Syne
2014-06-07, 11:13 AM
This is a spell-casting class I've been working on. It's not really done, and it will take a lot of work to finish up and balance, although the skeleton is in place.
Before I commit myself to the task, I'd like to know what people think about it. About the concept and the mechanics. Are there any potential issues you can see? Do you think this class will be fun to play?
Things that aren't finished:
The extra spell list (containing some Sor/Wiz spells of 7th level+ and a few cleric spells)
Needs more lectures and more techniques.
Balance the memory points, techs, lectures, and spell progression.
Probably things I forgot about.
Universal Scholar
The universe is full of knowledge, and the Universal Scholar is one whose life goal is to collect it all. He journeys far and wide and learns everything he can, collecting every last scrap of information. Its said that the truly legendary universal scholars have read every article of writing that exists, many that are long gone, and some that have yet to be written.
However, although there are many seekers of knowledge in this world -- some, perhaps, even more eager than Universal Scholars few can use their knowledge so well. Its a sad fact that when most read books, the only see the words but not the meaning. The Universal Scholar can see meaning, and *takes it into himself like a fine wine. His understanding is far deeper, so deep in fact, that it becomes second nature to him. He forgets nothing, even in the heat of battle, and may turn to his memory for aid at every junction.
One of the things Universal Scholars seek is spells. Universal Scholars learn spells and memorize them, just like Wizards do. Although they are less devoted to the arcane arts as Wizards are for it is but one facet of their skill their immense stores of knowledge mean that they can be said to know almost every spell in existence.
But Universal Scholars are perhaps even more notable for how they interact with others. It is true that every Universal Scholar learns much and can use almost all of his knowledge, but every Universal Scholar can also impart much of his knowledge to his allies. He can give them advice in the midst of battle, and can prepare them for the difficult fights to come, teaching them techniques that allow them to be far more effective than otherwise. Those Universal Scholars that achieve true mastery of knowledge can grant their allies incredible prowess on the battlefield.
Adventures: All Universal Scholars are people too, and so have their own private goals for adventuring. However, it is also true that one of those goals is always the pursuit of knowledge. For whatever reason, Universal Scholars seek to amass as much knowledge as they possibly can.*
Characteristics: Universal Scholars can do many things. They can give lectures to their allies to improve their combat abilities, use Techniques -- which are special applications of their knowledge, cast spells as Wizards do, and when push comes to shove -- they can use their memory and knowledge to improve their combat ability, even though few like to venture into melee.
Alignment: Universal Scholars can be of any alignment, although their roles usually involve helping others, and so some evil characters may not become Universal Scholars, but pursue knowledge in more sinister ways.
Religion: Universal Scholars *know* a lot about religion, and some even practice it. Unlike other characters, Scholars choose their god very analytically, basing their choice on their store of religious knowledge. Its surely a complement to a god when a Scholar chooses to worship him, for that means he is quite literally the best of them all.
Role: Universal Scholars fill a support role. They make everyone better at their jobs, a bit like bards. However, they tend to require more planning to play well, especially when it comes to which Lectures to teach. They have a lot of choice in terms of which lectures and techniques to learn, and an immense number of spells that they can memorize, but preparation is always key. Still, when excrement hits the windmill, some can even cast spontaneously, and teach their Lectures in the midst of combat, although this is taxing on their Memory Points.
Another important role that Scholars fill is that of the expert. They have all skills as class skills, and although must put most of their ranks in knowledge to do their job, these ranks grant them a large bonus to related skills.
Game Rule Information
Abilities: Universal Scholars require a lot of Intelligence to do their jobs. Intelligence is the most important stat, because it improves their Knowledge skills and is also spellcasting ability score. Other abilities arent that important.
Alignment: Any.
Hit Die: d4
Class Skills: Universal Scholars treat all skills as class skills.
Skill Points: 4 + Int modifier.
