reserved for the DM
Fear ye vagabonds. What can one make of themselves? Dunno, but make it here....
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The Generic Manifester spends a lifetime learning ancient techniques associated with the power of her brain. By generating enough focus, she manipulates the supernatural with ease and shapes the outcome of events with shear mental force.
HP: 1d4
BAB: Poor
Base Save Bonuses: One good save and two poor saves
Class Skills: Choose any 4 skills as class skills, plus Craft, Knowledge (all), and Profession
Skill Points: 2 + Int modifier (or 4x Int Modifier at 1st level)
Weapon Armor Proficiency: One simple weapon; no armor
Bonus Feats: The Manifester gets one bonus feat at 1st level, one at 5th, and another one at every fifth class level thereafter
Manifesting:
The Generic Manifester selects powers from the Psion/Wilder and the Psion Discipline power lists.
At first level, choose Intelligence, Wisdom, or Charisma for the key ability score. This ability score determines the highest level power she can manifest, and the DC of her power's saving throws.
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SRD LINK:http://www.myth-weavers.com/showthre...42#post3189842
GESTALT LINK:http://www.d20srd.org/srd/variant/cl...ricClasses.htm
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Here is an example of a character concept created by the use of the gestalt rules. I tweaked the rogue a little replacing its trapfinding with poison use.
VENOBB
Gestalt combination - Rogue (PHB), Generic Caster (UA), and (Poison use for trapfinding)
HP - 1d6
Alignment: LE. LN, TN
Prerequisite: Goblinoid
Good Saves: REF and WILL
Bad Save: FORT
BAB: As Rogue
LVL Features
1 Sneak Attack 1d6;Poison use; Armored Mage (Light) as Generic Caster Bonus Feat
2 Evasion; Save vs Poison +1
3 Sneak Attack 2d6
4 Uncanny Dodge; Save vs Poison +2
5 Sneak Attack 3d6; Death Attack as Generic Caster Bonus Feat
6 Save vs Poison +3
7 Sneak Attack 4d6
8 Improved Uncanny Dodge; Save vs Poison +4
9 Sneak Attack 5d6
10 Special Ability; Save vs Poison +5; Generic Caster Bonus Feat
11 Sneak Attack 6d6
12 Hide in plain sight
13 Sneak Attack 7d6; Special Ability
14
15 Sneak Attack 8d6; Generic Caster Bonus Feat
16 Special Ability
17 Sneak Attack 9d6
18
19 Sneak Attack 10d6; Special Ability
20 Generic Caster Bonus Feat
Class Skills: 1st level Skill Points (8+Int Mod)*4; 8+Int Modifier per level after first
As Rogue plus Concentration, Spellcraft, Speak Language, Knowledge (All), use Psionic Device
Armor and Weapons:
As Rogue
VENOBB SPELLS
Learn and cast like sorcerer; Key ability (INT)
Choose Spells from Cleric/Druid/Sorcerer-Wizard lists
http://www.d20srd.org/srd/variant/cl...tm#spellcaster
**********
The Generic Manifester spends a lifetime learning ancient techniques associated with the power of her brain. By generating enough focus, she manipulates the supernatural with ease and shapes the outcome of events with shear mental force.
HP: 1d4
BAB: Poor
Base Save Bonuses: One good save and two poor saves
Class Skills: Choose any 4 skills as class skills, plus Craft, Knowledge (all), and Profession
Skill Points: 2 + Int modifier (or 4x Int Modifier at 1st level)
Weapon Armor Proficiency: One simple weapon; no armor
Bonus Feats: The Manifester gets one bonus feat at 1st level, one at 5th, and another one at every fifth class level thereafter
Manifesting:
The Generic Manifester selects powers from the Psion/Wilder and the Psion Discipline power lists.
At first level, choose Intelligence, Wisdom, or Charisma for the key ability score. This ability score determines the highest level power she can manifest, and the DC of her power's saving throws.
Power Points/Day | Powers Known | Max. Power Level | |
2 | 3 | 1st | |
6 | 5 | 1st | |
11 | 7 | 2nd | |
17 | 9 | 2nd | |
25 | 11 | 3rd | |
35 | 13 | 3rd |
*********
SRD LINK:http://www.myth-weavers.com/showthre...42#post3189842
GESTALT LINK:http://www.d20srd.org/srd/variant/cl...ricClasses.htm
*********
Here is an example of a character concept created by the use of the gestalt rules. I tweaked the rogue a little replacing its trapfinding with poison use.
VENOBB
Gestalt combination - Rogue (PHB), Generic Caster (UA), and (Poison use for trapfinding)
HP - 1d6
Alignment: LE. LN, TN
Prerequisite: Goblinoid
Good Saves: REF and WILL
Bad Save: FORT
BAB: As Rogue
LVL Features
1 Sneak Attack 1d6;Poison use; Armored Mage (Light) as Generic Caster Bonus Feat
2 Evasion; Save vs Poison +1
3 Sneak Attack 2d6
4 Uncanny Dodge; Save vs Poison +2
5 Sneak Attack 3d6; Death Attack as Generic Caster Bonus Feat
6 Save vs Poison +3
7 Sneak Attack 4d6
8 Improved Uncanny Dodge; Save vs Poison +4
9 Sneak Attack 5d6
10 Special Ability; Save vs Poison +5; Generic Caster Bonus Feat
11 Sneak Attack 6d6
12 Hide in plain sight
13 Sneak Attack 7d6; Special Ability
14
15 Sneak Attack 8d6; Generic Caster Bonus Feat
16 Special Ability
17 Sneak Attack 9d6
18
19 Sneak Attack 10d6; Special Ability
20 Generic Caster Bonus Feat
Class Skills: 1st level Skill Points (8+Int Mod)*4; 8+Int Modifier per level after first
As Rogue plus Concentration, Spellcraft, Speak Language, Knowledge (All), use Psionic Device
Armor and Weapons:
As Rogue
VENOBB SPELLS
Learn and cast like sorcerer; Key ability (INT)
Choose Spells from Cleric/Druid/Sorcerer-Wizard lists
http://www.d20srd.org/srd/variant/cl...tm#spellcaster



