry. All of these mimicries give the generalist a specific touch attack to be used at-will, as a standard action, until their power points refresh. Oozy touches are costed as powers, but touches that deal hit point damage deal an additional damage for every 2 additional power points spent above their base cost. In addition, while an oozy touch is active, the generalist can spend 1 power point to lob a glob of ooze as a splash weapon with a range increment of 10 feet. A direct hit imparts the same effect as the touch attack, while the splash damage to adjacent squares is equal to 1 damage of the same type. Oozy touches that donít deal hit point damage have no splash damage. Below are each touch, and their mimicry levels.

    Phosphorescent Fungus (1st)
    A touch by this fungus causes a spot to glow (as the spell Light) until it is cleaned (a full-round action). It extinguishes naturally in 10 minutes plus 10 minutes per additional power point spent.

    Brown Mold (1st)
    1D6 nonlethal cold damage to living creatures.

    Gray Ooze (1st)
    1D6 points of acid damage.

    Ochre Jelly (2nd)
    1D4 points acid damage to living creatures, plus 1D4 nonlethal damage to anything. The additional damage is acid.

    Black Pudding (3rd)
    2D6 points of acid damage. Unlike other touches, this deals +1 point of damage per additional power point instead of +1 per two power points.

    Green Slime (4th)
    1D6 points of acid damage to living creatures, plus 1D6 points of constitution damage. The additional damage is acid.

    Yellow Mold (4th)
    2D4 points of constitution damage.

    Gelatinous Cube (5th)
    Paralysis for 1D6+1 rounds. A fortitude save negates this paralysis. The DC is 15 + the generalistís constitution modifier + 1 for every two additional power points invested.

    Sense Elements (Sp, Int)
    A generalist can learn to sense instances of certain elements, like a Shugenja. They must learn each element (fire, water, air, or earth) as its own mimicry. Activating Sense Elements for a known element is a full-round action, and costs one or more power points. They may learn the number and size of instances of that element within 5 feet. Every round they concentrate, they can extend their range an additional 5 feet, to a maximum of 5 feet per power point spent to activate the mimicry. In addition, for as long as they remain concentrating, they may choose to focus on a specific instance of the sensed element each round and make a spellcraft check to further identify it. A result of 20 or higher pinpoints the square of the effect, a 25 says whether itís a natural or spell effect, a 30 whether itís a creature or object, and a 35 reveals the exact nature of the object. The generalist canít retry this check for any given instance of an element until their power points refresh; if they accidentally attempt to analyze the same item multiple times, further instances reveal no additional information.

    Terrain Mastery
    A generalist can learn the horizon walkerís terrain masteries as mimicries. Using a terrain mastery grants its benefits until power points are refreshed. Terrain Masteries require a full-round action to enable. Normal terrain masteries are 3rd level mimicries and cost 5 power points, while planar terrain masteries are 5th level mimicries requiring 9 power points to mimic.

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    Default Spectral Mimicries

    Spectral Mimicries
    Spectral mimicries tend to be the flashiest and most varied of all mimicry options. Spectral mimicries are either directly psionic, or are psionic emulations of more traditional magic. This is the category with the most direct spells and powers, as well as a few other abilities that are similar to them. Most spectral mimicries are learned and costed as powers.

    Sand Shape (Sp)
    Mimicry Level: 1st (1+ PP)
    A generalist can shape items from sand, dust, or dirt, similar to a sand shaper. This acts like the sand shaperís ability, with the following exceptions: Determine the itemís creation DC normally. Instead of making a caster level check, the generalist spends half that many power points (minimum 1). They have no hard limit on the number of items they can have crafted at once, but each item requires its normal crafting time and lasts only 10 minutes per power point spent to create it.

    Arcane Spells (Int)
    A generalist can learn arcane spells, which they can then cast spontaneously using power points. They can learn any spell from the sorcerer spell list, at an equivalent mimicry level. Spells are costed as powers. Their casting ability is intelligence. Their caster level is equal to the number of power points spent to cast the spell. Like sorcerers and wizards, they incur arcane spell failure for armor, shields, and other encumbrances. Cantrips (0 level spells) are learned as first-level mimicries and behave otherwise like them.

