PDA

View Full Version : [3.P] Welcome to the South Harmon Institute of Technology! [PEACH]



zhdarkstar
2013-10-02, 09:05 PM
Liberal Arts Major

Put an image of your class here!

But you know what I've learned in my seven years here at Coolidge... Timmy? I've learned that you can't treat every situation as a life-and-death matter because you'll die a lot of times. Write that down.

The Liberal Arts Major is the epitome of legitimacy and indecisiveness. They dabble in many fields, while never committing to a focus on just one study.


Role: The options for the Liberal Arts Majors are as unique as the minors they take. Some can take support and face roles with a study of various mental-based courses, whereas others can be more martially focused via an array of sports scholarships. Then, there are those whose indecisiveness has left them with an education so varied that there is no job for them to fill. However, there exists a few whose expert educational planning puts them in a position where investing more money into education allows them more tricks up their sleeves than their contemporaries expected them to ever have.

Alignment: Anyone can become a Liberal Arts Major. Because Liberal Arts Majors know that their continued education relies on living by the rules of their educational institution, those who eventually see graduation tend to be either nonchaotic or nonevil.

Hit Die: d8

Starting Gold: See Financial Aid class feature

Class Skills
A Liberal Arts Major has no class skills of its own except for Knowledge (barcana) (Int).

Skill Ranks per Level: (4 + Int modifier)


LIBERAL ARTS MAJOR


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+0
+0
General Education Plan (freshman), Audit Course, Financial Aid, Indecisive Student, Bonus Feat


2nd
+1
+0
+0
+0
Bonus Feat


3rd
+2
+1
+1
+1
Audit Course


4th
+3
+1
+1
+1
Declare Minor


5th
+3
+1
+1
+1
Audit Course


6th
+4
+2
+2
+2
General Education Plan (sophomore), Bonus Feat


7th
+5
+2
+2
+2
Audit Course


8th
+6/+1
+2
+2
+2
Declare Minor


9th
+6/+1
+3
+3
+3
Audit Course


10th
+7/+2
+3
+3
+3
Bonus Feat


11th
+8/+3
+3
+3
+3
Audit Course, General Education Plan (junior)


12th
+9/+4
+4
+4
+4
Declare Minor


13th
+9/+4
+4
+4
+4
Audit Course


14th
+10/+5
+4
+4
+4
Bonus Feat


15th
+11/+6/+1
+5
+5
+5
Audit Course


16th
+12/+7/+2
+5
+5
+5
Audit Course, General Education Plan (junior)


17th
+12/+7/+2
+5
+5
+5
Audit Course


18th
+13/+8/+3
+6
+6
+6
Bonus Feat


19th
+14/+9/+4
+6
+6
+6
Audit Course


20th
+15/+10/+5
+6
+6
+6
Graduation



Class Features
All of the following are class features of the Liberal Arts Major.

Weapon and Armor Proficiencies: A Liberal Arts Major is proficient with all simple weapons. She is proficient with light armor and bucklers.

General Education Program (Ex): At 1st level, a Liberal Arts Major is considered a freshman and gains a student level (StL) equal to her class level. For every five student levels above 1st, she is granted a higher student classification as listed on the table. If a Liberal Arts Major takes a level in any nonstudent class, she is no longer considered an enrolled student.

In addition, a Liberal Arts Major has to meet certain educational requirements in order to advance in the class. In order to graduate, she must audit at least one course from each of the following categories: Math, Science, Humanities, Extracurricular. If the Liberal Arts Major has not audited a course from at least one category per four student levels, minimum 1, she cannot gain another level in Liberal Arts Major, unless the level gained will allow her to meet that requirement.

Audit Course: At 1st level, and every two levels thereafter, a Liberal Arts Major may select any course for which she meets the prerequisites. Unless specified, each course is considered an Extraordinary ability.

Indecisive Student (Ex): You may choose which two saves have good save progression. Gain a permanent +1 bonus to any two ability scores.

Financial Aid (Ex): At 1st class level, and every character level thereafter, you may take out a loan to cover the tuition cost of any courses audited that level or supplies for those courses. The maximum amount that can be taken out at 1st character level is 1,000 gp. For each character level increase afterwards, the maximum amount is equal to your student level squared multiplied by 500 gp, or (StL^2) x 500 gp. This loan has a 5% interest rate that compounds each character level increase before any payment is calculated or made. It does not have to be repaid until one character level after you cease being an enrolled student. At that point, your loan is split into five payments where your minimum payment due each level thereafter is equal to the total loan balance divided by the remaining payments, rounded down. To put it simply, the first minimum payment is 1/5 of the loan balance, the second is 1/4, and so on, with the fifth payment being the total remaining balance. If you become an enrolled student again afterwards, repayment stops and interest continues to accrue. If a payment cannot be made, your loan is considered to be in default. While in default, your interest rate increases to 10% until you make two consecutive minimum payments. You will also be hunted relentlessly by debt collectors who will recover the delinquent payments by any means necessary.* An enrolled student may make payments at each character level increase after interest is accrued without penalty.
*DM discretion as to whether the character should live or die. Many an adventure start by repaying a debt. DM does not have to use these financial aid rules and may use a different mechanic if desired, adjusting tuition costs to compensate as needed.

Bonus Feat: At 1st level, 2nd level, and every four levels thereafter, you may select a bonus feat for which you meet the prerequisites.

Declare Minor: At 4th level, and every four levels thereafter, you may select a single minor for which you meet the prerequisites. Unless specified, each Minor is an Extraordinary ability.

Graduation (Ex): At 20th level, you have reached the end of your undergraduate studies. You gain a permanent +4 bonus to your ability scores, split any way you choose among up to four ability scores. You may select any minors that you qualify for instead of the normal single choice. You are no longer considered an enrolled student.


Archetypes

Pretentious Scholar

Hit Die: d6
Base Attack Bonus: As wizard
Academic Scholarship (Ex): You are considered an honors student for the purpose of qualifying for courses. Gain +2 to any one mental ability score. Gain Merit Scholarship (Freshman) as a bonus course. Reflex and Will become good saves.

This replaces the Indecisive Student class feature and the bonus feat gained at 1st level

Jock Recruit

Hit Die: d10
Base Attack Bonus: As fighter
Athletic Scholarship (Ex): You are considered a student athlete for the purpose of qualifying for courses. Gain +2 to any one physical ability score. Gain Sports Scholarship (Freshman) as a bonus course. Fortitude and Reflex now become good saves.

This replaces the Indecisive Student class feature and the bonus feat gained at 1st level


New Feats

Change Major [General]
Requires: Financial Aid, Audit Course, student level 1st, must have taken a level in a nonstudent class since last student class level before or when taking this feat
Benefit: You may count half of the levels from the class used to qualify for this feat as student levels for the purpose of determining the effects based on your student level, except determining emulated class levels. Any class features that are gained from both classes, such as sneak attack or spellcasting, stack with each other in terms of progression, adding the appropriate amount of emulated class levels to the real class levels to determine the effects. All of the effective levels granted by this feat have a maximum level equal to your Hit Die. You are still considered to be an enrolled student and may take further levels in the nonstudent class. Once you reach student level 20th, you gain the Graduation class feature as if you were a 20th level Liberal Arts Major.
Special: You may take this feat multiple times, each time applying the effects to another nonstudent class.