Level
BAB
Fort
Ref
Will
MP
Tech
Lect
Special
1st
+0
+0
+0
+2
3
2
2
Lectures (Apprentice), Techniques, Spellcasting, Memory Points, Use What You Know
2nd
+1
+0
+0
+3
5
3
3
3rd
+1
+1
+1
+3
7
4
4
4th
+2
+1
+1
+4
9
4
4
5th
+2
+1
+1
+4
11
5
5
6th
+3
+2
+2
+5
13
5
5
Lectures (Journeyman)
7th
+3
+2
+2
+5
15
6
6
8th
+4
+2
+2
+6
17
6
6
9th
+4
+3
+3
+6
19
7
6
10th
+5
+3
+3
+7
21
7
7
11th
+5
+3
+3
+7
23
8
7
Lectures (Expert)
12th
+6
+4
+4
+8
25
8
7
13th
+6
+4
+4
+8
27
9
8
14th
+7
+4
+4
+9
29
9
8
15th
+7
+5
+5
+9
31
10
8
16th
+8
+5
+5
+10
33
10
8
Lectures (Master)
17th
+8
+5
+5
+10
35
11
9
18th
+9
+6
+6
+11
37
11
9
19th
+9
+6
+6
+11
39
12
9
20th
+10
+6
+6
+12
41
12
9
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
3
1
2nd
4
1
3rd
4
2
4th
4
2
0
5th
4
3
1
6th
4
3
2
7th
4
3
2
0
8th
4
3
3
1
9th
4
4
3
2
10th
4
4
3
2
0
11th
4
4
3
3
1
12th
4
4
4
3
2
13th
4
4
4
3
2
0
14th
4
4
4
3
3
1
16th
4
4
4
4
3
2
17th
4
4
4
4
3
2
0
18th
4
4
4
4
3
3
1
19th
4
4
4
4
4
3
2
20th
4
4
4
4
4
3
2
0
Weapon and Armor Proficiency: The Universal Scholar is proficient with simple weapons, but not with armor or shields.
Use What You Know: The Universal Scholar is considered to be trained in a practical skill if he has at least 1 rank in its linked Knowledge skill. The Universal Scholar receives ½ *his ranks in a Knowledge skill as a synergy bonus to checks made with the linked practical skills. This bonus cannot exceed the Universal Scholars class level + 1.
Memory Points: Many of the Universal Scholars class features depend on his memory. However, even the Scholars memory is limited, and he may only remember so many things each day. The Scholars Memory Points represent the extent of this knowledge, and many of his abilities cost several memory points. The Scholar gains a number of base memory points per level, which is shown on the table above. Memory Points are restored after 8 hours of rest.
Spellcasting: A Scholar casts arcane spells which are drawn from the Universal Scholar spell list. The Scholar must choose and prepare his spells in advance (see below). As befits his great knowledge, the Scholar's spell list includes all sorcerer/wizards spells of 1st to 6th level, and has additional spells besides. Universal Scholars don't need to purchase spells or pick the spells they know from the list. They are assumed to know all the spells on their list that they can cast.
To learn, prepare, or cast a spell, the Scholar must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Scholar's spell is 10 + the spell level + the Scholar's Intelligence modifier.
Like other spell-casters, a Scholar can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the Spell Slots table above. In addition, he receives bonus spells per day if he has a high Intelligence score.
Scholars prepare their spells by reading and memorizing their tomes of arcane lore, known as their arcane library (see below). This process takes 1 hour to complete. Time spent resting no effect on a Scholar's ability to prepare spells. Scholars may prepare and cast any spell on their spell list, provided they can cast spells of that level, but must choose which spells to prepare during their studies.
Universal Scholars cannot teach their spells to any class in any way.
Arcane Library: Scholar must study their arcane library to prepare their spells. The arcane library is a large collection of tomes, scrolls, books, manuscripts, tablets, and other mediums that, when studied together, contain all of the spells in the Scholar's spell list. However, the arcane library doesn't contain these spells in the same convenient form as a spellbook. Indeed, the library is useless to anyone but the Universal Scholar that created it; it is too labyrinthine to be used by anyone else.
The Scholar is assumed to be doing research and collecting information to add to his arcane library. The arcane library is quite heavy, and as the Scholar keeps adding to it, it noticeably grows in weight every level. After a while, most Scholars find that the only way they can carry their library at all is using pack mules or bags of holding.
Scholars don't need to buy spells or learn them from spellbooks. They have their own, far more esoteric sources of knowledge: cryptic writings, ancient manuals, and tomes of forgotten lore.
Techniques: The Universal Scholar applies his knowledge through Techniques. These are simply special methods the scholar has devised to increase his own effectiveness on the battlefield, as well as that of everyone else. The Scholar starts with 2 Techniques, and gains additional techniques as seen in the table above. The Scholar can choose techniques from the list below. Every technique has a list of prerequisites, usually involving the Scholar's class level. The Scholar must fulfill all prerequisites.
Techniques usually cost a number of Memory Points to use, which is listed in the technique description. The Scholar can use a technique at any time, so long as he can pay the Memory Point cost. Using techniques doesn't provoke an attack of opportunity, unless specified otherwise.
Lectures: The Universal Scholar can give many different types of lectures to his party. These lectures allow the members of the party to benefit from some of the Scholars theoretical knowledge, thereby improving their capabilities. The Scholar must spend 30 minutes giving each lecture, usually (but not necessarily) at the beginning of the day. The benefits last for the whole day. The number of students present at each lecture cannot be higher than 6. The Universal Scholar benefits from his own lectures, and is counted as a student. The same student may benefit from several different lectures, but cannot benefit from the same lecture twice.