    Infusions (Int)
    A generalist can learn infusions, which they can then cast spontaneously using power points. They can learn any infusion from the standard artificer list, at an equivalent mimicry level. Unlike most mimicries, the minimum power points required to cast a spell are equal to twice its infusion level. Their casting ability is intelligence. Their caster level is equal to the number of power points spent to cast the spell.

    Mysteries (Int)
    A generalist can learn mysteries, which they can then cast spontaneously using power points. They can learn any mystery, at an equivalent mimicry level, so long as they have learned all previous mysteries within its path (they are not required to learn two mysteries of previous levels). Mysteries are costed as powers. Their casting ability, determining both maximum mystery level and saving throw DCs, is intelligence. Their caster level is equal to the number of power points spent to cast the mystery. Like shadowcasters, they incur arcane spell failure for armor, shields, and other encumbrances. A generalist can augment a mystery cast by either 2 or 4 points to treat it as a spell-like ability or a supernatural ability, respectively, although those power points do not increase the mysteryís caster level.


    Midjourney


    Powers (Cha)
    A generalist can learn and manifest psionic powers like a psion of their manifester level, except for the following: They do not get a discipline ability, and their maximum power level known is equal to their mimicry level. Their manifesting ability is charisma.

    Psibond (Su)
    A generalist can learn to link their mind with others, as a psibond agent. Each psibond power is learned as a separate mimicry. A generalist who knows at least one psibond mimicry can form psibonds by spending power points, which last 1 minute per power point expended. Once formed, they may use any known psibond powers, as long as the level that power is learned is less than or equal to that bondís power points. Each bond can designate one psibond power to be used for free, and that power can be used as many times as the generalist spends actions to use it. Any further powers require 1 power point per use.

    Utterances (Sp, Int)
    A generalist can learn utterances, and speak them by spending power points to emulate the required truespeech checks. They may learn any utterance at an equivalent mimicry level, and utterances are costed as powers. This bypasses the need for truespeech checks, as well as the law of resistance, but not the law of sequence. Their truenamer level is equal to the power points spent. Any time they wish to gain an additional ability from increasing their truespeech DC, they may instead add half that many power points, rounded up, to their power point expenditure. These additional points do not increase their effective truenamer level, and canít raise the total past their manifester level.

    Veils (Sp, Int)
    A generalist can learn to protect themselves with Veils, as an initiate of the sevenfold veil. Each veil must be learned as a separate mimicry. The mimicry level of each veil is equal to that veilís effective spell level. The saving throw of each veil is equal to 10 + that veilís effective spell level + the generalistís intelligence modifier. Veils are costed as powers, and the generalist can use any of the 3 wardings on the veils they know.

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    Default Contract Mimicries

    Contract Mimicries
    Contract mimicries come in all shapes and sizes, with many mechanically similar to spectral or passive mimicries. The uniting element of contract mimicries is that they all mimic appealing to an external source of power. In most cases, this is only in mimicry, with the generalistís general reality-warping abilities achieving the effect in question. However, mimicking a Read Magic and mimicking appealing to a deity to grant Read Magic are different mental processes.

    Dark Knowledge (Su)
    A generalist can learn applications of dark knowledge, like an archivist. Each secret must be learned as a separate mimicry. The minimum power points required to use each secret is equal to the level the archivist learns it. This power point expenditure replaces the skill check. Expending 4 additional power points gains the benefits of beating a check by 10, and an additional 4 (8 total) gains the benefits of beating a check by 20.

    Divine Spells (Wis)
    A generalist can learn divine spells, which they can then cast spontaneously using power points. They can learn any spell from the cleric or druid spell lists, at equivalent mimicry levels. Spells are costed as powers. Their casting ability is wisdom. Orisons (0 level spells) are learned as first-level mimicries and behave otherwise like them. Their caster level is equal to the number of power points spent to cast the spell.

    Draconic Words (Su, Cha)
    A generalist can learn draconic words of power, like a dracolexi. Each word must be learned as its own mimicry. Words are spoken as a swift action, towards any creature within 30 feet. A generalist canít target any creature with the same word twice without refreshing their power points between. The saving throw of all draconic words is 10 + half the power points spent on the mimicry + the generalistís charisma modifier. Each draconic word costs at least power points equal to its mimicry level, but many scale based on the power points spent. Below are each draconic word, their mimicry levels, and the saving throw to resist each.