Extra Audit [General]
Requires: Audit Course, student level 3rd, must be an enrolled student
Benefit: You may select a course for which you meet the prerequisites.
Special: You may select this feat once for every three student levels you possess, up to five times total.

Graduate Studies [General]
Requires: Graduation, character level 21st, Change Major or one level each in at least two classes that grant student levels
Benefit: You are once again considered an enrolled student. At every four student level increases above 20th, you may select an additional minor for which you meet the prerequisites.

Renaissance Man [General]
Requires: General Education Plan (sophomore), Sports Scholarship (Redshirt), audited at least two courses with an Honors Student bonus.
Benefit: You may count as an Honors Student for a number of courses equal to half of your student level, rounded down. You may immediately gain the Honors Student bonuses for any courses used to qualify for this feat.


New Items

Sports Equipment
Each sport has an assortment of gear and enchantments that grants bonuses to athletes in those sports, as well as a selection of gear that is beneficial to all athletes regardless of sport.

Football

Football Helmet
Aura faint abjuration; CL 7th
Slot head; Price 3,500 gp; Weight 1 lb.
Description: This reinforced helmet grants football players a +3 luck bonus to AC. The built-in face mask has a specially tinted visor that provides an equipment bonus to saves against effects that are based on the wearer's eyesight equal to one-quarter of her student level, rounded down. However, it also imposes a -1 penalty to CMD against grapple due to its cagelike design. Three times per day, the wearer of this helmet may negate a confirmed critical hit from a melee attack, reducing it to a normal hit instead.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,750 gp

Quarterback Pads
Light Armor
Armor Bonus +3; Maximum DEX Bonus +5; Armor Check -2
Arcane Spell Failure 15%; Weight 20 lb;* Speed 30'/20'
Aura moderate abjuration; CL 5th; Price 2,500 gp
Description: This set of lightweight pads preserves a large range of motion for the wearer and provides an adequate amount of protection against sudden blows while in the passing pocket. Football players wearing this gain a +2 equipment bonus to AC against attacks of opportunity provoked by ranged attacks with thrown weapons.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,250 gp

Running Back Pads
Light Armor
Armor Bonus +4; Maximum DEX Bonus +4; Armor Check -3
Arcane Spell Failure 20%; Weight 25 lb;*Speed 30'/20'
Aura moderate abjuration; CL 5th; Price 2,500 gp
Description: This set of pads absorbs hits when moving past the opposition without sacrificing mobility. Football players wearing this gain a +2 equipment bonus to AC against attacks of opportunity provoked by moving through a threatened space.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,250 gp

Guard Tackle Pads
Medium Armor
Armor Bonus +5; Maximum DEX Bonus +3; Armor Check -4
Arcane Spell Failure 25%; Weight 30 lb;*Speed 20'/15'
Aura moderate abjuration; CL 6th; Price 3,000 gp
Description: This set of heavy-duty pads is designed to take hard blows to defend the wearer's allies. A football player wearing these pads can defend against a charge directed at a nearby ally. As an immediate action, you may make a 5-foot step to place yourself in the path of a charge directed at an ally within 10 feet. The charge resolves against you instead of your ally.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,500 gp


Baseball

Batting Helmet
Aura faint abjuration; CL 5th
Slot head; Price 2,500 gp; Weight 1 lb.
Description: This helmet grants baseball players a +2 luck bonus to AC. Three times per day, the wearer of this helmet may negate a confirmed critical hit from a ranged attack, reducing it to a normal hit instead.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,250 gp

Baserunner Cleats
Aura faint transmutation; CL 3rd
Slot feet; Price 1,500 gp; Weight 1 lb.
Description: These specially designed cleats grant baseball players the ability to use misdirection to move a short distance during ranged attacks made by others. Once per round, you may make an opposed Bluff skill check against an enemy making a ranged attack against an ally as an immediate action. If you succeed, you may move up to half of your speed in one direction as the attack is resolved. This movement does not count against any other movements made in the round. If you fail, then the ranged attack is redirected to you and you may not use Deflect Arrows or Snatch Arrows against the redirected attack. You may use this ability a number of times per day equal to half of your student level, rounded down and minimum 1.
Construction Requirements: Craft Wondrous Item, haste, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp

Catcher's Mitt
Aura faint transmutation; CL 3rd
Slot hands; Price 1,500 gp; Weight 1 lb.
Description: This baseball glove's thickly padded, mitten-like design allows a baseball player to use Deflect Arrows an additional number of times per round equal to one-quarter of your student level, minimum 1.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp

First Baseman's Mitt
Aura faint transmutation; CL 5th
Slot hands; Price 2,500 gp; Weight 1 lb.
Description: This baseball glove's long, scoop-like design allows a baseball player to apply Snatch Arrows to a ranged attack targeting an adjacent ally. This counts as a use of Deflect Arrows and an attack of opportunity, but may be used multiple times per round if you can make multiple attacks of opportunity due to a feat, class feature, or other special ability.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,250 gp

Infielder's Glove
Aura faint transmutation; CL 4th
Slot hands; Price 2,000 gp; Weight 1 lb.
Description: This baseball glove's small, open-webbed design allows a baseball player to make an attack of opportunity using the projectile targeted by Snatch Arrows as an immediate action. This attack does not have to be made against the enemy who attacked you. Treat the range increment, damage, and any bonuses as if this attack was made with the weapon from which was originally used. You suffer no penalty for weapon proficiency for attacks made, but apply range penalties as normal.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp

Pitcher's Glove
Aura faint transmutation; CL 3rd
Slot hands; Price 1,500 gp; Weight 1 lb.
Description: This baseball glove's opaque-webbed design allows a baseball player to make an opposed Sleight of Hand skill check as part of a ranged attack with a thrown weapon. If you pass, your opponent takes a -2 penalty to AC for every 5 above your opponent's result against the attack. If you succeed by 10 or more, your opponent is considered flat-footed against the attack.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp

Outfielder's Glove
Aura faint transmutation; CL 4th
Slot hands; Price 2,000 gp; Weight 1 lb.
Description: This baseball glove's long, flattened design allows a baseball player to apply Snatch Arrows to a ranged attack targeting a nearby ally as an immediate action. In order to use this ability, you must be able to occupy a space that is no further away than half your speed, rounded down, and is between the attacker and your ally. This movement does not affect your ability to take other movements.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp

