Aergoth
2014-03-20, 03:10 PM
The Scholar
http://fc01.deviantart.net/fs71/f/2013/020/8/7/gemini___llewellyn_worldwide_by_juliedillon-d5s3qjx.jpg
"If knowing is half the battle, then research is the other half."
Not every great mind takes up spellcasting. Some turn their skills and intellect to study monstrous creatures so that they might in turn aid others in their struggles with great beasts and terrible evil
The Scholar advises their companions, drawing on a depth of knowledge unavailable to those without their single-minded study. Whether consulting on diplomatic matters or describing the weaknesses of a potent monster, the Scholar puts his mind and the information is possesses at the front of a battle to assist his companions.
Role: The Scholar acts as a resource for the party to make use of. Their knowledge supplements that of other adventurers and their ability to instruct others
Alignment: Scholars generally function best within the bounds of polite society where they can more easily find and procure knowledge, and especially within academia. These structured environments tend to leave their mark on a Scholar and so many of them are lawful. Chaotic scholars tend to be from nomadic or tribal societies, learning their knowledge through ancient stories that they have decoded and bits of old folklore. Scholars can be of any alignment as far as good or evil are concerned. There are as many diabolic tomes as there are sacred scrolls and just as many who are eager to learn the secrets within them.
Hit Die: d6
Starting Gold: 3d6 x 10gp (average 105gp)
Class Skills
The Scholar's class skills (and the key ability for each skill) are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Heal (Wis), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)
Skill Ranks per Level: (6 + Int modifier)
Scholar
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Impart Knowledge, Research, Book Learning
2nd|+1|+0|+3|+3|Specialization
3rd|+2|+1|+3|+3|Rote Learning
4th|+3|+1|+4|+4|Specialization
5th|+3|+1|+4|+4|Esoteric Knowledge
6th|+4|+2|+5|+5|Specialization
7th|+5|+2|+5|+5|
8th|+6/+1|+2|+6|+6|Specialization
9th|+6/+1|+3|+6|+6|Rote Learning
10th|+7/+2|+3|+7|+7|Esoteric Knowledge, Specialization
11th|+8/+3|+3|+7|+7|
12th|+9/+4|+4|+8|+8|Specialization
13th|+9/+4|+4|+8|+8|
14th|+10/+5|+4|+9|+9|Specialization
15th|+11/+6/+1|+5|+9|+9|Esoteric Knowledge, Rote Learning
16th|+12/+7/+2|+5|+10|+10|Specialization
17th|+12/+7/+2|+5|+10|+10|
18th|+13/+8/+3|+6|+11|+11|Specialization
19th|+14/+9/+4|+6|+11|+11|
20th|+15/+10/+5|+6|+12|+12|Esoteric Knowledge, Specialization
[/table]
Weapon and Armor Proficiencies:Scholars are proficient in simple weapons and light armor.
Book Learning (Ex): A scholar records notes and scraps of information in a notebook (or series of notebooks) which they must carry with them in order to perform their research checks. In absence of their notebook, a sufficiently sized collection of books or other lore may be substituted for the notebook, however this increases the time it takes for them to perform the research by 1d6 hours (minimum 2). When accessing his notebook or a collection of lore, a Scholar may add one-half his Scholar Level to any knowledge checks he makes to research.
Research (Ex): A Scholar’s strength lies in the careful dissection of facts in order to find those which are most useful. A Scholar may consult his notes and sources for any pertinent information on a type of creature. This process of cross-referencing and searching takes one hour. At the end of the hour the Scholar makes a research check using an appropriate Knowledge skill. Generally the DC of such a check is 15+ CR of the creature being researched, but this may be higher or lower based on how specific the Scholar attempts to be in his research. If successful the Scholar can impart some of his knowledge to his companions granting them a boon while dealing with such creatures.
Impart Knowledge (Ex): Following a successful research check, a Scholar can synthesize the information he has uncovered and share the important facts with his associates in order to aid them. Imparting Knowledge grants the affected character a Boon, a minor bonus to be used during their interaction with this creature whether violent or otherwise. A scholar may Impart Knowledge to a number of creatures equal to 1/2 their scholar level (minimum 1) and impart a total bonus (regardless of how this is distributed) equal to their intelligence modifier. A creature cannot benefit from the boons of more than one Scholar at time nor can they benefit from multiple instances of the same boon. A Scholar cannot benefit from their own boons.