    Renthisj/Speak (1st)
    The targetís speech in any language can be understood by any creature that understands a language. This lasts 10 minutes per power point spent.

    Vor/Learn (1st)
    The target gains a competence bonus to spellcraft checks, or to a single type of knowledge check of your choice, equal to the power point spent. This lasts 1 hour.

    Ocuir/See (1st)
    The target gains a competence bonus to search and spot checks equal to the power points spent for 1 hour.

    Osvith/Flee (1st, Will)
    The target is shaken for 1d4 rounds. If the power points spent on this mimicry exceed their hit dice, they are frightened instead.

    Ssearth/Prolong (1st)
    The target heals damage equal to the power points spent on this mimicry. This also heals undead.

    Strix/Invigorate (1st)
    The target gains temporary hit points equal to twice the power points spent on this mimicry. These hit points last up to 1 hour.

    Ssifisv/Rest (2nd)
    Cures the targetís fatigue. If the target is exhausted, it becomes fatigued instead.

    Veschik/Replenish (2nd)
    If used on a spontaneous caster, the caster regains a used spell slot. The maximum level of used slot they can regain is equal to half the power points spent on this mimicry. If used on a psionic creature, you can transfer the power points spent on this mimicry directly to them, up to their maximum power point reserve.

    Ossalur/Travel (3rd)
    All of the targetís movement modes gain a +30 feet enhancement bonus. This lasts rounds equal to the power points spent on it.

    Valignat/Burn (5th, Ref)
    This word deals 1D6 fire damage per power point spent to the target.

    Invocations (Sp, Cha)
    A generalist can learn invocations, from both the warlock and the dragonfire adept lists. Invocations are learned as mimicries of their effective spell level, and their caster level is equal to the power points spent. Invocations work similarly to passive mimicries: The minimum power points required to use an invocation is equal to twice its effective spell level, and once an invocation is used, it can be used for free until power points are refreshed. Their invoking ability is charisma. All invocations expire when power points are refreshed, regardless of remaining duration, save ones that last indefinitely (such as certain uses of The Dead Walk).

    If a generalist learns at least one blast shape and/or essence, they may spend a standard action to gain Eldritch Blast, an attack that by default is a 60 foot ranged touch attack that deals 1D6 damage plus an additional 1D6 per two power points spent on it beyond the first. When activating eldritch blast, they must include at least one shape and/or essence, which will apply for each attack with it until it is reactivated. The minimum power points required to activate eldritch blast are equal to the highest level shape or essence included in the blast. This attack remains available until they refresh their power points or until they spend power points to reactivate eldritch blast with a different shape and/or essence. This is otherwise identical to the Warlock class feature.


    Midjourney


    Soul Binding (Su, Cha)
    A generalist can learn to form pacts with vestiges, like a binder. They must learn each vestige they wish to bind as its own mimicry of a level equal to its vestige level, and may not pact additional vestiges while pacted. In order to form a pact with a vestige, they must spend at least power points equal to those required to manifest the equivalent power (1 for first-level vestige, plus two for each additional level), then go through the entire 10-round ritual, like a binder. At the conclusion of the summoning, they make a binding check as a binder of a level equal to the power points spent this way. In addition, they may augment this in other ways, although power points spent to augment their soul binding do not increase their binder level: They may form a rushed pact as a full-round action for 4 additional power points (but with no binding penalty), or they may suppress the sign of a good pact for an additional 2 power points. They must use the augment before knowing whether the pact will be good or bad. Vestiges are automatically expelled whenever power points are refreshed.

    Thieving (Su, Cha)
    A generalist can learn to steal magic from others, like a spellthief. Each of these abilities is learned as a specific level of mimicry. These mimicries are costed as powers. Their effective spellthief level for each effect is equal to the number of power points spent this way. This use of power points replaces the need for sneak attack damage. However, besides giving up sneak attack, the same requirements are necessary to activate each form of thievery. A generalist can possess a number of stolen spells at any one time equal to their manifester level.

    Steal Spell
    Mimicry level: 1 (1+ PP)
    Action: Standard (or during attack)
    You may steal a spell from a struck or willing target, just like a spellthief. At first you can steal only 0 and 1st level spells. For every two spellthief levels past 1, the level of spell you can steal rises by 1.