The Scholar starts with 2 lectures, but gains additional lectures every several levels, as seen in the table above. After a lecture is learned, it may be given whenever the Scholar wishes, as long as he has enough Memory Points. Each lecture has a linked Knowledge skill, specified in the lecture's description. In order to learn a lecture, the Scholar must have at least 4 ranks in the linked knowledge skill.
Each Lecture has four complexity levels: Apprentice, Journeyman, Expert, and Master. The Scholar starts with the ability to give lectures at the apprentice-level, but as he grows in knowledge and skill he gains the ability to give lectures at higher levels.* Higher-level lectures provide all the benefits of lower-level ones, plus additional benefits. Higher-level lectures require more ranks in the linked knowledge skill in order to teach.
The following small table details the number of ranks a Scholar must have in the Knowledge skill linked to a lecture in order to teach that lecture at each level, as well as the number of Memory Points the lecture costs (more complex lectures cost more memory points). Note that the lecture costs the same amount of memory points, no matter how many people attend.
Lecture Level
Ranks
Cost
Apprentice
4
2
Journeyman
8
4
Expert
13
8
Master
18
14
Skill Affinities
For the purposes of the Scholar's class features, some knowledge skills are linked to "practical skills" (any skill other than a knowledge skill). This table shows which knowledge skills are associated to which practical skills, and also introduces new knowledge skills (that may not have other uses).
Knowledge Skill
Practical Skills
Nature
Survival, Heal, Handle Animal
Arcana
Spellcraft, Use Magic Device
Politics
Diplomacy, Sense Motive, Bluff
Local
Gather Information
Dungeoneering
Use Rope, Escape Artist, Search
Engineering
Open Lock, Disable Device, Craft (any)
Linguistics
Decipher Script, Forgery, Speak Language
Warfare
Tumble, Ride, Martial Lore
Psionics
Psicraft, Use Psionic Device
Art
Perform
Espionage
Hide, Move Silently, Sleight of Hand
In addition, some knowledge skills are also linked to creature types, as they represent the knowledge the Universal Scholar has of those creatures.
Knowledge Skill
Linked Types
Nature
Humanoid, Monstrous Humanoid, Plant, Animal, Fey, Giant, Vermin
Arcana
Construct, Dragon, Magical Beast
The Planes
Outsider, Elemental
Religion
Undead, Deathless
Dungeoneering
Aberration, Ooze
Local
Humanoid
Techniques
Theory and Practice
Prerequisite: Universal Scholar 1
Action: None
Memory Cost: 1
Benefit: When called to make a practical skill check, the Universal Scholar can spend 1 Memory Point (this doesnt cost an action) to instead make a Knowledge skill check using the linked Knowledge skill, replacing the result.
Theoretical Combat
Prerequisite: Universal Scholar 5
Action: Immediate action
Memory Cost: 2
Benefit: When called to make an attack roll, the Universal Scholar can take an immediate action to instead make a Knowledge (Warfare) check, replacing the result. All penalties that would apply to the attack roll, such as from iterative attacks, apply on the skill check as well. This attack cannot score a critical hit, and a roll of 20 isnt considered a natural 20.
Opportune Advice
Prerequisite: Universal Scholar 1
Action: Immediate action
Duration: Instantaneous
Memory Cost: 2
Benefit: When an ally within 60 feet makes an attack roll or practical skill check the Universal Scholar can help them by giving them some helpful advice. To do this, the Scholar must make a DC 20 Knowledge skill check in the Knowledge skill linked to the practical skill used by the ally, or a Knowledge (warfare) check if the ally is making an attack roll. On success, the ally receives a +4 bonus to the roll.
Tips & Tricks
Prerequisite: Universal Scholar 3
Action: Standard action
Duration: Encounter
Memory Cost: See text
Benefit: During a combat encounter, the Universal Scholar can teach a few simple tips and tricks to an ally caught in a tough situation. Although these tips arent as comprehensive as an actual lecture, they fit the circumstances much better, and thus provide equal benefit.
This allows the Scholar to teach one of his lectures to an ally within 60 feet, as a standard action, until the end of the encounter. Using this technique costs twice the number of memory points required to teach the lecture normally.
Arcane Weakness
Prerequisite: Universal Scholar 7
Action: Swift action
Duration: 1 round
Memory Cost: 3
Benefit: The Universal Scholar can use his knowledge of a creature's weaknesses to increase the effectiveness of his spells. The Universal Scholar chooses one creature within 60 feet, and makes a DC 10 + creature's CR Knowledge check using the Knowledge skill linked to the creature's type. On success, the creature gets a -4 penalty to saving throws against the Scholar's spells and the Scholar gets a +4 bonus on caster level checks to bypass the creature's spell resistance (if any). This lasts for 1 round.
