This is still a work in progress. I'd like any input, I just prefer criticism to be constructive

*Things it may still need*
~Wider Bonus Feat List
~Improved fluff
~Possibly find a better name (once it was called Brainiac *shrug*)
~Make it more powerful (I've been told its underpowered)
THE GENIUSCombat, magic, and stealth only get one so far. Swords dull with time, and some doors should be left un-kicked in. Magic can only be used so many times each day, and when you're out of spells, then what? The rogue may be sneaky, but if he's discovered, he may be as good as dead.
MAKING A CLASS NAME Quick generalization of what you should focus on when making the class.
Abilities: Intelligence! No other ability is as important to this class. Skill points, Skill secrets, and other abilities all rely on Intelligence. Other abilities depend on what else the genius chooses to focus on. One genius may also have a high strength for combat, another may have higher dexterity for getting around, and yet another might have higher charisma for interaction.
Races: Humans make up the majority of Geniuses. Humans are well known for their adaptability, and drive to succeed. Elves come in a close second, as the scholarly life is well suited to them, and their long lifespans are often filled with scholastic and martial pursuits.
Alignment: “True Genius Knows No Allegiance,” is a common phrase used by various Geniuses across the world. As such, a Genius may be of any alignment. Some may be pillars of good, always helping, teaching, and working to spread the value of intellect. Some geniuses may be purely sadistic, even insane, and bottle up their incredible minds from the world. Some Geniuses see the world as a finely tuned machine, with an infinite array of clockwork parts, and others may see it as absolute disorder, pure chaos that only a genius can comprehend.
Religion: Faith is unimportant to a majority of Geniuses. Some may not even believe in the deities of the realms, while others may know more about the nature of deities, and thereby, the entire workings of the cosmos, than any average cleric.
Other Classes: Though the Genius understands the importance of other classes in the world, he is often put at odds with them, as his skills are often underestimated, or even completely overlooked. He most closely relates to the Bard, who has experienced virtually everything the world has to offer, and the two often share knowledge with one another. Rogues are also clearly an ally of the Genius, and often contest of skill may take place between members of the two classes. However, when a Fighter needs a lock picked, and a Wizard can’t work within an anti-magic field, they couldn’t be happier to have a Genius with them to help them get through safe.
Starting Gold: 5d4 x 10 gp
Starting Age: As Wizard.
Class Skills The Genius's class skills include all skills, and is considered trained for all skill checks. The only exception are barred skills such as Speak Language (Druidic).
Skills Per Day at 1st Level : (8 + int)x4
Skills Per Day at Each Additional Level : 8 + int
Hit Dice: d6
BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 1st Favored Skill, Gathered Knowledge, Bonus Feat
2. +1 +0 +0 +3 Bonus Feat
3. +1 +1 +1 +3 Skill Secret
4. +2 +1 +1 +4 Bonus Feat
5. +2 +1 +1 +4 2nd Favored Skill, Skill Secret
6. +3 +2 +2 +5 Bonus Feat
7. +3 +2 +2 +5 Skill Secret
8. +4 +2 +2 +6 Bonus Feat
9. +4 +3 +3 +6 Skill Secret
10.+5 +3 +3 +7 3rd Favored Skill, Bonus Feat
11.+5 +3 +3 +7 Skill Secret, Brain Surge
12.+6 +4 +4 +8 Bonus Feat
13.+6 +4 +4 +8 Skill Secret
14.+7 +4 +4 +9 Bonus Feat
15.+7 +5 +5 +9 4th Favored Skill, Skill Secret
16.+8 +5 +5 +10 Bonus Feat
17.+8 +5 +5 +10 Skill Secret
18.+9 +6 +6 +11 Bonus Feat
19.+9 +6 +6 +11 Skill Secret
20.+10 +6 +6 +12 5th Favored Skill, Bonus Feat
Weapon and Armor Proficiency: A Genius is proficient with all simple weapons, plus one melee weapon of their choice. Braniacs are proficient with light armor and medium, but not shields.
Favored Skill: At 1st level, a Genius may select any skill they are capable of knowing (which is just about every single one). The Genius gains a +6 bonus on all checks when using this skill. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Genius may select an additional favored skill from those he knows, and gains the same +6 bonus to this skill. In addition, at each such interval, the bonus for previous favored skill checks increases by 2 (+14 to their first favored skill at 20th level).
Gathered Knowledge: Geniuses pick up lots of random tidbits of information during their studies and travels. A Genius may make a special Gathered Knowledge check with a bonus equal to his Genius level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Genius has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful Gathered Knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Genius may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
Bonus Feats: At 2nd level, the Genius gets a bonus skill-oriented. The Genius gains an additional bonus feat at 3rd, 6th, 9th, and 11th level. These bonus feats must be drawn from the following list (see below). A Genius must still meet all prerequisites for a bonus feat.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Genius is not limited to the list of Genius bonus feats when choosing these feats.
Genius Bonus Feat List: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Open Minded, Persuasive, Self Sufficient, Skill Focus, Stealthy.
Skill Secret: The Genius realizes that his great skill is much more adaptable than anyone knows. At 4th, 7th, 8th, 13th, and 17th level, the Genius chooses one secret from the table below. His level plus Intelligence modifier determines the total number of secrets he can choose. He can’t choose the same secret twice.
(Lvl + INT). Secret: Effect1. Instant mastery: 4 ranks of a skill in which the character has no ranks
2. Secret health: +3 hit points
3. Secrets of inner strength: +2 bonus on Will saves
4. The lore of true stamina: +2 bonus on Fortitude saves
5. Secret knowledge of avoidance: +2 bonus on Reflex saves
6. Weapon trick: +1 bonus on attack rolls
7. Dodge trick: +1 dodge bonus to AC
8. Applicable knowledge: Any one feat
9. Newfound arcana: 1 bonus 1st-level spell*
10. More newfound arcana: 1 bonus 2nd-level spell*
**Bonus Spells must be from the Sor/Wiz list, and can be used a number of times per day equal to his intelligence modifier.
Brain Surge: At 11th level, the Genius can wrack his brain to call up every bit of useful information he can. After 1 full round of concentration, he thusly gains a +4 bonus to all skill checks, which lasts for 1 minute per class level. Brain Surge is useable a number of times perday equal to the genius' intelligence modifier.[/QUOTE]