    Steal Spell Effect
    Mimicry Level: 2 (3+ PP)
    Action: Standard (or during attack)
    You may steal an active spell effect from a struck or willing target, like a spellthief. At first you can steal only spell effects of up to 2nd level. For every two spellthief levels beyond 3, the level of spell effect you can steal rises by 1.

    Steal Energy Resistance
    Mimicry Level: 2 (3+ PP)
    Action: Standard (or during attack)
    You may steal an energy resistance from a struck or willing target, like a spellthief. The energy resistance you are able to steal canít exceed 3 points per spellthief level.

    Steal Spell-Like Ability
    Mimicry Level: 3 (5+ PP)
    Action: Standard (or during attack)
    You may steal a spell-like ability from a struck or willing target, like a spellthief. At first you can steal only spell-like abilities up to third level. For every two spellthief levels beyond 7, the level of spell-like ability you can steal rises by 1.

    Absorb Spell
    Mimicry Level: 4th (7+ PP)
    Action: None
    When you successfully save against a spell that targets you, you may attempt to store the spell, like a spellthief. You may absorb spells up to 4th level. For every two spellthief levels beyond 11, the level of spell you can absorb rises by 1. This ability is otherwise identical to a spellthiefís absorb spell.

    Steal Spell Resistance
    Mimicry Level: 5 (9+ PP)
    Action: Standard (or during attack)
    You may steal spell resistance from a struck or willing target, like a spellthief. The target loses 5 spell resistance, and you gain spell resistance equal to 5 plus 1 per spellthief level, up to the spell resistance originally possessed by the struck target.

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    Default Physical Mimicries

    Physical Mimicries
    The final category of mimicries is perhaps the vaguest: Mimicries that affect motion and matter. These mimicries change how the generalist moves, granting new special abilities based on their physical actions, such as singing, dancing, or even attacking. Some of these mimicries grant new ways to spend actions (such as extraordinary, spell-like, or supernatural abilities), while others grant more passive bonuses, but most are short-duration in their impacts.

    Dances (Su, Cha)
    A generalist can learn the Battle Dancerís dances as mimicries. Once learned, these can be used by spending power points. The power points required to use any dance are equal to two plus half of the ranks in tumble required to use it. They do not need the ranks in tumble (but may find them useful).

    A generalist can also learn the Cloaked Dancerís enchanting dances in the same way. The minimum power points required to use them are equal to the rank in perform (Dance) required. Once again, the generalist does not need ranks in the skill.

    Jesterís Performance (Cha)
    A generalist can learn performance mimicries, and use them, similar to a jester. Once learned, each performance can be used by spending power points. The generalistís effective jester level for their performances is the number of power points spent to activate it. Each performanceís minimum point point expenditure is equal to the ranks in perform required to use it. They do not need the ranks in perform (but may find them useful).

    Ki Powers (Su)
    A generalist can learn Ki Powers, which they activate using power points instead of Ki. None of these abilities can be used in medium or heavier armor, or while carrying a medium or heavier load.

    Ghost Step
    Mimicry Level: 2 (3 PP)
    Action: Swift
    You can become invisible for 1 round.
    Augment: By spending an additional 6 power points, you become ethereal instead.

    Ki Dodge
    Mimicry Level: 2 (3 PP)
    Action: Immediate
    You gain concealment (20% miss chance) for 1 round. This is negated only by True Seeing and greater effects.
    Augment: You can augment this mimicry in multiple ways:
    By spending 2 additional power points, the miss chance granted by your concealment applies to targeted spell effects, even those without attack rolls (such as Charm Person or Magic Missile).
    By spending 4 additional power points, your concealment rises to total concealment (50% miss chance).

    Ghost Strike
    Mimicry Level: 3 (5 PP)
    Action: Move
    You can interact with and strike creatures and objects on the ethereal plane for 1 round (or similarly interface with the material plane, if youíre ethereal).

    Ghost Walk
    Mimicry Level: 6 (11+ PP)
    Action: Standard
    This mimicry functions as the spell Ethereal Jaunt. Its caster level is equal to the power points spent to activate it.