Switch-thrower's Glove
Aura moderate transmutation; CL 8th; Price +4,000 gp
Description: A switch-thrower's glove is not a magical item in itself, but a modification that can be added to any baseball glove being crafted. The second thumb pocket and finger hole allow a baseball player to switch her glove hand if the other hand is free as a free action. As a result, she can make ranged attacks with thrown weapons using both hands while still having access to the ability granted by the glove.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp

Batting Gloves
Aura moderate transmutation; CL 8th; Price +4,000 gp
Description: A batting glove is not a magical item in itself, but a modification that can be added to any baseball glove being crafted. As a free action, a baseball player can mentally command the gloves to split from a single glove that covers one hand to a pair of gloves that allow her to use both hands freely. While they are split into two gloves, she also gains an equipment bonus to attack and damage rolls equal to one-quarter her student level when wielding melee weapons in two hands
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp

Bunting
Aura moderate transmutation; CL 5th;
Description: Once per round, a baseball player wielding a bunting weapon may make a 5-foot step when using Deflecting Arrows. This movement does not affect the ability to make any other movement.You may only add this enchantment to a melee weapon that deals bludgeoning damage and not an unarmed strike via any means. You may not use this ability and slugging at the same time, although a weapon may have both enchantments.
Construction Requirements: Craft Wondrous Item, haste, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball.; Cost +1

Slugging
Aura moderate transmutation; CL 5th;
Description: Once per round, a baseball player wielding a slugging weapon may make an attack of opportunity when using Deflect Arrows. The target of the attack of opportunity does not have to be the same enemy whose attack was deflected. She uses the range increment of the deflected weapon to determine range penalty, but rolls the attack as a melee attack instead. If the attack hits, it deals the combined damage of both the slugging weapon and the deflected weapon. You may apply any eligible bonuses or effects from both weapons to this attack. You may only use this ability more than once per round if you have an ability that increases both uses of Deflect Arrows and number of attacks of opportunity made in a round, with the maximum being the lesser amount available. You may only add this enchantment to a melee weapon that deals bludgeoning damage, and not an unarmed strike via any means. You may not use this ability and bunting at the same time, although a weapon may have both enchantments.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball.; Cost +2

Weaponized Baseball
Simple Light Thrown
Price 1 sp; Dmg (S) 1d3; Dmg (M) 1d4
Critical 19-20/x2; Range 20 ft; Weight 1/4 lb; Type Bludgeoning
Description: While baseballs made for mass production are primarily composed of leather and cork, it is not unheard of for specialty balls designed for combat to be made of molded metal, cut gemstones, sculpted earth, or shaped bones. This means that a weaponized baseball can be made out of any special material that can be used for a bludgeoning weapon.


Track & Field

TBD


Wrestling

Wrestling Singlet
Light Armor
Armor Bonus -; Maximum DEX Bonus -; Armor Check -
Arcane Spell Failure -; Weight 1/4 lb; Speed 30'/20'
Aura moderate abjuration; CL 4th; Price 2,000 gp
Description: A wrestling singlet is a special armor designed specifically for wrestlers. It has no armor bonus, maximum Dexterity bonus, armor check penalty, or arcane spell failure, but may be enchanted like any other light armor. A wrestler wearing one gains an equipment bonus to CMB and CMD for grapple and trip equal to one-quarter of her student level, rounded down. For the purposes of abilities and effects, she may consider herself either armored or unarmored, whichever is more advantageous.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for wrestling; Cost 1,000 gp

Wrestling Shoes
Aura faint transmutation; CL 3rd
Slot feet; Price 1,500 gp; Weight 1/2 lb.
Description: These specially designed shoes grant wrestlers better traction without sacrificing mobility. The wearer gets an equipment bonus to CMD against bull rush and overrun equal to one-quarter of her student level, rounded down.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp


Soccer

Cleats of Kicking
Aura faint transmutation; CL 3rd
Slot feet; Price 1,500 gp; Weight 1/2 lb.
Description: These specially designed shoes grant soccer players the largest striking surface possible. This allows them to apply more force without sacrificing accuracy. She may apply her Strength modifier instead of her Dexterity modifer on ranged attacks using a soccer ball.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for soccer; Cost 750 gp

Weaponized Soccer Ball
Simple Light Thrown
Price 5 sp; Dmg (S) 1d4; Dmg (M) 1d6
Critical x2; Range 20 ft; Weight 1/4 lb; Type Bludgeoning
Description: While soccer balls made for mass production are primarily composed of leather surrounding an air bladder, it is not unheard of for specialty balls designed for combat to have panels made of molded metal, cut gemstones, sculpted earth, or shaped bones. This means that a weaponized baseball can be made out of any special material that can be used for a bludgeoning weapon.


General
TBD

zhdarkstar
2013-10-02, 09:06 PM
Liberal Arts Courses

Anatomy [Science]
Prerequisites: Biology, Intelligence 13
Benefit: You gain a bonus to confirming critical hits equal to one-quarter of your student level.
Tuition: 1,000

Anthropology [Humanities]
Benefit: You gain Knowledge (history), Knowledge (local), and Knowledge (nobility) as class skills. You gain an enhancement bonus to these skills equal to one-quarter of your student level

Applied Arcanics [Science]
Prerequisites: Arcanics 101 (wizard), Intelligence 13
Benefit: You gain Knowledge (planes) as a class skill. You gain the arcane school class feature as a wizard equal to one-quarter of your student level. You cannot choose the schools of the spells gained from Arcanics 101 as opposition schools.
Tuition: 1,500 gp

Arcanics 101 [Science]
Prerequisites: Intelligence 12 or Charisma 12
Benefit: Gain Knowledge (arcana), Spellcraft, and Use Magic Device as class skills. Choose two 1st-level spells from the spell list of one of the following classes: magus, sorcerer, or wizard. Once per day, you may prepare and/or cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1.
Honors: Choose an additional 1st-level spell to prepare and/or cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Special: This course grants those who choose wizard or magus with a spellbook.
Tuition Cost: 500 gp

Arcanics 102 [Science]
Prerequisites: Arcanics 101, Intelligence 14 or Charisma 14
Benefit: Choose two 2nd-level spells from the spell list from your Arcanics 101 course. Once per day, you may prepare and/or cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1. You may prepare and/or cast each of the 1st-level spells gained from Arcanics 101 an additional time per day.
Honors: Choose an additional 2nd-level spell to prepare and/or cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Tuition Cost: 1,000 gp

Astronomy 101 [Science]
Prerequisites: Intelligence 12 or Charisma 12
Benefit: Gain Knowledge (planes), Spellcraft, and Use Magic Device as class skills. Choose two 1st-level spells from the spell list of one of the following classes: oracle, summoner, or witch. Once per day, you may prepare and/or cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1.
Honors: Choose an additional 1st-level spell to prepare and/or cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Special: This course provides those who choose witch with a familiar to prepare her spells but it does not gain any of the benefits of being a familiar.
Tuition Cost: 500 gp