Imparting Knowledge is a standard action and can be maintained as a free action. A creature must be able to hear and understand the Scholar in order to benefit from Impart Knowledge. Mindless creatures, those with an intelligence score of 2 or less cannot benefit from Impart Knowledge. The boons from impart knowledge cease if the Scholar is unconscious, stunned, paralyzed or unable to speak. Boons from Impart Knowledge will only work against creatures with CR equal to the Scholar’s level + their Int modifier (max CR 5). Scholars begin play capable of boons that grant bonuses to the following:
Saving throws against the special attacks of researched creatures
Damage rolls against researched creatures
Opposed skill checks against researched creatures
Esoteric Knowledge (Ex): In your searches and adventuring you have come across more potent sources of knowledge that will enhance your researches and the level of boons that you are capable of providing. Boons you provide will function against creatures with a maximum CR of 10. In addition you now provide boons that grant bonuses to:
All skill checks involving researched creatures
Rolls to confirm critical hits against researched creatures
Attack rolls against researched creatures
At 10th level, your base of knowledge increases again, allowing you to perform research about even more powerful creatures. Your boons function against creatures with a maximum CR of 15 and you may provide boons that grant bonuses to:
Armor Class against the attacks of researched creatures
Caster Level checks to overcome Spell Resistance of a researched creature
Ignore a portion of the Damage Resistance of researched creature equal to the bonus provided
At 15th level you have access to depths of knowledge unheard of by most beings. Your boons will function against creatures with a maximum CR of 20.
Specialization: Scholars inevitably have their own niches of information that they feel the most comfortable in. Within their specialized fields many scholars can match those of a much broader range of experience. A scholar gains one specialization at second level and one at every second level afterwards. Unless otherwise noted a specialization cannot be selected more than once. Specializations have a requirement of both a given Scholar level and a requisite number of ranks in a particular knowledge skill. A specialization is an Extraordinary ability unless noted otherwise.
Specializations
{table=head]Name|Requirements|Description
Technical Thaumaturgy|Knowledge (Arcana) 2 Ranks|Use Intelligence in place of Charisma for Use Magic Device checks.
Arcane Avoidance|Knowledge (Arcana) 6 Ranks|Grant Evasion (as the rogue class feature) as a Boon vs. Arcana creatures and Arcane Spell Casters, duration as Minor Boon.
Grand Grimoire (Su)|Knowledge (Arcana) 12 Ranks|Gain the abilities of an arcane school as though you were a wizard of half your scholar level. Using these abilities require a full-round action and a notebook.
Gear Guard|Knowledge (Dungeoneering) 2 Ranks|Grant protection from damage to carried objects as a Boon
Focus Fluoresence|Knowledge (Dungeoneering) 6 Ranks|Use a single non-magical light source to create an effect similar to the spell Daylight for one round. Using the light source in this way extinguishes it within 1d4 rounds. Requires a full-round action and notebook.
Azure Sign|Knowledge (Dungeoneering) 12 Ranks|Repel aberrations with a sigil as the spell Antiplant Shell except only creatures of the aberration type are repelled. Requires a full-round action and notebook.
Pitfall Practice|Knowledge (Engineering) 2 Ranks|Allows the Scholar to research Traps and provides Boons against them.
Fracture Focus|Knowledge (Engineering) 6 Ranks|Ignore Hardness as though it were DR as a boon
Trap Tutor|Knowledge (Engineering) 12 Ranks|Grant Trapfinding (as Rogue class feature) as a boon. Duration as a minor boon.
Discerning Disguises|Knowledge (Local) 2 Ranks|Use Intelligence in place of Charisma for Disguise checks.
Community Connections|Knowledge (Local) 6 Ranks|Duration of Skill Boons inside a community are increased to 10 minutes per Scholar Level. Boon ends on leaving community.
Translator|Knowledge (Local) 12 Ranks|Gain Tongues as a spell-like ability 1/day. Requires a full-round action and notebook.
Lore of the Land|Knowledge (Nature) 2 Ranks|Grant Woodland Stride (as the druid class feature) as a Boon, duration as Minor Boon.
Technical Trapper|Knowledge (Nature) 6 Ranks|Use Intelligence in place of Wisdom for Survival checks
Elemental Education|Knowledge (Nature) 12 Ranks|Summon a medium elemental (as Summon Nature’s Ally IV) 1/day as a spell-like ability. Requires a full-round action and notebook.