Lectures
All lectures provide insight bonuses unless specified otherwise
Health & Safety
Knowledge Skill: Warfare
The Scholar gives a lecture on health and safety regulations on the battlefield. Surprisingly, and some might say unnaturally, this actually works.
All students gain the following:
Apprentice
+1 bonus to armor class and saving throws.
+2 bonus on all Str and Dex skill checks to avoid negative consequences, such as falling, slipping, avoiding an attack, etc.
Journeyman
+2 bonus to armor class and saving throws.
+4 bonus on Str and Dex skill checks to avoid negative consequences.
Expert
Damage reduction 5/--
Master
All students gain either Evasion or Mettle (the Scholar chooses one ability that everyone gains).
Strategy & Tactics
Knowledge Skill: Warfare
The Scholar gives a lecture on strategy and tactics, as they were employed throughout the ages.
Apprentice
+2 to initiative.
+4 to Tumble checks to move through and into threatened spaces, and all students are considered trained in the skill.
Journeyman:
+4 to initiative
Students gain a cumulative +2 attack bonus against flanked enemies.
Expert:
+10 ft. bonus to all movement speeds.
Students deal +2d6 extra damage against flanked enemies.
Master:
Students get a +20 ft. bonus to all movement speeds.
Students get a +20 bonus on Tumble checks to move through and into threatened spaces.
Magic & The Arcane
Knowledge Skill: Arcana
The Scholar gives a lecture about magic and spellcasting. All students receive the following:
Apprentice
+2 bonus to saves against spells and spell-like abilities.
+2 bonus on Use Magic Device and Spellcraft checks.
Journeyman:
+4 bonus on Use Magic Device and Spellcraft checks.
+1 bonus to caster level.
Expert:
+1 bonus to spell save DCs.
+4 bonus to caster level checks.
Master:
Students gain Spell Resistance equal to 11 + their HD.
+2 bonus to caster level and spell DCs.
Martial Lore
Knowledge Skill: Warfare
The Scholar gives a lecture about martial lore and the book of nine swords.
Apprentice
+2 bonus on saves and armor class against martial maneuvers.
+2 bonus on Martial Lore, and all skill and ability checks made as part of martial maneuvers.
Journeyman:
+1 bonus to save DCs and attack rolls made as part of martial maneuvers.
Expert:
+2 bonus to damage rolls made as part of martial maneuvers.
+2 bonus to save DCs and attack rolls made as part of martial maneuvers.
Master:
All students that know maneuvers gain: Once per encounter, you can choose one of the maneuvers you know and initiate it. You do not have to have the maneuver readied, and if you do, it is not expended.
Psionics
Knowledge Skill: Psionics
The Scholar gives a lecture about psionics and the arts of the mind. All students receive the following benefits:
Apprentice
+2 bonus on saving throws against psionic powers and psi-like abilities.
+2 bonus on Use Psionic Device, and Psicraft checks.
Journeyman:
+4 bonus on Use Psionic Device, and Psicraft checks.
+1 bonus to caster level.
Expert:
+1 bonus to power save DCs.
+4 bonus to manifester level checks.
Master:
Students gain Power Resistance equal to 11 + their HD.
+2 bonus to caster level and spell DCs.
Skill Usage
Knowledge Skill: Varies
The Scholar chooses up to 2 skills that are linked to the same Knowledge skill, and teaches about their use. The Knowledge skill linked to this Lecture is the one chosen by the Scholar.
Apprentice
+4 bonus to one of the skills and a +2 bonus to the second skill. In addition, all students are considered trained in these skills, even if they have no ranks in them.
Journeyman:
+6 bonus to one of the skills, and a +4 bonus to the second skill.
Expert:
+8 bonus to one of the skills, and a +6 bonus to the second skill.
Master:
+12 bonus to one of the skills, and a +8 bonus to the second skill.
Subterfuge
Knowledge Skill: Espionage
The Scholar gives a lecture on famous infiltration and assassination attempts, as well as on the theoretical principles behind subterfuge.
Apprentice
Students gain a +4 bonus to Hide and Move Silently.
Students gain a +1 bonus on attack rolls against enemies without their Dex modifier
Journeyman:
Students gain "Sudden Strike +1d6", or their Sudden Strike damage increases by 1d6. This doesn't increase sneak attack damage.
+6 bonus to Hide and Move Silently.
Expert:
Sudden Strike damage increases by a further 2d6 (to Sudden Strike +3d6).
+8 bonus to Hide and Move Silently,
Master:
Sudden Strike damage increases by a further 3d6 (to Sudden Strike +6d6),
+12 bonus to Hide and Move Silently.