    Knightís Challenge (Ex, Cha)
    A generalist can learn how to provoke enemies and manipulate the flow of battle, like a knight. Once learned, each challenge can be used by spending power points. Each challenge must be learned separately. The minimum points required to use a challenge are equal to the knight level the challenge requires, and the generalistís effective knight level is equal to the power points spent. A generalist canít gain or lose daily challenges, and does nothing when instructed to do either. Other than these changes, the use of a challenge is identical to a knightís use, including activation times.

    Lurk Augment (Ex)
    A generalist can learn to augment their attacks, like a lurk. Each augment must be learned as its own mimicry, and the generalist needs the stated manifester level to learn them. Each augment requires a minimum power point investment of its minimum required level. Other than that, these act identically to lurk augments: Unless otherwise noted, each augment requires a swift action, affects one attack, and lasts for 1 round or until expended.

    Maneuvers
    A generalist can learn maneuvers and stances, which they can then use with power points. They can learn these from any discipline, at equivalent mimicry level, so long as they meet its other prerequisites. Maneuvers are costed as powers.. The generalist begins each encounter with all known maneuvers and stances readied, but canít refresh them during combat. All stances expire whenever the generalist refreshes their power points.

    Music (Su, Cha)
    A generalist can learn music mimicries, and use them, similar to a bard. Once learned, each music can be used by spending power points. The generalistís effective class level for their music is the number of power points spent to activate the mimicry. Each musicís minimum point point expenditure is equal to the ranks in perform required to use it. They do not need the ranks in perform (but may find them useful).

    A generalist can learn bardic music, virtuoso performances, sublime chord music, war chanter music, and evangelistís orations in this way.

    Traps (Ex, Int)
    A generalist can learn to assemble the traps of a trapsmith or a combat trapsmith. Each trap must be learned as its own second-level mimicry. Creating a trap takes a full-round action and requires at least 3 power points. The saving throw of one of these traps is 10 + the generalistís intelligence modifier + the power points invested in the trap. The check to find and disable these traps is 5 points higher than their saving throw DCs. Each trap with ongoing effects lasts one round per 2 power points spent to create the trap. Besides these changes, the combat traps are identical.

    For combat traps, the invested power points replace both the material component and the craft check. For booby traps, the generalist may choose to mimic the trap with no material component, excepting items such as the crossbow of a bolt trap or the dropped item in a drop trap. If they do, the trap lasts up to 1 minute per power point invested, or until triggered. If they use the full material components, the trap behaves normally.

    Wild Aspect (Su)
    A generalist can learn minor form changes, as an Animal Lord. Each aspect must be learned as a separate second-level mimicry. The generalist can use any known wild aspect for a minimum of 3 power points, gaining all of the abilities of a third-level animal lord. For an augment of 4 additional power points, they gain all of the benefits of a 7th level animal lord. Other properties of the wild aspect are unchanged: Wild aspects still require a swift action, and most of them last one minute per level. The generalistís effective class level is equal to the power points spent.


    Midjourney


    Wild Shape (Su)
    A generalist can learn to change their form into that of an animal, much like a druid. Each form must be learned as a separate mimicry. This functions like the alternate form special ability, except as noted here. This mimicry is a standard action to use or to dismiss early. It lasts 1 hour per power point spent to activate it. All gear worn melds into their form and becomes nonfunctional. The generalist can learn animals with hit dice less than or equal to their manifester level, and must spend at least that many power points to change into each respective form. However, this hit dice limit also depends on size. Tiny or large forms require 1 extra power points to use, meaning that the forms learned must be at least 1 hit die under the generalistís manifester level. Huge and diminutive forms require 3 extra power points, and fine and gargantuan forms require 5 extra power points. A generalist canít wild shape into colossal forms.

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    Default Homebrew Mimicries

    Homebrew Mimicries
    I encourage you to expand and adapt the generalist as you see fit. To that end, here are additional mimicries, based on some third-party class features you can include in your campaign if desired.

    Coalescence (Su) [Physical Mimicry]
    A generalist can learn to draw on primeval trusts of power, like the coalescant. They may learn a trust (any trust besides the trust of magic) as either a first-level or a third-level mimicry. They power their trust by spending power points each turn, rather than stores in each trust. The strength they can allocate to a trust in a round is equal to their manifester level, and the power points required are half the strength, rounded up. They may not coalesce a trust with a strength under 5 if it was learned as a third-level mimicry. If they choose to pay into a trust (as one can with trusts such as weight and heat), the strength that they pay in is still equal to their manifester level, but each round they pay into a trust costs only 1 power point regardless of strength. Knowing a trust as a first-level mimicry applies its penalty.