Extraplanar Parley|Knowledge (The Planes) 2 Ranks|Skill Boons vs. Outsiders grant an additional +1 for each alignment step distant from Scholar’s alignment.
Align Arms|Knowledge (The Planes) 6 Ranks|Align Weapons (as the spell) as a Boon vs. Outsiders.
Planar Preservationist|Knowledge (The Planes) 12 Ranks|Gain Dismissal as a spell-like ability 1/day. Requires a full-round action and notebook.
Protective Prayer|Knowledge (Religion) 2 Ranks|Defensive Boons vs. Undead can be ended to allow a reroll.
Theistic Theorems|Knowledge (Religion) 6 Ranks|Treat Boons as Sacred/Profane Bonus instead of Morale Bonus
Theology|Knowledge (Religion) 12 Ranks|Gain the granted powers of an Alignment Domain or the Knowledge Domain (not subdomains) as a Cleric of half your Scholar level. Using these abilities requires a full-round action and notebook.
Personal Vendetta|Scholar Level 2|Impart Knowledge to yourself. You cannot use Impart Knowledge to grant boons to other characters while using it in this way.
Notebook Mnemonics|Scholar Level 4|Reduce time to research creatures covered by Rote Learning to 10 minutes.
Double Boon|Scholar Level 5|Grant a second boon without needing to split the total bonus.
Swift Boon|Scholar Level 7, Double Boon|Grant a single boon as a swift action 1/day
Research Asisstant|Scholar Level 7, Special|Gain any non-magical beast, non-animal creature from the Improved Familiar list as a familiar
[/table]
Rote Learning (Ex): Scholars eventually reach a point where common traits of certain creatures or other simple information is quick to recall and hardly requires a glance at their notes. While this information is not of great import, these simple observations can still be leveraged by a Scholar to provide a Boon. Select a knowledge skill you have at least three ranks in. You may use Impart Knowledge to grant a minor boon when dealing with creatures that this knowledge skill includes without performing research. Minor boons gained through Rote Learning never exceed a bonus of +1 and only last for a number of rounds equal to the Scholar’s class level but otherwise function identically to the normal boons. A Scholar gains additional Rote Learning at 9th and 15th level but must select a different knowledge skill in which they possess at least three ranks.
http://fc01.deviantart.net/fs71/f/2013/020/8/7/gemini___llewellyn_worldwide_by_juliedillon-d5s3qjx.jpg
"If knowing is half the battle, then research is the other half."
Not every great mind takes up spellcasting. Some turn their skills and intellect to study monstrous creatures so that they might in turn aid others in their struggles with great beasts and terrible evil
The Scholar advises their companions, drawing on a depth of knowledge unavailable to those without their single-minded study. Whether consulting on diplomatic matters or describing the weaknesses of a potent monster, the Scholar puts his mind and the information is possesses at the front of a battle to assist his companions.
Role: The Scholar acts as a resource for the party to make use of. Their knowledge supplements that of other adventurers and their ability to instruct others
Alignment: Scholars generally function best within the bounds of polite society where they can more easily find and procure knowledge, and especially within academia. These structured environments tend to leave their mark on a Scholar and so many of them are lawful. Chaotic scholars tend to be from nomadic or tribal societies, learning their knowledge through ancient stories that they have decoded and bits of old folklore. Scholars can be of any alignment as far as good or evil are concerned. There are as many diabolic tomes as there are sacred scrolls and just as many who are eager to learn the secrets within them.
Hit Die: d6
Starting Gold: 3d6 x 10gp (average 105gp)
Class Skills
The Scholar's class skills (and the key ability for each skill) are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Heal (Wis), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)
Skill Ranks per Level: (6 + Int modifier)
Scholar
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Impart Knowledge, Research, Book Learning
2nd|+1|+0|+3|+3|Specialization
3rd|+2|+1|+3|+3|Rote Learning
4th|+3|+1|+4|+4|Specialization
5th|+3|+1|+4|+4|Esoteric Knowledge
6th|+4|+2|+5|+5|Specialization
7th|+5|+2|+5|+5|
8th|+6/+1|+2|+6|+6|Specialization
9th|+6/+1|+3|+6|+6|Rote Learning
10th|+7/+2|+3|+7|+7|Esoteric Knowledge, Specialization
11th|+8/+3|+3|+7|+7|
12th|+9/+4|+4|+8|+8|Specialization
13th|+9/+4|+4|+8|+8|
14th|+10/+5|+4|+9|+9|Specialization
15th|+11/+6/+1|+5|+9|+9|Esoteric Knowledge, Rote Learning
16th|+12/+7/+2|+5|+10|+10|Specialization
17th|+12/+7/+2|+5|+10|+10|
18th|+13/+8/+3|+6|+11|+11|Specialization
19th|+14/+9/+4|+6|+11|+11|
20th|+15/+10/+5|+6|+12|+12|Esoteric Knowledge, Specialization
[/table]
Weapon and Armor Proficiencies:Scholars are proficient in simple weapons and light armor.
