Just as some obtain battlefield dominance through raging strength and courage, others rely on bursts of insight to overcome their trials. Geniuses are no less masters of combat than barbarians, but they tend toward more refined methods, using agility and wits to defeat enemies. Geniuses make great archers, duelists, and librarians.
Role: The genius spends large quantities of time studying and practicing, knowing full well that superhuman strength won't guide them through conflicts. Adventuring is a natural path for geniuses who have exhausted the potential of their local libraries and dojos. They may be arrogant and aloof at times, but a true genius recognizes talent in her allies and works well in a group. The genius is an alternate class for the barbarian core class.
Hit Dice: d10.
The genius's class skills are Acrobatics (Dex), Appraise (Int), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), and Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.
The following are class features of the genius class.
Weapon and Armor Proficiency: A genius is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Incisive (Ex): The genius can pierce most facades with deep yet to-the-point analyses of her foes. When using the Intimidate skill to demoralize an opponent, the genius adds half her genius level (minimum +1) to her result.
Concentration (Ex): A genius can call upon inner reserves of dexterity and problem-solving, granting her additional doing prowess. Starting at 1st level, a genius can concentrate for a number of rounds per day equal to 4 + her Intelligence modifier. At each level after 1st, she can concentrate for 2 additional rounds. Temporary increases to Intelligence, such as those gained from concentration and spells like fox's cunning, do not increase the total number of rounds that a genius can concentrate per day. A genius can concentrate as a free action. The total number of rounds of concentration per day is renewed after 8 hours, although these hours do not need to be consecutive.
While concentrating, a genius gains a +4 morale bonus to her Dexterity and Intelligence, as well as a +2 morale bonus on Will saves. In addition, she takes a -2 penalty to Armor Class. While concentrating, a genius cannot use Charisma-, Strength- or Wisdom-based skills (except Disguise, Heal, Perception, and Use Magic Device) or any ability that requires bravery or recklessness (such as charging, or issuing a challenge).
A genius can end her concentration as a free action and is fatigued after concentration for a number of rounds equal to 2 times the number of rounds spent concentrating. A genius cannot enter a new concentration while fatigued or exhausted but can otherwise concentrate multiple times during a single encounter or combat. If a genius falls unconscious, her concentration immediately ends.
This ability functions as rage for the purposes of qualifying for feats and prestige classes. All references to rage are henceforth redirected to your concentration class feature.
Boost: You can concentrate for 6 additional rounds per day.
Insight (Ex): As a genius gains levels, she learns to use her concentration in new ways. Starting at 2nd level, a genius gains an insight. She gains another insight for every two levels of genius attained after 2nd level. A genius gains the benefits of insights only while concentrating, and some of these insights require the genius to take an action first. Unless otherwise noted, a genius cannot select an individual insight more than once.
In addition to the list of genius insights, the following barbarian rage powers may be selected as genius insights. In all cases, they count as the original rage power for the purpose of qualifying for feats and prestige classes. You might imagine a different flavor (powerful blow might be calculated blow; roused anger might be roused brilliance), but otherwise they function exactly as their genius equivalent.
From the Core Rulebook: Clear Mind, Guarded Stance, Mighty Swing, Moment of Clarity, No Escape, Powerful Blow, Quick Reflexes, Raging Leaper, Rolling Dodge, Roused Anger, Surprise Accuracy, Swift Foot, and Unexpected Strike.
From the Advanced Player's Guide: Brawler, Greater Brawler, Good for What Ails You, Liquid Courage, and Staggering Drunk.
From Ultimate Combat: Bleeding Blow, Crippling Blow, Deadly Accuracy, Lethal Accuracy, Reflexive Dodge, and Sharpened Accuracy.
Boost: You gain an additional insight.
Uncanny Dodge (Ex): At 2nd level, a genius gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A genius with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a genius already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Savant Premonition (Ex): At 3rd level, a genius gains a +1 bonus on initiative rolls and Sense Motive skill checks. These bonuses increase by +1 every three genius levels thereafter (6th, 9th, 12th, 15th, and 18th level).
Improved Uncanny Dodge (Ex): At 5th level and higher, a genius can no longer be flanked. This defense denies a rogue the ability to sneak attack the genius by flanking her, unless the attacker has at least four more rogue levels than the target has genius levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Bardic Knowledge (Ex): A genius adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. If the genius has bardic knowledge from another class, she adds her levels in that class to her genius level to determine the bonus to Knowledge skill checks.
Greater Concentration (Ex): At 11th level, when a genius concentrates, the morale bonus to her Dexterity and Intelligence increases to +6 and the morale bonus on her Will saves increases to +3.
Indomitable Will (Ex): While concentrating, a genius of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her concentration.
Tireless Concentration (Ex): Starting at 17th level, a genius no longer becomes fatigued at the end of her concentration.
Mighty Concentration (Ex): At 20th level, when a genius concentrates, the morale bonus to her Dexterity and Intelligence increases to +8 and the morale bonus on her Will saves increases to +4.
Not exhaustive: charging; provoking an AoO by casting a spell; provoking an AoO by moving deeper into combat; provoking an AoO by initiating a combat maneuver; intentionally falling a great distance; issuing a cavalier's challenge; using any ability that would cause self-harm; striking with a vicious weapon.