Before I commit myself to the task, I'd like to know what people think about it. About the concept and the mechanics. Are there any potential issues you can see? Do you think this class will be fun to play?
Things that aren't finished:
The extra spell list (containing some Sor/Wiz spells of 7th level+ and a few cleric spells)
Needs more lectures and more techniques.
Balance the memory points, techs, lectures, and spell progression.
Probably things I forgot about.
Universal Scholar
The universe is full of knowledge, and the Universal Scholar is one whose life goal is to collect it all. He journeys far and wide and learns everything he can, collecting every last scrap of information. Its said that the truly legendary universal scholars have read every article of writing that exists, many that are long gone, and some that have yet to be written.
However, although there are many seekers of knowledge in this world -- some, perhaps, even more eager than Universal Scholars few can use their knowledge so well. Its a sad fact that when most read books, the only see the words but not the meaning. The Universal Scholar can see meaning, and *takes it into himself like a fine wine. His understanding is far deeper, so deep in fact, that it becomes second nature to him. He forgets nothing, even in the heat of battle, and may turn to his memory for aid at every junction.
One of the things Universal Scholars seek is spells. Universal Scholars learn spells and memorize them, just like Wizards do. Although they are less devoted to the arcane arts as Wizards are for it is but one facet of their skill their immense stores of knowledge mean that they can be said to know almost every spell in existence.
But Universal Scholars are perhaps even more notable for how they interact with others. It is true that every Universal Scholar learns much and can use almost all of his knowledge, but every Universal Scholar can also impart much of his knowledge to his allies. He can give them advice in the midst of battle, and can prepare them for the difficult fights to come, teaching them techniques that allow them to be far more effective than otherwise. Those Universal Scholars that achieve true mastery of knowledge can grant their allies incredible prowess on the battlefield.
Adventures: All Universal Scholars are people too, and so have their own private goals for adventuring. However, it is also true that one of those goals is always the pursuit of knowledge. For whatever reason, Universal Scholars seek to amass as much knowledge as they possibly can.*
Characteristics: Universal Scholars can do many things. They can give lectures to their allies to improve their combat abilities, use Techniques -- which are special applications of their knowledge, cast spells as Wizards do, and when push comes to shove -- they can use their memory and knowledge to improve their combat ability, even though few like to venture into melee.
Alignment: Universal Scholars can be of any alignment, although their roles usually involve helping others, and so some evil characters may not become Universal Scholars, but pursue knowledge in more sinister ways.
Religion: Universal Scholars *know* a lot about religion, and some even practice it. Unlike other characters, Scholars choose their god very analytically, basing their choice on their store of religious knowledge. Its surely a complement to a god when a Scholar chooses to worship him, for that means he is quite literally the best of them all.
Role: Universal Scholars fill a support role. They make everyone better at their jobs, a bit like bards. However, they tend to require more planning to play well, especially when it comes to which Lectures to teach. They have a lot of choice in terms of which lectures and techniques to learn, and an immense number of spells that they can memorize, but preparation is always key. Still, when excrement hits the windmill, some can even cast spontaneously, and teach their Lectures in the midst of combat, although this is taxing on their Memory Points.
Another important role that Scholars fill is that of the expert. They have all skills as class skills, and although must put most of their ranks in knowledge to do their job, these ranks grant them a large bonus to related skills.
Game Rule Information
Abilities: Universal Scholars require a lot of Intelligence to do their jobs. Intelligence is the most important stat, because it improves their Knowledge skills and is also spellcasting ability score. Other abilities arent that important.
Alignment: Any.
Hit Die: d4
Class Skills: Universal Scholars treat all skills as class skills.
Skill Points: 4 + Int modifier.