Astronomy 102 [Science]
Prerequisites: Astronomy 101, Intelligence 14 or Charisma 14
Benefit: Choose two 2nd-level spells from the spell list from your Astronomy 101 course. Once per day, you may prepare and/or cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1. You may prepare and/or cast each of the 1st-level spells gained from Astronomy 101 an additional time per day.
Honors: Choose an additional 2nd-level spell to prepare and/or cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Tuition Cost: 1,000 gp

Biology [Science]
Prerequisites: Intelligence 12
Benefit: You gain sneak attack as the rogue class feature with a rogue level equal to one-quarter of your student level, rounded down (minimum 1).
Tuition Cost: 500 gp

Chemistry 101 [Science]
Prerequisites: Intelligence 12
Benefit: Gain Craft (alchemy) and Knowledge (Arcana) as class skills. Choose two 1st-level extracts from the alchemist formulae list. Once per day, you may prepare each of these extracts as an alchemist equal to one-quarter of your student level, rounded down and minimum 1.
Honors: Choose an additional 1st-level extract to prepare each day.
Tuition Cost: 500 gp

Chemistry 102 [Science]
Prerequisites: Chemistry 101, Intelligence 14
Benefit: Choose two 2nd-level extracts from the alchemist formulae list. Once per day, you may prepare each of these extracts as an alchemist equal to one-quarter of your student level, rounded down and minimum 1. You may prepare each of the 1st-level extracts gained from Chemistry 101 an additional time per day.
Honors: Choose an additional 2nd-level extract to prepare each day.
Tuition Cost: 1,000 gp

College Algebra [Math]
Prerequisites: Intelligence 12
Benefit: As an immediate action, you may add a mathematics bonus to any non-HD roll equal to d%/100 multiplied by half of your student level, rounded to the nearest whole number to a maximum bonus equal to your Intelligence minus 10. You must wait a number of rounds equal to your student level divided by your Intelligence modifier, rounded up, plus 1d4 rounds before using this ability again.
Tuition Cost: 500 gp

Environmental Science 101 [Science]
Prerequisites: Wisdom 12
Benefit: Gain Knowledge (nature), Spellcraft, and Survival as class skills. Choose two 1st-level spells from the either the druid or ranger spell list. Once per day, you may prepare and cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1.
Honors: Choose an additional 1st-level spell to prepare and cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Tuition Cost: 500 gp

Environmental Science 102 [Science]
Prerequisites: Environmental Science 101, Wisdom 14
Benefit: Choose two 1st-level spells from the either the druid or ranger spell list. Once per day, you may prepare and cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1. You may prepare and cast each of the 1st-level spells gained from Environmental Science 101 an additional time per day.
Honors: Choose an additional 2nd-level spell to prepare and cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Tuition Cost: 1,000 gp

Fraternity Life (Pledge) [Extracurricular]
Prerequisites: Charisma 12, Knowledge (barcana) 1 rank
Benefit: You also gain an enhancement bonus to Knowledge (barcana) equal to one-quarter of your student level. Instead of a one-time tuition cost, this course has dues that are to be paid at every student level increase. If your student level increases by more than one at a character level increase, you have to pay the dues for each student level increase in addition to any tuition for courses audited.
Dues: 125 gp

Fraternity Life (Brother) [Extracurricular]
Prerequisites: Fraternity Life (Pledge), Charisma 14, Knowledge (barcana) 2 ranks
Benefit: Your bonus to Knowledge (barcana) increases to half of your student level. You gain the rage class feature as a drunken brute barbarian equal to one-quarter of your student level. You may only rage while drunk.
Dues: +125 gp

Fraternity Life (Officer) [Extracurricular]
Prerequisites: Fraternity Life (Brother), Charisma 16, Knowledge (barcana) 4 ranks
Benefit: Your bonus to Knowledge (barcana) increases to your student level. You gain the Roaring Drunk rage power as a bonus rage power. You get the Raging Drunk class feature as a drunken brute barbarian. You may add your Knowledge (barcana) skill ranks to determine the length of your rage.
Dues: +250 gp

Fraternity Life (President) [Extracurricular]
Prerequisites: Fraternity Life (Officer), Charisma 18, Knowledge (barcana) 8 ranks
Benefit: When you are under the influence of alcohol, you may make a Knowledge (barcana) skill check before making any other skill check, using the original DC for this check. If you pass the check, add half of the result, rounded down, to the original skill check as a circumstance bonus. While raging, you gain a bonus to attack and damage rolls equal to half of your Knowledge (barcana) skill ranks.
Dues: +500 gp

Game Theory [Math]
Prerequisites: Statistics, Intelligence 16
Benefit: When rolling d%, you may instead roll 1d20 and 1d5, multiplying the results together.
Tuition: 1,500 gp

Genetics [Science]
Prerequisites: Arcanics 101 (sorcerer) or Astronomy (summoner) or Chemistry 101 or Environmental Science (druid), Intelligence 13 or Wisdom 13 or Charisma 13
Benefit: You gain Knowledge (arcana), Knowledge (nature), and Knowledge (planes) as class skills. You gain the bloodline class feature as a sorcerer equal to one-quarter of your student level. You may apply the wildblooded archetype to the bloodline chosen. You also gain any appropriate bloodline arcana and bloodline powers but no bloodline spells or feats. Alternately, you gain the eidolon class feature as a summoner equal to one-quarter of your student level. Alternately, you gain either the Mutagen or Cognatogen class features of the alchemist or mindchemist, respectively, with a level equal to one-quarter of your student level.
Alternately, you gain the wild shape class feature as a druid equal to one-quarter of your student level.
Special: You may audit this course more than once, choosing a different ability each time.
Tuition: 1,500 gp

Merit Scholarship [Extracurricular]
Prerequisites: At least two of the following: Intelligence 12, Wisdom 12, or Charisma 12
Benefit: Choose one Knowledge skill as a class skill. You also gain 500 gp at each class level increase as a scholarship that must be spent on tuition or financial aid.
Special: You may audit this course more than once, each time selecting another Knowledge skill and increasing your scholarship by 500 gp.

Merit Scholarship (National) [Extracurricular]
Prerequisites: Merit Scholarship, and at least one of the following: Intelligence 14, Wisdom 14, or Charisma 14
Benefit: Your scholarship for your chosen Knowledge skill doubles each class level. In addition to this, you gain a bonus to that Knowledge skill equal to your student level.
Special: You may audit this course more than once, each time selecting another Knowledge skill and doubling your scholarship for that Knowledge skill.

