Generalist (D&D)

Hit Die: d4.

Requirements
To qualify to become a Generalist, a character must fulfill all of the following criteria.

Must be a non-specialist arcane spellcaster.

Feats: Spell Penetration, Greater Spell Penetration, Eschew Materials, Improved Counterspell, Magical Aptitude.

Must be able to cast 6th level arcane spells.

Class Skills
The Generalist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Table: The Generalist
Arcane Schooling: If the Generalist uses Material Components he does not need, the DC of his spells are raised by 1.

Arcane Counterspell: The Generalist may counter any spell with one of his own spells of the same or higher level.

Arcane Knowledge: The Generalist gains an extra spell per day per level.

Arcane Versatility: The Generalist may apply any metamagic feat to one of his spells as a free action if he uses material components he doesn't need, as it is being cast. Only one feat may be applied per spell cast.