Level
BAB
Fort
Ref
Will
MP
Tech
Lect
Special
1st
+0
+0
+0
+2
3
2
2
Lectures (Apprentice), Techniques, Spellcasting, Memory Points, Use What You Know
2nd
+1
+0
+0
+3
5
3
3
3rd
+1
+1
+1
+3
7
4
4
4th
+2
+1
+1
+4
9
4
4
5th
+2
+1
+1
+4
11
5
5
6th
+3
+2
+2
+5
13
5
5
Lectures (Journeyman)
7th
+3
+2
+2
+5
15
6
6
8th
+4
+2
+2
+6
17
6
6
9th
+4
+3
+3
+6
19
7
6
10th
+5
+3
+3
+7
21
7
7
11th
+5
+3
+3
+7
23
8
7
Lectures (Expert)
12th
+6
+4
+4
+8
25
8
7
13th
+6
+4
+4
+8
27
9
8
14th
+7
+4
+4
+9
29
9
8
15th
+7
+5
+5
+9
31
10
8
16th
+8
+5
+5
+10
33
10
8
Lectures (Master)
17th
+8
+5
+5
+10
35
11
9
18th
+9
+6
+6
+11
37
11
9
19th
+9
+6
+6
+11
39
12
9
20th
+10
+6
+6
+12
41
12
9
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
3
1
2nd
4
1
3rd
4
2
4th
4
2
0
5th
4
3
1
6th
4
3
2
7th
4
3
2
0
8th
4
3
3
1
9th
4
4
3
2
10th
4
4
3
2
0
11th
4
4
3
3
1
12th
4
4
4
3
2
13th
4
4
4
3
2
0
14th
4
4
4
3
3
1
16th
4
4
4
4
3
2
17th
4
4
4
4
3
2
0
18th
4
4
4
4
3
3
1
19th
4
4
4
4
4
3
2
20th
4
4
4
4
4
3
2
0
Weapon and Armor Proficiency: The Universal Scholar is proficient with simple weapons, but not with armor or shields.
Use What You Know: The Universal Scholar is considered to be trained in a practical skill if he has at least 1 rank in its linked Knowledge skill. The Universal Scholar receives ½ *his ranks in a Knowledge skill as a synergy bonus to checks made with the linked practical skills. This bonus cannot exceed the Universal Scholars class level + 1.
Memory Points: Many of the Universal Scholars class features depend on his memory. However, even the Scholars memory is limited, and he may only remember so many things each day. The Scholars Memory Points represent the extent of this knowledge, and many of his abilities cost several memory points. The Scholar gains a number of base memory points per level, which is shown on the table above. Memory Points are restored after 8 hours of rest.
Spellcasting: A Scholar casts arcane spells which are drawn from the Universal Scholar spell list. The Scholar must choose and prepare his spells in advance (see below). As befits his great knowledge, the Scholar's spell list includes all sorcerer/wizards spells of 1st to 6th level, and has additional spells besides. Universal Scholars don't need to purchase spells or pick the spells they know from the list. They are assumed to know all the spells on their list that they can cast.
To learn, prepare, or cast a spell, the Scholar must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Scholar's spell is 10 + the spell level + the Scholar's Intelligence modifier.
Like other spell-casters, a Scholar can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the Spell Slots table above. In addition, he receives bonus spells per day if he has a high Intelligence score.
Scholars prepare their spells by reading and memorizing their tomes of arcane lore, known as their arcane library (see below). This process takes 1 hour to complete. Time spent resting no effect on a Scholar's ability to prepare spells. Scholars may prepare and cast any spell on their spell list, provided they can cast spells of that level, but must choose which spells to prepare during their studies.
Universal Scholars cannot teach their spells to any class in any way.
Arcane Library: Scholar must study their arcane library to prepare their spells. The arcane library is a large collection of tomes, scrolls, books, manuscripts, tablets, and other mediums that, when studied together, contain all of the spells in the Scholar's spell list. However, the arcane library doesn't contain these spells in the same convenient form as a spellbook. Indeed, the library is useless to anyone but the Universal Scholar that created it; it is too labyrinthine to be used by anyone else.
The Scholar is assumed to be doing research and collecting information to add to his arcane library. The arcane library is quite heavy, and as the Scholar keeps adding to it, it noticeably grows in weight every level. After a while, most Scholars find that the only way they can carry their library at all is using pack mules or bags of holding.
Scholars don't need to buy spells or learn them from spellbooks. They have their own, far more esoteric sources of knowledge: cryptic writings, ancient manuals, and tomes of forgotten lore.
Techniques: The Universal Scholar applies his knowledge through Techniques. These are simply special methods the scholar has devised to increase his own effectiveness on the battlefield, as well as that of everyone else. The Scholar starts with 2 Techniques, and gains additional techniques as seen in the table above. The Scholar can choose techniques from the list below. Every technique has a list of prerequisites, usually involving the Scholar's class level. The Scholar must fulfill all prerequisites.
Techniques usually cost a number of Memory Points to use, which is listed in the technique description. The Scholar can use a technique at any time, so long as he can pay the Memory Point cost. Using techniques doesn't provoke an attack of opportunity, unless specified otherwise.
Lectures: The Universal Scholar can give many different types of lectures to his party. These lectures allow the members of the party to benefit from some of the Scholars theoretical knowledge, thereby improving their capabilities. The Scholar must spend 30 minutes giving each lecture, usually (but not necessarily) at the beginning of the day. The benefits last for the whole day. The number of students present at each lecture cannot be higher than 6. The Universal Scholar benefits from his own lectures, and is counted as a student. The same student may benefit from several different lectures, but cannot benefit from the same lecture twice.