    If a generalist learns the trust of metabolism, their effective coalescant level is equal to their generalist level.

    Contracting (Sp, Con) [Contract Mimicry]
    A generalist can contract heroic spirits, as a servant soul. Their contractor level is equal to the power points spent, less those spent on certain augments. The mimicries presented below can be taken multiple times to apply to different spirits.

    A generalist can also learn vaults from the legacy gatekeeperís kingís treasure. Their class level is also equal to the power points spent, less those spent on certain augments.

    Heroic Spirit Include
    Mimicry Level: 1 (1+ PP)
    Action: Move (see description)
    Choose a single heroic spirit every time this is learned (besides specialty spirits, such as Bazzett or Gilgamesh). You may include that heroic spirit once per encounter, as a servant soul. Includes last a number of rounds equal to your constitution modifier plus half of your contractor level, unless modified by noble phantasms.
    Augment: By spending 4 additional power points, you may include your known spirit as a swift action. In addition, you may spend more power points to increase your contractor level above 1.

    Heroic Spirit Install
    Mimicry Level: 3 (5+ PP)
    Action: Standard (see description)
    Choose a heroic spirit youíve contracted with Heroic Spirit Include. Once per day, you may install them, like a servant soul. Installs last a number of rounds equal to your constitution modifier plus half of your contractor level, unless modified by noble phantasms.
    Augment: By spending 4 additional power points, you may install this heroic spirit as a move action. In addition, you may spend more power points to increase your contractor level above 5.

    Kingís Treasure
    Mimicry Level: 2 (3+ PP)
    Action: Standard (see description)
    Choose one vault of the Kingís Treasure (besides heroic spirit include). You may access that vault as a legacy gatekeeper, spending at least three power points per requisition required. Your vaultís save DCs are constitution-based. If you have taken kingís treasure for one of its upgrade vaults, you may spend power points as necessary to gain enough requisitions to use the upgrade. Learning upgrade vaults (such as Engaged Defense and Improved Shielding, which upgrade Reactive Defense) with this ability allows you to upgrade the original vault, but upgrade vaults canít be used on their own.

    Modules (Ex) [Passive Mimicry]
    A generalist can install modules into a component on their body, as a self-made man. A generalist can only learn modules from one component as mimicries. Activating a module requires spending power points, with their effective self-made man class level equal to the point points spent. They may activate two modules, so long as one is passive and one is active, but activating the second component requires a 4 power point augment (reducing the possible class level accordingly). Modules are activated (and can be deactivated) with 1 minute of concentration, and are automatically deactivated when power points are refreshed.

    Paintings (Ps) [Spectral Mimicry]
    A generalist can learn the photorealistís paintings and techniques. These work very similarly to powers, and a generalist spends power points in place of colors, using their manifester level as their artist level. Sketch, novice, apprentice, and journeyman paintings are 1st, 2nd, 4th, and 5th level mimicries, respectively. (Masterpieces require more power points than a non-epic generalist can spend.) The generalist can apply known techniques and flourishes so long as the paintingís cost doesnít exceed their manifester level.

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    Default Generalist Feats

    Generalist Feats
    Being a generic class, the generalist's feat options simply allow a character to expand on the options already presented to them.

    Maximized Mimicry [Generalist]
    You are, if possible, even more versatile.
    Prerequisite: Second-level mimicries
    Benefit: You learn two additional mimicries. Neither can be of the highest mimicry level you can learn. This does not allow you to learn more than the usual number of mimicries in any mimicry category.
    Special: You may take this feat multiple times. It does not stack. Each time, select different mimicries.

    Intensified Imitation [Generalist]
    Unusually, youíve decided to specialize.
    Prerequisite: Maximized Mimicry
    Benefit: You learn one additional mimicry. It canít be the highest-level mimicry you can learn. However, this mimicry does not count towards category maximums, allowing you to learn more mimicries than normal in one area.
    Special: You may take this feat multiple times. It does not stack. Each time, select a different mimicry.