Book Learning (Ex): A scholar records notes and scraps of information in a notebook (or series of notebooks) which they must carry with them in order to perform their research checks. In absence of their notebook, a sufficiently sized collection of books or other lore may be substituted for the notebook, however this increases the time it takes for them to perform the research by 1d6 hours (minimum 2). When accessing his notebook or a collection of lore, a Scholar may add one-half his Scholar Level to any knowledge checks he makes to research.
Research (Ex): A Scholar’s strength lies in the careful dissection of facts in order to find those which are most useful. A Scholar may consult his notes and sources for any pertinent information on a type of creature. This process of cross-referencing and searching takes one hour. At the end of the hour the Scholar makes a research check using an appropriate Knowledge skill. Generally the DC of such a check is 15+ CR of the creature being researched, but this may be higher or lower based on how specific the Scholar attempts to be in his research. If successful the Scholar can impart some of his knowledge to his companions granting them a boon while dealing with such creatures.
Impart Knowledge (Ex): Following a successful research check, a Scholar can synthesize the information he has uncovered and share the important facts with his associates in order to aid them. Imparting Knowledge grants the affected character a Boon, a minor bonus to be used during their interaction with this creature whether violent or otherwise. A scholar may Impart Knowledge to a number of creatures equal to 1/2 their scholar level (minimum 1) and impart a total bonus (regardless of how this is distributed) equal to their intelligence modifier. A creature cannot benefit from the boons of more than one Scholar at time nor can they benefit from multiple instances of the same boon. A Scholar cannot benefit from their own boons.
Imparting Knowledge is a standard action and can be maintained as a free action. A creature must be able to hear and understand the Scholar in order to benefit from Impart Knowledge. Mindless creatures, those with an intelligence score of 2 or less cannot benefit from Impart Knowledge. The boons from impart knowledge cease if the Scholar is unconscious, stunned, paralyzed or unable to speak. Boons from Impart Knowledge will only work against creatures with CR equal to the Scholar’s level + their Int modifier (max CR 5). Scholars begin play capable of boons that grant bonuses to the following:
Saving throws against the special attacks of researched creatures
Damage rolls against researched creatures
Opposed skill checks against researched creatures
Esoteric Knowledge (Ex): In your searches and adventuring you have come across more potent sources of knowledge that will enhance your researches and the level of boons that you are capable of providing. Boons you provide will function against creatures with a maximum CR of 10. In addition you now provide boons that grant bonuses to:
All skill checks involving researched creatures
Rolls to confirm critical hits against researched creatures
Attack rolls against researched creatures
At 10th level, your base of knowledge increases again, allowing you to perform research about even more powerful creatures. Your boons function against creatures with a maximum CR of 15 and you may provide boons that grant bonuses to:
Armor Class against the attacks of researched creatures
Caster Level checks to overcome Spell Resistance of a researched creature
Ignore a portion of the Damage Resistance of researched creature equal to the bonus provided
At 15th level you have access to depths of knowledge unheard of by most beings. Your boons will function against creatures with a maximum CR of 20.
Specialization: Scholars inevitably have their own niches of information that they feel the most comfortable in. Within their specialized fields many scholars can match those of a much broader range of experience. A scholar gains one specialization at second level and one at every second level afterwards. Unless otherwise noted a specialization cannot be selected more than once. Specializations have a requirement of both a given Scholar level and a requisite number of ranks in a particular knowledge skill. A specialization is an Extraordinary ability unless noted otherwise.
Specializations
{table=head]Name|Requirements|Description
Technical Thaumaturgy|Knowledge (Arcana) 2 Ranks|Use Intelligence in place of Charisma for Use Magic Device checks.
Arcane Avoidance|Knowledge (Arcana) 6 Ranks|Grant Evasion (as the rogue class feature) as a Boon vs. Arcana creatures and Arcane Spell Casters, duration as Minor Boon.