The Scholar starts with 2 lectures, but gains additional lectures every several levels, as seen in the table above. After a lecture is learned, it may be given whenever the Scholar wishes, as long as he has enough Memory Points. Each lecture has a linked Knowledge skill, specified in the lecture's description. In order to learn a lecture, the Scholar must have at least 4 ranks in the linked knowledge skill.
Each Lecture has four complexity levels: Apprentice, Journeyman, Expert, and Master. The Scholar starts with the ability to give lectures at the apprentice-level, but as he grows in knowledge and skill he gains the ability to give lectures at higher levels.* Higher-level lectures provide all the benefits of lower-level ones, plus additional benefits. Higher-level lectures require more ranks in the linked knowledge skill in order to teach.
The following small table details the number of ranks a Scholar must have in the Knowledge skill linked to a lecture in order to teach that lecture at each level, as well as the number of Memory Points the lecture costs (more complex lectures cost more memory points). Note that the lecture costs the same amount of memory points, no matter how many people attend.
Lecture Level
Ranks
Cost
Apprentice
4
2
Journeyman
8
4
Expert
13
8
Master
18
14
Skill Affinities
For the purposes of the Scholar's class features, some knowledge skills are linked to "practical skills" (any skill other than a knowledge skill). This table shows which knowledge skills are associated to which practical skills, and also introduces new knowledge skills (that may not have other uses).
Knowledge Skill
Practical Skills
Nature
Survival, Heal, Handle Animal
Arcana
Spellcraft, Use Magic Device
Politics
Diplomacy, Sense Motive, Bluff
Local
Gather Information
Dungeoneering
Use Rope, Escape Artist, Search
Engineering
Open Lock, Disable Device, Craft (any)
Linguistics
Decipher Script, Forgery, Speak Language
Warfare
Tumble, Ride, Martial Lore
Psionics
Psicraft, Use Psionic Device
Art
Perform
Espionage
Hide, Move Silently, Sleight of Hand
In addition, some knowledge skills are also linked to creature types, as they represent the knowledge the Universal Scholar has of those creatures.
Knowledge Skill
Linked Types
Nature
Humanoid, Monstrous Humanoid, Plant, Animal, Fey, Giant, Vermin
Arcana
Construct, Dragon, Magical Beast
The Planes
Outsider, Elemental
Religion
Undead, Deathless
Dungeoneering
Aberration, Ooze
Local
Humanoid
Techniques
Theory and Practice
Prerequisite: Universal Scholar 1
Action: None
Memory Cost: 1
Benefit: When called to make a practical skill check, the Universal Scholar can spend 1 Memory Point (this doesnt cost an action) to instead make a Knowledge skill check using the linked Knowledge skill, replacing the result.
Theoretical Combat
Prerequisite: Universal Scholar 5
Action: Immediate action
Memory Cost: 2
Benefit: When called to make an attack roll, the Universal Scholar can take an immediate action to instead make a Knowledge (Warfare) check, replacing the result. All penalties that would apply to the attack roll, such as from iterative attacks, apply on the skill check as well. This attack cannot score a critical hit, and a roll of 20 isnt considered a natural 20.
Opportune Advice
Prerequisite: Universal Scholar 1
Action: Immediate action
Duration: Instantaneous
Memory Cost: 2
Benefit: When an ally within 60 feet makes an attack roll or practical skill check the Universal Scholar can help them by giving them some helpful advice. To do this, the Scholar must make a DC 20 Knowledge skill check in the Knowledge skill linked to the practical skill used by the ally, or a Knowledge (warfare) check if the ally is making an attack roll. On success, the ally receives a +4 bonus to the roll.
Tips & Tricks
Prerequisite: Universal Scholar 3
Action: Standard action
Duration: Encounter
Memory Cost: See text
Benefit: During a combat encounter, the Universal Scholar can teach a few simple tips and tricks to an ally caught in a tough situation. Although these tips arent as comprehensive as an actual lecture, they fit the circumstances much better, and thus provide equal benefit.
This allows the Scholar to teach one of his lectures to an ally within 60 feet, as a standard action, until the end of the encounter. Using this technique costs twice the number of memory points required to teach the lecture normally.
Arcane Weakness
Prerequisite: Universal Scholar 7
Action: Swift action
Duration: 1 round
Memory Cost: 3
Benefit: The Universal Scholar can use his knowledge of a creature's weaknesses to increase the effectiveness of his spells. The Universal Scholar chooses one creature within 60 feet, and makes a DC 10 + creature's CR Knowledge check using the Knowledge skill linked to the creature's type. On success, the creature gets a -4 penalty to saving throws against the Scholar's spells and the Scholar gets a +4 bonus on caster level checks to bypass the creature's spell resistance (if any). This lasts for 1 round.