    Extra Customization [Generalist]
    Unusually, youíve decided to specialize.
    Prerequisite: Customize
    Benefit: You learn one additional customization (which can be increased specialization if desired).
    Special: You may take this feat multiple times. It does not stack. Each time, select a customization you havenít learned, or select increased specialization.


    Midjourney

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    Default Re: The Generalist: Literally Every Class At Once And I'm Not Sorry

    Hey you finished it, nice. Iíll read through it tomorrow when my brain is working again. Looks nice
    Last edited by Jervis; 2022-09-11 at 12:45 AM.

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    Default Re: The Generalist: Literally Every Class At Once And I'm Not Sorry

    This... is going to require an investment. I'll get back to you, promise. Looks fun!
    Last edited by animorte; 2022-09-13 at 09:58 PM.
    Death Itself is the current 5e base class contest!

    I Read This in a Book Once is the current 5e subclass contest!




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    Default Re: The Generalist: Literally Every Class At Once And I'm Not Sorry

    So I'm seeing a very strong limit where everything must go through Manifester Level, which only goes up to 12 at 20th. How does this interact with Practiced Manifester?

    The Customization section seems to switch between that and specialization.

    Invocations seem to be either very bad (if they're blast) (edit: I found the line where it says blasts are usable until you refresh or change them), or meh (if they're just some spell, being functionally equivalent) or huge (if they're a 24 hour spell) compared to spells. Is there any reason one would not simply take Fell Flight and any other 24 hour invocation buff they could find?
    Last edited by Fizban; 2022-09-18 at 06:18 PM.
    Fizban's Tweaks and Brew: Google Drive (PDF), Thread
    A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).
    Quote Originally Posted by Violet Octopus View Post
    Quote Originally Posted by Fizban View Post
    sheer awesomeness

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    Default Re: The Generalist: Literally Every Class At Once And I'm Not Sorry

    Quote Originally Posted by Fizban View Post
    So I'm seeing a very strong limit where everything must go through Manifester Level, which only goes up to 12 at 20th. How does this interact with Practiced Manifester?
    I think I tried to write around this issue in this draft because I wasn't sure how to handle it. Customization specifically notes that it scales from 1 to 12, and mimicries specifically key off of "base manifester level," but I never outright addressed it because I wasn't sure where or how to do so. I'll have to figure that out.

    My first draft of this class had: Mimicries known; customizations known; mimicry points (later power points), maximum mimicry level, effective mimic level (later manifester level), mimicries/category, and I think one or two other numbers. I eventually decided to port the whole system into an extant one (psionics) to reduce rules cruft, and made a few of the numbers scale off of other numbers to reduce mental load. Obviously, this had a few awkward implications, such as "manifester level" being a more interactable value. One option is to put a note somewhere (although it might have to be 2 somewheres) addressing manifester level increases explicitly.

    Quote Originally Posted by Fizban View Post
    The Customization section seems to switch between that and specialization.
    I cleaned up some language, hopefully that got it all.

    Quote Originally Posted by Fizban View Post
    Invocations seem to be either very bad (if they're blast) (edit: I found the line where it says blasts are usable until you refresh or change them), or meh (if they're just some spell, being functionally equivalent) or huge (if they're a 24 hour spell) compared to spells. Is there any reason one would not simply take Fell Flight and any other 24 hour invocation buff they could find?
    Not all abilities are at the same power level, because that would be near impossible. For now, I bumped invocations up +1 PP (2* spell level, so Fell Flight is 6) and said all of them are durational, effectively giving you the invocation itself, but I'm not sure where I ultimately want them to land.

    I think a notable part of invocation balance is being in the same category as soul binding and divine spells. Taking 1 vestige is practically free, especially if you don't mind bad pacts (or, at higher levels, you can customize to boost charisma). I'm not even sure it's worth boosting the price of soul binding, because it will barely matter at later levels but will delay access and lower level builds - after all, almost no build will want to use it more than once a day. Lower levels are when your mimicries are most fighting for space, and saying "also the cheapest vestiges cost 3 power points" doesn't do a ton past level 3, when you bind Naberius or Ronove or whatever. Maybe it's still correct.