Music Theory 101 [Humanities]
Prerequisites: Charisma 12
Benefit: Gain all Perform skills as a class skill. Choose any two 1st-level spells from the bard spell list. Once per day, you may cast each spell with a bard level equal to one-quarter of your student level, rounded down and minimum 1.
Honors: Choose an additional 1st-level spell to prepare each day.
Tuition: 500 gp

Music Theory 102 [Humanities]
Prerequisites: Music Theory 101, Charisma 14
Benefit: Choose two 2nd-level spells from the bard spell list. Once per day, you may cast each of these spells as a bard equal to one-quarter of your student level, rounded down and minimum 1. You may cast each of the 1st-level spells gained from Music Theory 101 an additional time per day.
Honors: Choose an additional 2nd-level spell to prepare each day.
Tuition Cost: 1,000 gp

Musical Theater [Humanities]
Prerequisites: Music Theory 101, Charisma 13
Benefit: You gain the bardic performance class feature as a bard equal to one-quarter of your student level.
Tuition Cost: 1,000 gp

Paranormal Studies [Science/Humanities]
Prerequisites: Astronomy 101 (oracle or witch) or Psychology 101 (psion or wilder), Intelligence 13 or Charisma 13
Benefit: You gain Knowledge (arcana), Knowledge (planes), and Knowledge (religion) as class skills. You gain Oracle's Curse or Witch's Familiar as a member of the respective class chosen for Astronomy 101 equal to one-quarter of your student level. Alternately, you gain a Discipline as psion equal to one-quarter of your student level, gaining discipline abilities but not discipline powers or skill. Alternately, you gain Wild Surge and Psychic Enervation as a wilder equal to one-quarter of your student level.
Special: You may audit this course more than once, choosing a different ability each time.
Tuition: 1,500 gp

Physics [Science]
Prerequisites: Chemistry 101, Intelligence 13
Benefit: You gain Knowledge (engineering) as a class skill. You gain the bomb class feature as an alchemist equal to one-quarter of your student level.
Tuition: 1,500 gp

Physiology [Science]
Prerequisites: Anatomy, Intelligence 14
Benefit: A number of times per day equal to one-quarter of your student level, you may ignore an enemy's immunity to critical hits or sneak attacks. This applies to one attack each time you use it.
Tuition: 1,500 gp

Psychology 101 [Humanities]
Prerequisites: Wild Talent or psionic character, and one of the following: Intelligence 12, Wisdom 12, or Charisma 12
Benefit: Gain Autohypnosis and Perception as class skills. Choose two 1st-level powers from the power list of one of the following classes: psion, psychic warrior, or wilder. Once per day, you may manifest each of these powers as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1. You may not augment these powers using power points and treat them as if the minimum amount of power points were spent.
Honors: Choose an additional 1st-level power to manifest each day.
Special: You may audit this course more than once, choosing a different power list each time.
Tuition Cost: 500 gp

Psychology 102 [Humanities]
Prerequisites: Psychology 101, one of the following: Intelligence 14, Wisdom 14, or Charisma 14
Benefit: Choose two 2nd-level powers from the power list from your Psychology 101 course. Once per day, you may manifest each of these powers as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1. You may manifest each of the 1st-level powers gained from Psychology 101 an additional time per day.
Honors: Choose an additional 2nd-level power to manifest each day.
Special: You may audit this course more than once, choosing a different power list each time.
Tuition Cost: 1,000 gp

Remedial Mathematics [Math]
Benefit: As an immediate action, you may add a mathematics bonus to any non-HD roll equal to one-quarter of your student level, rounded to the nearest whole number to a maximum bonus equal to your Intelligence modifier. You may use this a number of times per day equal to your Intelligence modifier.

School Mascot [Extracurricular]
Prerequisites: Genetics (druid or summoner) or Zoology (any), Dexterity or Charisma 14 or Wisdom 14
Benefit: Choose a form that either your wild shape, eidolon, animal companion, or mount can take. While in that form, you or your eidolon gain a morale bonus to Strength or Dexterity equal to one-quarter of your student level, minimum 1. In addition to this, you gain a scholarship of 500 gp.
Special: You may audit this course more than once, choosing a different ability that grants the same form to enhance each time and increasing your scholarship by 500 gp.

Seminary Studies [Extracurricular]
Prerequisites: Theology 101 (cleric or inquisitor), Wisdom 13
Benefit: You gain Diplomacy, Knowledge (history), and Knowledge (local) as class skills. You also gain a domain as a member of the respective class chosen for Theology 101 equal to one-quarter your student level.
Tuition: 1,500 gp

Speech [Extracurricular]
Benefit: You gain Bluff, Diplomacy, Intimidate, and Linguistics as class skills. You gain an enhancement bonus to these skills equal to one-quarter of your student level.
Honors: You gain Scribe Scroll as a bonus feat and can use read magic at will as a spell-like ability with your caster level equal to one-quarter of your student level.
Tuition Cost: 500 gp

Sports Scholarship (Freshman) [Extracurricular]
Prerequisites: At least two of the following: Strength 11, Dexterity 11, or Constitution 11
Benefit: You gain Acrobatics, Climb, and Swim as class skills. You also gain 250 gp at each class level increase as a scholarship that must be spent on tuition or financial aid. In addition to this, you choose a sport and gain a number of benefits based on the chosen sport. This sport is known as your sport played.
Football: You are proficient with medium armor. You gain Power Attack as a bonus feat, even if you do not meet the prerequisites.
Baseball: You are proficient with all martial weapons that deal bludgeoning damage. You gain Deflect Arrows as a bonus feat, even if you do not meet the prerequisites, except you may only use it with melee weapons that deal bludgeoning damage.
Track & Field: You are proficient with all martial ranged and throwing weapons. You gain Point Blank Shot as a bonus feat, even if you do not meet the prerequisites.
Wrestling: You gain Improved Grapple and Improved Trip as bonus feats, even if you do not meet the prerequisites.
Soccer: You gain Dodge and Mobility as bonus feats.
Special: You may audit this course more than once, each time selecting another sport and increasing your scholarship by 250 gp.

Sports Scholarship (Redshirt) [Extracurricular]
Prerequisites: Sports Scholarship (Freshman), and at least two of the following: Strength 12, Dexterity 12, or Constitution 12.
Benefit: Your scholarship for your sport played doubles. In addition to this, you gain a number of benefits based on the sport played to qualify.
Football: You gain Improved Overrun and Improved Bull Rush as bonus feats, even if you do not meet the prerequisites.
Baseball: You gain Snatch Arrows as bonus feat, even if you do not meet the prerequisites, except you may only use it while you have a free hand or are wearing a baseball glove.
Track & Field: You gain Precise Shot and Far Shot as bonus feats.
Wrestling: You gain Ki Throw as a bonus feat. You also gain Improved Unarmed Strike as the monk class feature, with your monk level equal to half of your student level, rounded down.
Soccer: You gain Shot on the Run and Passing Trick as bonus feats, even if you do not meet the prerequisites.
Special: You may audit this course more than once, each time selecting another sport and doubling your scholarship for each sport.