Grand Grimoire (Su)|Knowledge (Arcana) 12 Ranks|Gain the abilities of an arcane school as though you were a wizard of half your scholar level. Using these abilities require a full-round action and a notebook.
Gear Guard|Knowledge (Dungeoneering) 2 Ranks|Grant protection from damage to carried objects as a Boon
Focus Fluoresence|Knowledge (Dungeoneering) 6 Ranks|Use a single non-magical light source to create an effect similar to the spell Daylight for one round. Using the light source in this way extinguishes it within 1d4 rounds. Requires a full-round action and notebook.
Azure Sign|Knowledge (Dungeoneering) 12 Ranks|Repel aberrations with a sigil as the spell Antiplant Shell except only creatures of the aberration type are repelled. Requires a full-round action and notebook.
Pitfall Practice|Knowledge (Engineering) 2 Ranks|Allows the Scholar to research Traps and provides Boons against them.
Fracture Focus|Knowledge (Engineering) 6 Ranks|Ignore Hardness as though it were DR as a boon
Trap Tutor|Knowledge (Engineering) 12 Ranks|Grant Trapfinding (as Rogue class feature) as a boon. Duration as a minor boon.
Discerning Disguises|Knowledge (Local) 2 Ranks|Use Intelligence in place of Charisma for Disguise checks.
Community Connections|Knowledge (Local) 6 Ranks|Duration of Skill Boons inside a community are increased to 10 minutes per Scholar Level. Boon ends on leaving community.
Translator|Knowledge (Local) 12 Ranks|Gain Tongues as a spell-like ability 1/day. Requires a full-round action and notebook.
Lore of the Land|Knowledge (Nature) 2 Ranks|Grant Woodland Stride (as the druid class feature) as a Boon, duration as Minor Boon.
Technical Trapper|Knowledge (Nature) 6 Ranks|Use Intelligence in place of Wisdom for Survival checks
Elemental Education|Knowledge (Nature) 12 Ranks|Summon a medium elemental (as Summon Nature’s Ally IV) 1/day as a spell-like ability. Requires a full-round action and notebook.
Extraplanar Parley|Knowledge (The Planes) 2 Ranks|Skill Boons vs. Outsiders grant an additional +1 for each alignment step distant from Scholar’s alignment.
Align Arms|Knowledge (The Planes) 6 Ranks|Align Weapons (as the spell) as a Boon vs. Outsiders.
Planar Preservationist|Knowledge (The Planes) 12 Ranks|Gain Dismissal as a spell-like ability 1/day. Requires a full-round action and notebook.
Protective Prayer|Knowledge (Religion) 2 Ranks|Defensive Boons vs. Undead can be ended to allow a reroll.
Theistic Theorems|Knowledge (Religion) 6 Ranks|Treat Boons as Sacred/Profane Bonus instead of Morale Bonus
Theology|Knowledge (Religion) 12 Ranks|Gain the granted powers of an Alignment Domain or the Knowledge Domain (not subdomains) as a Cleric of half your Scholar level. Using these abilities requires a full-round action and notebook.
Personal Vendetta|Scholar Level 2|Impart Knowledge to yourself. You cannot use Impart Knowledge to grant boons to other characters while using it in this way.
Notebook Mnemonics|Scholar Level 4|Reduce time to research creatures covered by Rote Learning to 10 minutes.
Double Boon|Scholar Level 5|Grant a second boon without needing to split the total bonus.
Swift Boon|Scholar Level 7, Double Boon|Grant a single boon as a swift action 1/day
Research Asisstant|Scholar Level 7, Special|Gain any non-magical beast, non-animal creature from the Improved Familiar list as a familiar
[/table]
Rote Learning (Ex): Scholars eventually reach a point where common traits of certain creatures or other simple information is quick to recall and hardly requires a glance at their notes. While this information is not of great import, these simple observations can still be leveraged by a Scholar to provide a Boon. Select a knowledge skill you have at least three ranks in. You may use Impart Knowledge to grant a minor boon when dealing with creatures that this knowledge skill includes without performing research. Minor boons gained through Rote Learning never exceed a bonus of +1 and only last for a number of rounds equal to the Scholar’s class level but otherwise function identically to the normal boons. A Scholar gains additional Rote Learning at 9th and 15th level but must select a different knowledge skill in which they possess at least three ranks.