    The awkward part about dividing every subsystem in the game into 6 categories is that nothing is that neat. While working on the class, I complained repeatedly to anybody listening that Invocations specifically belonged in almost every category, even when I rejiggered the categories multiple times to try and clarify and collapse. Obsolete categories like "Buffs" and "Occult" fit invocations just as easily as "Spectral" and "Passives" do now. There's a real argument, if I stick with this invocation model, that they should be moved to "passives" for mechanical reasons. One thing making me hesitant there is that makes Divine Spells almost uncontested in the Contract Mimicries category, less the obligatory 1 soul bind. I guess I could try and buff dark knowledge or draconic words. They're both uninspiring subsystems, but if a few PP cheaper they might be usable.

    One version of the Generalist had the mimicry category "Spells and Stuff" which (even when I didn't include invocations) has Arcanes, Divines, Psionics, Mysteries, Infusions, and Utterances. By pure number of options it was like 95% of all mimicries. That one made a lot of sense, but I don't think the gameplay was solid. A lot of abilities can be taken in multiple categories to try and stretch your mimicry limits, with Arcane and Divine Spells being the most obvious example, but I think that's all-in-all a better solution than trying to eliminate all cross-category overlap.

    Which is I guess a longwinded way of saying: Yes, fell flight is the most efficient access a generalist has to flight, but when you have 50+ types of mimicries, something's going to be the best anything. Invocations are absolutely one of the best categories. For instance, here's a build I made for a rogue/face at level 6 while testing some numbers:

    Spoiler: Charisma SAD Party face
    Show

    Human
    30 Point-Buy: 10/14/14/14/10/16 (+1 Charisma at lv4)

    Feats: Silver Tongue (1), Great leader (1), Darkstalker (3), Weapon Finesse (6)

    Customizations: Motor Control, Skills, Ability Scores, Increased Specialization.
    Typical loadout: 4/Motor, 4/Skills (Knowledges, Concentrations, Hide, Move Silently, and/or Listen), 2/Ability Scores (+1 Charisma, to 18)

    Mimicries: Soul Binding (Naberius) [Co], Lay on Hands [Da], Wild Empathy [Pa], Invocation (Beguiling Influence) [Co], Invisible Spell [Me], Mind Blade [Da], Telempathic Projection [Sp], Psychoportive Shelter [Sp], Aura (Resilent Troops) [Da]
    Typical daily regimen:
    4 Points / Resilent Troops (+2/Saves, all allies within 30 feet)
    4 Points / Beguiling Influence
    4 Binding Naberius (DC15, @+5+Cha)
    4 Lay on Hands (Heal 4*4 = 16 points/day)
    3 Mind Blade (+1 Throwable Shortsword)
    = 11 points remaining each day for psionic powers.

    Skill ranks: (Total (4+2+1)*9 = 63)
    Bluff: 9
    Concentration: 8
    Diplomacy: 9
    Disguise: 5
    Hide: 5
    Move Silently: 5
    Listen: 3
    Speak Language: 1
    Disable Device: 9
    Open Lock: 9

    This character has 9 ranks, +4 Charisma, +2 Synergy, and +6 Beguiling Influence to Diplomacy rolls, as well as Silver Tongue and the ability to take 10. I know diplomacy optimization is easymode, but given that I didn't do anything particularly obscure this felt like a good exercise for a character that still has a bit of other utility, with trapfinding and +2D6 sneak attack.


    I feel like most of the generalist builds I make include:

    • A vestige. When there's so little opportunity cost, you might as well take one.
    • A weapon. What weapon depends; Mind Blade, Eldritch Blast, a soulmeld, Wild Shape, or even Oozy Touch all give you lots of combat actions for low PP investment.
    • One or two invocations. You can use them in light armor (or before putting on your armor) and they're usually pretty solid value.
    • An aura. At minimum, "your party heals to half health between combats" is super cheap.
    • A stance. Once again, most builds can just slot in a low-level stance and activate it every day on the cheap.
    • One or two useful mimicries based on the ability scores emphasized. Charisma is the easiest since it gets you bonus power points and various things like the soul binding you were taking anway, but there are a lot of physically-based mimicries as well, as well as ones scaling from your Int and Wis (Arcane and Divine spells stand out), and even constitution (Breath Weapons, Contracting, etc)

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