Sports Scholarship (Sophomore) [Extracurricular]
Prerequisites: General Education Plan (Sophomore), Sports Scholarship (Freshman), and at least two of the following: Strength 13, Dexterity 13, or Constitution 13.
Benefit: Your scholarship for your sport played increases by 250gp. In addition to this, you gain a number of benefits based on the sport played to qualify.
Football: You gain proficiency with Spiked Armor and gain Spiked Destroyer as a bonus feat.
Baseball: You gain Bullseye Shot as bonus feat, even if you do not meet the prerequisites, except you may only use it with ranged attacks with thrown weapons.
Track & Field: You gain proficiency with the rapier and all martial light weapons. You gain Weapon Finesse as a bonus feat.
Wrestling: You gain Body Shield as a bonus feat, even if you do not meet the prerequisites.
Soccer: You gain Bounding Hammer as a bonus feat, even if you do not meet the prerequisites. You may only apply this feat to soccer balls instead of hammers.
Special: You may audit this course more than once, each time selecting another sport and increasing your scholarship for the chosen sport.

Sports Scholarship (Junior) [Extracurricular]
Prerequisites: General Education Plan (Junior), Sports Scholarship (Sophomore), and at least two of the following: Strength 14, Dexterity 14, or Constitution 14.
Benefit: Your scholarship for your sport played increases by 500gp. In addition to this, you gain a number of benefits based on the sport played to qualify.
Football: You gain a bonus to bull rush attempts made as part of a charge equal to one-quarter of your student level. You also deal your unarmed strike damage on a successful bull rush made as part of a charge.
Baseball: You may use Deflect Arrows against an object not normally allowed to be deflected due to size can be deflected by making an attack roll against the projectile's attack roll as an immediate action. If your attack roll is higher, the projectile is deflected.
Track & Field: You gain a bonus to Acrobatics checks made to jump as part of a charge equal to half of your student level. Alternately, you may gain a bonus equal to one-quarter of your student level instead to be able to continue charging after making a jump; you may move or jump as often as you like in a charge up to your speed. The distance jumped is not counted towards total movement but the act of jumping and landing counts as 10 feet.
Wrestling: You gain Spinning Throw as a bonus feat, even if you do not meet the prerequisites.
Soccer: You gain a bonus to trip attempts made as part of a charge equal to one-quarter of your student level. You also deal your unarmed strike damage on a successful trip made as part of a charge.
Special: You may audit this course more than once, each time selecting another sport and increasing your scholarship for the chosen sport.

Sports Scholarship (Senior) [Extracurricular]
Prerequisites: General Education Plan (Senior), Sports Scholarship (Junior), and at least two of the following: Strength 15, Dexterity 15, or Constitution 15.
Benefit: Your scholarship for your sport played increases by 1,00gp. In addition to this, you gain a number of benefits based on the sport played to qualify.
Football: You gain a bonus to bull rush attempts made as part of a charge equal to one-quarter of your student level. You also deal your unarmed strike damage on a successful bull rush made as part of a charge.
Baseball: You gain Ray Shield as a bonus feat even if you do not meet the prerequisites, usable only with melee weapons that deal bludgeoning damage.
Track & Field: You gain proficiency with firearms and the firearms training class feature as a gunslinger equal to one-quarter of his class level.
Wrestling: You gain Under And Over as a bonus feat, even if you do not meet the prerequisites. You may use it regardless of the size of the opponent who makes the failed grapple attempt.
Soccer: You may make an unarmed attack of opportunity against a ranged attack against you before the attack roll is resolved. If your attack roll is higher than the attacker's roll, then the attack is redirected back at the attacker. You may use this ability as many times per round as you can make attacks of opportunity, but only once against an individual ranged attack.
Special: You may audit this course more than once, each time selecting another sport and increasing your scholarship for the chosen sport.

Statistics [Math]
Prerequisites: Intelligence 14, College Algebra
Benefit: Multiply all mathematics bonuses by (1 + d%/100) before rounding either up or down, whichever is more beneficial.
Tuition Cost: 1,000 gp

Supernatural Martial Training [Extracurricular]
Prerequisites: Arcanics 101 (magus) or Theology 101 (inquisitor) or Psychology (psychic warrior), Intelligence 13 or Wisdom 13
Benefit: You gain Spellstrike, Force Athame, Judgement, or Warrior's Path as a member of the respective class chosen for Arcanics 101, Theology 101, or Psychology 101 equal to one-quarter your student level.
Special: You may audit this course more than once, choosing a different ability each time.
Tuition: 1,500 gp

Theology 101 [Humanities]
Prerequisites: Wisdom 12 or Charisma 12
Benefit: Gain Knowledge (religion), Spellcraft, and Use Magic Device as class skills. Choose two 1st-level spells from the spell list of one of the following classes: antipaladin, cleric, inquisitor, or paladin. Once per day, you may prepare and/or cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1.
Honors: Choose an additional 1st-level spell to prepare and/or cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Tuition Cost: 500 gp

Theology 102 [Humanities]
Prerequisites: Theology 101, Wisdom 14 or Charisma 14
Benefit: Choose two 2nd-level spells from the spell list from your Theology 101 course. Once per day, you may prepare and/or cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1. You may prepare and/or cast each of the 1st-level spells gained from Theology 101 an additional time per day.
Honors: Choose an additional 2nd-level spell to prepare and/or cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Tuition Cost: 1,000 gp

Underwater Basket Weaving [Extracurricular]
Prerequisites: Indecisive Student, Knowledge (barcana) 7 ranks
Benefit: You gain Craft (weaving) and Knowledge (engineering) as a class skill. You may craft items as if you had the appropriate feats, and each spell or power needed can be replaced with a successful Knowledge (barcana) check with a DC equal to 20 + twice the spell or power level. To craft the items, you must place the materials in a basin of water. For each day of work, you make a Craft (weaving) skill check, instead of the appropriate Craft skill, to weave a basket around the materials. The baskets must remain completely submerged throughout the entire process for this ability to work.

Vitalism [Science]
Prerequisites: Theology 101 (antipaladin or cleric or paladin), Wisdom 13 or Charisma 13
Benefit: You gain Knowledge (planes) as a class skill. You also gain Channel Energy as a member of the respective class chosen for Theology 101 equal to one-quarter your student level.
Tuition: 1,500 gp

Zoology [Science]
Prerequisites: Environmental Science 101 (druid or ranger) or Theology 101 (antipaladin or paladin) or Sports Scholarship (Freshman) (track & field), Dexterity 13 or Wisdom 13 or Charisma 13
Benefit: You gain Handle Animal and Ride as class skills. You gain an Animal Companion as a member of the respective class chosen for Environmental Science 101 equal to one-quarter of your student level. Alternately, you gain a mount as an antipaladin, paladin or cavalier equal to one-quarter of your student level.
Special: You may audit this course more than once, choosing a different ability each time.
Tuition: 1,500 gp


Liberal Arts Minors


Going Pro
Prerequisites: Sports Scholarship (Junior), at least two of the following: Strength 16, Dexterity 16, or Constitution 16.
Benefit: Your scholarship for your sport played is doubled, or tripled if you have Sports Scholarship (Redshirt) as well. In addition to this, you choose a class based on your sport played and gain all of the class features, except for HD, BAB, saves, and skill points. Your emulated class level is equal to half of your student level. You may also count one [Extracurricular] course already audited as a course of any other type.
Football: Fighter or Barbarian
Baseball: Fighter or Rogue
Track & Field: Fighter or Cavalier
Wrestling: Fighter or Monk
Soccer: Fighter or Rogue
Special: You may choose this minor more than once, each time selecting another sport and increasing your scholarship for the chosen sport. You may only gain emulated class levels in a class that you have not already gained emulated levels in via this minor.

