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Post by The Hive Mind on Sun May 18, 2014 1:31 pm

At all times there has existed people who seem able to handle every task set upon them. These people are born with an innate understanding of how to make things work, and they excel in almost every mundane art invented.

1. Bonus Feat
2. Steel Nerves
3. Generalist
4. Bonus Feat
5. Steel Nerves
6. Fast Learner
7. Bonus Feat
8. Steel Nerves
9. Skill Mastery
10. Bonus Feat
11. Steel Nerves
12. Fast Learner +6
13. Bonus Feat
14. Steel Nerves
15. Skill Mastery
16. Bonus Feat
17. Steel Nerves
18. Fast Learner +8
19. Bonus Feat
20. Skill Mastery

Bonus Feat (Ex): The character may select a bonus feat from the following list: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Stealthy or Track. The normal rules for feats apply, so the only bonus feat you can select more than once is Skill Focus.
Steel Nerves (Ex): The character can pick a class-skill of their choice. The character will always be able to Take 10 when using this skill, even in stressful situations.
Generalist (Ex): The characters mind is so receptive to learning that they count every skill as a class-skill, regardless of the classes they have. The only exception is Craft-skills that is used to create weapons and armor.
Fast Learner (Ex): On reaching the 6th level the character gain a +4 bonus to INT usable only for calculating the number of skill point received. This will effectively give the character 2 more skill points to spend per level, but they still have to abide by the max rank limit. This bonus with increase to +6 INT (+3 sp) on reaching level 12, and +8 INT (+4 sp) on level 18.
Skill Mastery (Ex): The character select a skill with at least rank 5. The time the skill takes to use is halved, minimum one round. It’s even possible to Take 20 with the skill at 10 times the regular time instead of 20.
The Hive Mind
The Hive Mind

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