GENERALIST

Skilled in both combat and stealth, many adventurers seem to defy categorization. They dabble in sorcerous arts but can handle themselves well in combat, with deadly abilities enhanced by their mystic skills. These folks are impossible to predict and thrive on their broad range of abilities.

Generalist Traits

Generalists have the following traits:

Abilities: With such a broad range of abilities, the generalists cannot put all their physical or mental eggs in one basket. A spread of ability scores is best for helping these heroes make full use of their skills and powers.

Ultimate Trait (Core Ability): A generalist can choose (at character creation) any one ability score, skill, saving throw or power; when making a check using that trait, they can spend a point of Conviction and automatically treat the die roll as a 20. This is not considered a "natural" 20, but otherwise works just like a die result of 20. Note that choosing an ability score does NOT affect skill checks made with that ability, only raw ability checks are able to automatically produce a 20 in that case.

Skills: Choose 6 + Intelligence score starting skills (minimum of 1 -- all starting skills come at 4 ranks). Generalists gain 6 + Int skill ranks per additional level (minimum of 1). Like experts, generalists may find any array of skills helpful.

Feats: At character creation, choose any 4 starting feats from the General and Expert categories. Each level the generalist may choose another feat from those same categories. A generalist may choose a power instead of a feat (but only a power on their pre-defined list of ten powers).

Saving Throws: Generalists vary in their Fortitude, Reflex, and Will save bonuses. Choose one of these three to be a good save and two to be normal, consulting the appropriate column on the table. At character creation, a generalist gains a +2 bonus on their good save. If you chose a good save previously as either an expert or a generalist, you must keep that same good save.

Combat Bonus: Generalists gain a combat bonus equal to three-quarters their level, rounded down.

Powers: Generalists can acquire a limited selection or supernatural powers. They may choose a power in place of a feat, either starting feats or those gained from improving in level. Each time the generalist gains a level, they may choose either a power or a feat. The powers chosen must be drawn from the list of powers below. Generalists may only aquire those powers, whether at first level or as they gain levels.

The powers available to a generalist depend on the hero's background:

Ninja: Body Control, Cloud Minds, Combat Sense, Enhance Ability, Light Shaping, Phase, Psychic Shield, Supernatural Speed, or the Adept feats Resilient, Supernatural Strike, and Supernatural Weapon.

Dino-Pirate: Combat Sense, Elemental Aura, Heart Shaping, Manipulate Object, Scrying, Second Sight, Ward, Water Shaping, Wind Shaping, and the Adept feats Familiar and Resilient, .

Imperial: Animate Object, Dominate, Elemental Blast, Fire Shaping, Move Object, Pressure Points, Scrying, and the adept feats Drain Vitality, Resilient and Widen Power

Native: Beast Link, Cure, Earth Shaping, Plant Shaping, Second Sight, Summon Spirit, Truth-Reading, Ward and the adept feats Familiar, Resilient and Spirit Savvy

Power Ranks: A generalist has power ranks equal to half their level (rounded down), plus three.

Philosophy: A generalist is restricted in the philosophies they can choose, depending on their background. A ninja generalist may only select the Ninja Mentalism philosophy. A Dino-Pirate generalist may only select the Heavenly Medicine or Shamanism philosophies. An Imperial generalist may select either the Imperial Sorcery or the Heavenly Medicine philosophies. A Native generalist may only select the Heavenly Medicine or Shamanism philosophies. Of course, a generalist does not have to select any philosophy at all, if so desired.

Key Ability: When taking their first level in the generalist role, characters must choose which of their mental abiliies (Intelligence, Wisdom or Charisma) will serve as their Key Ability. This is the ability that modifies their Power checks and the Difficulty of any saving throws made against their powers. The Powers section has more details.