Mathematics
Prerequisites: Game Theory, Intelligence 17
Benefit: You may apply College Algebra to your HD rolls once per five student levels. A number of times per day equal to your Intelligence modifier, you may add your Intelligence modifier as a mathematics bonus to any d20 roll as a free action. You may do this after you roll the d20 but before you find out the result. If the roll plus your Intelligence modifier equals 20, then the roll is treated as a natural 20. The same rule applies for attack rolls with weapons that threaten critical hits at numbers less than 20. Also, when you roll a d20, you may choose to roll 2d10 or 5d4 instead.
Tuition: 10,000 gp

Arcane Studies
Prerequisites: Arcanics 102 (magus or sorcerer or wizard) or Astronomy 102 (summoner or witch), Applied Arcanics or Genetics (sorcerer or summoner) or Paranormal Studies (witch) or Supernatural Martial Training (magus), Intelligence 17 or Charisma 17
Benefit: You gain all of the class features, except for HD, BAB, saves, and skill points, of your spell list's class. Your emulated class level is equal to half of your student level.
Special: You may choose this minor more than once, each time selecting another spell list and class. You may gain emulated class levels in a class you do not already have emulated levels gained via this minor.
Special: Sorcerer levels granted via this minor do not grant bloodline feats, but grant every other ability and effect related to the bloodline class feature.
Tuition: 10,000 gp

Natural Studies
Prerequisites: Environmental Science 102 (druid or ranger), Zoology (druid or ranger), Wisdom 17
Benefit: You gain all of the class features, except for HD, BAB, saves, and skill points, of your spell list's class. Your emulated class level is equal to half of your student level.
Special: You may choose this minor more than once, each time selecting another spell list and class. You may gain emulated class levels in a class you do not already have emulated levels gained via this minor.
Tuition: 10,000 gp

Religious Studies
Prerequisites: Theology 102 (antipaladin or cleric or inquisitor or paladin), Seminary Training (cleric or inquisitor) or Supernatural Martial Training (inquisitor) or Vitalism (antipaladin or cleric or paladin) or Zoology (antipaladin or paladin), Wisdom 17 or Charisma 17
Benefit: You gain all of the class features, except for HD, BAB, saves, and skill points, of your spell list's class. Your emulated class level is equal to half of your student level.
Special: You may choose this minor more than once, each time selecting another spell list and class. You may gain emulated class levels in a class you do not already have emulated levels gained via this minor.
Tuition: 10,000 gp

Psionic Studies
Prerequisites: Psychology 102 (psion or psychic warrior or wilder), Paranormal Studies (psion or wilder) or Supernatural Martial Training (psychic warrior), Intelligence 17 or Wisdom 17 or Charisma 17
Benefit: You gain all of the class features, except for HD, BAB, saves, and skill points, of your power list's class. Your emulated class level is equal to half of your student level.
Special: You may choose this minor more than once, each time selecting another power list and class. You may gain emulated class levels in a class you do not already have emulated levels gained via this minor.
Tuition: 10,000 gp

Alchemic Studies
Prerequisites: Chemistry 102, Biology or Genetics (alchemist or mindchemist) or Physics, Intelligence 17
Benefit: You gain all of the class features, except for HD, BAB, saves, and skill points, of an alchemist. Your emulated class level is equal to half of your student level.
Special: If you qualify via Biology or Genetics (mindchemist), you must apply the Vivisectionist and Mindchemist archetypes, respectively, to your emulated class levels, in addition to any other compatible archetypes.
Tuition: 10,000 gp

Music Studies
Prerequisites: Music Theory 102, Musical Theater, Charisma 17
Benefit: You gain all of the class features, except for HD, BAB, saves, and skill points, of a bard. Your emulated class level is equal to half of your student level.
Tuition: 10,000 gp

Theurgic Studies
Prerequisites: two minors that grant emulated levels in a spellcaster or psionic or alchemist class, the associated mental ability scores for the chosen minors must be 18 or higher
Benefit: Your emulated class level granted from the chosen minors increases to 5/8 of your student level.
Special: You may choose this minor more than once, each time selecting another two minors. You may gain emulated class levels in a class you do not already have emulated levels gained via this minor.
Special: If you have both Gish Studies and Theurgic Studies for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have both Gentleman & Scholar and Theurgic Studies for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have Gish Studies, Gentleman & Scholar, and Theurgic Studies for the same class, your emulated class level is equal to 8/10 of your student level.
Tuition: 12,500 gp

Gish Studies
Prerequisites: one minor that grants emulated levels in a spellcaster or psionic or alchemist class, one minor that grants emulated levels in a non-caster or non-manifester or non-alchemist class, the associated mental ability score for the first chosen minor must be 18 or higher, one physical ability score of 18 or higher
Benefit: Your emulated class level granted from the chosen minors increases to 5/8 of your student level.
Special: You may choose this minor more than once, each time selecting another two minors. You may gain emulated class levels in a class you do not already have emulated levels gained via this minor.
Special: If you have both Gish Studies and Theurgic Studies for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have both Gish Studies and Two Sport Superstar Training for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have both Gish Studies and Gentleman & Scholar for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have Gish Studies, Gentleman & Scholar, and Theurgic Studies for the same class, your emulated class level is equal to 8/10 of your student level.
Special: If you have Gish Studies, Gentleman & Scholar, and Two Sport Superstar Training for the same class, your emulated class level is equal to 8/10 of your student level.
Tuition: 15,000 gp

Two Sport Superstar Training
Prerequisites: two minors that grant emulated levels in a non-caster or non-manifester or non-alchemist class, two physical ability scores of 18 or higher
Benefit: Your emulated class level granted from the chosen minors increases to 5/8 of your student level.
Special: You may choose this minor more than once, each time selecting another two minors. You may gain emulated class levels in a class you do not already have emulated levels gained via this minor.
Special: If you have both Gish Studies and Two Sport Superstar Training for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have both Gentleman & Scholar and Two Sport Superstar Training for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have Gish Studies, Gentleman & Scholar, and Two Sport Superstar Training for the same class, your emulated class level is equal to 8/10 of your student level.
Tuition: 12,500 gp

Party Liaison
Prerequisites: Fraternity Life (officer), Charisma 17
Benefit: You gain all of the class features of an Urban Barbarian, except for HD, BAB, saves, and skill points. Your emulated class level is equal to half of your student level. This is an exception to the rule about archetype combinations, as you will keep your Raging Drunk class feature while gaining the Crowd Control class feature of an Urban Barbarian. Instead of paying dues each student level increase, you gain the amount of dues you would pay at that level as a scholarship. You may also count one [Extracurricular] course already audited as a course of any other type.