Lectures
All lectures provide insight bonuses unless specified otherwise
Health & Safety
Knowledge Skill: Warfare
The Scholar gives a lecture on health and safety regulations on the battlefield. Surprisingly, and some might say unnaturally, this actually works.
All students gain the following:
Apprentice
+1 bonus to armor class and saving throws.
+2 bonus on all Str and Dex skill checks to avoid negative consequences, such as falling, slipping, avoiding an attack, etc.
Journeyman
+2 bonus to armor class and saving throws.
+4 bonus on Str and Dex skill checks to avoid negative consequences.
Expert
Damage reduction 5/--
Master
All students gain either Evasion or Mettle (the Scholar chooses one ability that everyone gains).
Strategy & Tactics
Knowledge Skill: Warfare
The Scholar gives a lecture on strategy and tactics, as they were employed throughout the ages.
Apprentice
+2 to initiative.
+4 to Tumble checks to move through and into threatened spaces, and all students are considered trained in the skill.
Journeyman:
+4 to initiative
Students gain a cumulative +2 attack bonus against flanked enemies.
Expert:
+10 ft. bonus to all movement speeds.
Students deal +2d6 extra damage against flanked enemies.
Master:
Students get a +20 ft. bonus to all movement speeds.
Students get a +20 bonus on Tumble checks to move through and into threatened spaces.
Magic & The Arcane
Knowledge Skill: Arcana
The Scholar gives a lecture about magic and spellcasting. All students receive the following:
Apprentice
+2 bonus to saves against spells and spell-like abilities.
+2 bonus on Use Magic Device and Spellcraft checks.
Journeyman:
+4 bonus on Use Magic Device and Spellcraft checks.
+1 bonus to caster level.
Expert:
+1 bonus to spell save DCs.
+4 bonus to caster level checks.
Master:
Students gain Spell Resistance equal to 11 + their HD.
+2 bonus to caster level and spell DCs.
Martial Lore
Knowledge Skill: Warfare
The Scholar gives a lecture about martial lore and the book of nine swords.
Apprentice
+2 bonus on saves and armor class against martial maneuvers.
+2 bonus on Martial Lore, and all skill and ability checks made as part of martial maneuvers.
Journeyman:
+1 bonus to save DCs and attack rolls made as part of martial maneuvers.
Expert:
+2 bonus to damage rolls made as part of martial maneuvers.
+2 bonus to save DCs and attack rolls made as part of martial maneuvers.
Master:
All students that know maneuvers gain: Once per encounter, you can choose one of the maneuvers you know and initiate it. You do not have to have the maneuver readied, and if you do, it is not expended.
Psionics
Knowledge Skill: Psionics
The Scholar gives a lecture about psionics and the arts of the mind. All students receive the following benefits:
Apprentice
+2 bonus on saving throws against psionic powers and psi-like abilities.
+2 bonus on Use Psionic Device, and Psicraft checks.
Journeyman:
+4 bonus on Use Psionic Device, and Psicraft checks.
+1 bonus to caster level.
Expert:
+1 bonus to power save DCs.
+4 bonus to manifester level checks.
Master:
Students gain Power Resistance equal to 11 + their HD.
+2 bonus to caster level and spell DCs.
Skill Usage
Knowledge Skill: Varies
The Scholar chooses up to 2 skills that are linked to the same Knowledge skill, and teaches about their use. The Knowledge skill linked to this Lecture is the one chosen by the Scholar.
Apprentice
+4 bonus to one of the skills and a +2 bonus to the second skill. In addition, all students are considered trained in these skills, even if they have no ranks in them.
Journeyman:
+6 bonus to one of the skills, and a +4 bonus to the second skill.
Expert:
+8 bonus to one of the skills, and a +6 bonus to the second skill.
Master:
+12 bonus to one of the skills, and a +8 bonus to the second skill.
Subterfuge
Knowledge Skill: Espionage
The Scholar gives a lecture on famous infiltration and assassination attempts, as well as on the theoretical principles behind subterfuge.
Apprentice
Students gain a +4 bonus to Hide and Move Silently.
Students gain a +1 bonus on attack rolls against enemies without their Dex modifier
Journeyman:
Students gain "Sudden Strike +1d6", or their Sudden Strike damage increases by 1d6. This doesn't increase sneak attack damage.
+6 bonus to Hide and Move Silently.
Expert:
Sudden Strike damage increases by a further 2d6 (to Sudden Strike +3d6).
+8 bonus to Hide and Move Silently,
Master:
Sudden Strike damage increases by a further 3d6 (to Sudden Strike +6d6),
+12 bonus to Hide and Move Silently.