Gentleman & Scholar
Prerequisites: Party Liaison, Fraternity Life (president), honors student, Merit Scholarship, one minor that grants emulated levels in a spellcaster or psionic or alchemist class, the associated mental ability score for the chosen minor must be 18 or higher, Charisma 19
Benefit: Double the scholarships that you would gain from Party Liaison and Merit Scholarship. Your emulated class level granted from Party Liaison and the chosen minor increases to 5/8 of your student level. In addition to this, Pretentious Scholars gain 1 HP for every hit die they possess from student class levels and treat their BAB and all future hit die rolls for student class levels as if they did not take the Pretentious Scholar archetype.
Special: If you have both Gentleman & Scholar and Theurgic Studies for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have both Gentleman & Scholar and Two Sport Superstar Training for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have both Gish Studies and Gentleman & Scholar for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have Gish Studies, Gentleman & Scholar, and Theurgic Studies for the same class, your emulated class level is equal to 8/10 of your student level.
Special: If you have Gish Studies, Gentleman & Scholar, and Two Sport Superstar Training for the same class, your emulated class level is equal to 8/10 of your student level.

zhdarkstar
2013-10-02, 09:07 PM
Reserved Post for Prestige Class (future home of Teaching Assistant)

zhdarkstar
2013-10-02, 09:08 PM
One more reserved post for future expansion.

Feel free to comment/critique/dissect.

Kiren
2013-10-02, 09:13 PM
I love the concept! I'm not brushed up on enough of the mechanics right now to comment about balance;however, this is really cool!

Steward
2013-10-02, 09:16 PM
The financial aid section seems convoluted for something that (as far as I can tell) just gives you a relatively small amount of gold (as you increase in levels) and a convenient mechanism for the DM to hassle you and suck away your WBL. Is the money just a slush fund for the character or is it meant to be used to purchase class features only?

zhdarkstar
2013-10-02, 09:27 PM
I love the concept! I'm not brushed up on enough of the mechanics right now to comment about balance;however, this is really cool!

Well this was originally created for the Pathfinder Homebrew Contest that just closed, How the !@#$?, which is why this class is definitely out of balance in comparison to all other classes. For best results, it's ideal to play in a game with other LAM's exclusively as this class can be severely broken if the right pieces of the puzzle are put together.

However, I did create the class with a rather simple formula for class emulation that allows other homebrew classes to be emulated:

1. Break the core class mechanics* into a set of at least 3 courses with effective level equal to 1/4 student level (StL)
2. One of the courses must be a prereq for the other courses
3. Create a minor that requires 3 related courses to grant emulated class level equal to 1/2 StL
4. Create "hybrid booster" minor, if current minors do not suffice.

*Classes that use spells/powers/invocations/maneuvers or any other subsystems that progress similarly have to be split into two courses, which are both prereqs for the minor.



The financial aid section seems convoluted for something that (as far as I can tell) just gives you a relatively small amount of gold (as you increase in levels) and a convenient mechanism for the DM to hassle you and suck away your WBL. Is the money just a slush fund for the character or is it meant to be used to purchase class features only?

Much like real Financial Aid, it's used to pay for class features and any related "supplies." And again like the real-world concept, that definition is loosely interpreted. Some people spend their financial aid on textbooks and research materials. Others will spend it on booze and toys. In the end, you're responsible for the debt you create.

As for the convolution, it's intentional to go along with the theme of the class. How many students actually sit there and read all of the terms of agreement before signing for a student loan? Most blindly accept the evil accounting math-magic and pay their debt to society later.

The Oni
2013-10-03, 02:55 AM
This is a solid attempt, but you forgot the class ability where you take -5 to Profession checks and no one will give you a quest that pays more than minimum Wealth By Level.

zhdarkstar
2013-10-03, 08:00 AM
This is a solid attempt, but you forgot the class ability where you take -5 to Profession checks and no one will give you a quest that pays more than minimum Wealth By Level.

I wish we could like posts on this forum. :P

Kiren
2013-10-03, 10:14 AM
This brings to mind Sigal Prep for some reason...

Ever consider the class mount: Golf cart?

Edit: Perhaps as an alternate class feature?

zhdarkstar
2013-10-03, 11:24 AM
This brings to mind Sigal Prep for some reason...

Ever consider the class mount: Golf cart?

Edit: Perhaps as an alternate class feature?

Hmmmm....sounds intriguing... I'll put that into consideration...:smallsmile:

Magatsu Izanagi
2013-10-03, 11:51 AM
...I must find a way to play this now. Definitely looking forward to future developments.

The Oni
2013-10-03, 04:51 PM
I wish we could like posts on this forum. :P

Sig it? :smalltongue:

In any case it seems like it'd be a fun class, of course it'd be a bit jarring to play with other classes in a game that's trying to be serious/dramatic.

Unless your loan issuers are legit devils. That'd be interesting...

zhdarkstar
2013-10-03, 11:44 PM
...I must find a way to play this now. Definitely looking forward to future developments.

I wouldn't be opposed to playing a game using this system via roll20.net, but someone else would have to DM. I suck as a DM...

Kiren
2013-10-04, 07:33 AM
I wouldn't be opposed to playing a game using this system via roll20.net, but someone else would have to DM. I suck as a DM...

Would such a game be limited completely to the Liberal Arts Major or would there be an option for some inter-disciplinary studies (multi-classing)?

Factotum/Liberal Arts Major... Sounds like fun!

zhdarkstar
2013-10-04, 08:54 AM
Would such a game be limited completely to the Liberal Arts Major or would there be an option for some inter-disciplinary studies (multi-classing)?

Factotum/Liberal Arts Major... Sounds like fun!


Well the LAM is essentially multi-classing in a can as it is. I did already come up with rules for multiclassing with LAM within Change Major, though.

zhdarkstar
2014-08-05, 04:44 PM
Syllabus...I mean table code, finally updated. :P

silphael
2014-08-06, 01:56 AM
Your general education plan says junior twice. I think the second one is senior, but still ^^

Err, wait. By 6th level, you must have audited 4 courses, right? Does the minor count as well? Because so far you can't go above 5th level without spending a feat/bonus feat in extra audit. That is giving a feature that you're forced to spend in order to keep gaining levels. So far it's bad design.

Why not 1 audit per class level, reducing the gp cost, and maybe stating that the very first audit is for free?

Plus one or two audit/ alternate loan idea : instead of merit scholarship, one for poor guys, and one for people agreeing to get enrolled as soon as graduating, or something like that.

Finally, how could you play a VoP Liberal Arts Major?