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View Full Version : D&D 3.x Class Universal Scholar (PEACH; Finished)



Syne
2014-06-27, 12:50 PM
Universal Scholar
http://i.imgur.com/146yMHjl.png
Figure 1: The young universal scholar Matthias reviews his universal library
The universal scholar is a seeker of knowledge – all knowledge, in fact. He searches for it within great libraries and dusty tombs. He looks for knowledge within the deepest, darkest dungeons. Some have been known to go as far as the planes and back.

Universal scholars know many things, and have many different talents. As is natural for seekers of knowledge, they are drawn to magic and the arcane arts, and make decent spell-casters. Although they are less powerful than wizards, they can be said to know almost every arcane spell in existence. This knowledge allows them to prepare for every eventuality, always having the right spell buried somewhere in their stores of arcane knowledge.

Universal scholars also learn Secrets and Masteries. A Secret is an almost magical form of knowledge that grants special powers to those that know it, including the ability to escape certain death, fly, and run without tiring. They gain the ability to teach these secrets to their allies. Masteries meanwhile further expand the universal scholar’s repertoire of abilities and spells, allowing him to do such things as healing his companions, or cast spells while wearing armor.

Making a Universal Scholar
Universal scholars are support characters. Their spells are not as powerful as those of a wizard or sorcerer, but their vast knowledge means they can be prepared to assist the party at every situation. Their masteries increase their power or flexibility, granting them increased use of skills, knowledge of powerful healing spells, or the ability to cast spells while wearing armor. Their secrets meanwhile are very effective whole-party buffs. However, all of the universal scholar’s abilities require a degree of foresight to be effective.

Abilities: Universal scholars require Intelligence. Intelligence is their primary spell-casting stat, and also grants them additional skill points per level – which is highly important, since many of the scholar’s abilities are dependent on ranks in Knowledge skills or Knowledge skill checks.

Universal scholars also need Constitution and Dexterity, as these help them survive combat – for which most universal scholars are ill-equipped. Universal scholars that take to combat may also want to raise their Strength in order to be more effective. A high Wisdom score is important for universal scholars who choose to utilize their limited divine spellcasting abilities.

Races: Universal scholars can be of any race, and their racial background sometimes influences the sort of knowledge they seek. Dwarves may be particularly fascinated by engineering, and choose to study that field most of all. Elves may focus their study on magic and nature, while plane-touched races could be fascinated by the planes. The ever-mercurial humans make particularly good universal scholars, due to their ability to learn and adapt. Unintelligent races, such as orcs, seldom become universal scholars. However, although very rare, it is not wholly unknown.

Alignment: Universal scholars can be of any alignment, and their alignment is an indication of the motivation behind their search. Some see knowledge as a vehicle to power and immortality, and a few even aspire to some sort of godhood. Others may even have noble goals, and could want to help others through their knowledge. Still others want knowledge for its own sake, and care little for anything else.

Starting Gold: 3d4 × 10gp
Starting Age: As wizard.

Class Features

Table: Universal Scholar
Level
BAB
Fort
Ref
Will
Secrets
Masteries
Special
0th
1st
2nd
3rd
4th
5th
6th
7th

1st
+0

+0


+0


+2





1

Use What You Know, Spellcasting, Universal Library,
Masteries (Initiate), Great Knowledge

2


1




















2nd
+1

+0


+0


+3


2


2

Secrets (Initiate)

3


2




















3rd
+1

+1


+1


+3


3


2



4


3




















4th
+2

+1


+1


+4


3


2



4


3


2

















5th
+2

+1


+1


+4


4


2



5


4


3

















6th
+3

+2


+2


+5


4


3



5


4


4

















7th
+3

+2


+2


+5


4


3

Secrets and Masteries (Journeyman)

6


5


4


2














8th
+4

+2


+2


+6


5


3



6


5


5


3














9th
+4

+3


+3


+6


5


3



6


6


5


4














10th
+5

+3


+3


+7


5


3



6


6


6


4


2











11th
+5

+3


+3


+7


5


3



6


6


6


5


3











12th
+6/+1

+4


+4


+8


6


3

Secrets and Masteries (Expert)

6


6


6


5


4











13th
+6/+1

+4


+4


+8


6


3



6


6


6


6


4


2








14th
+7/+2

+4


+4


+9


6


4



6


6


6


6


5


3








15th
+7/+2

+5


+5


+9


6


4



6


6


6


6


5


4








16th
+8/+3

+5


+5


+10


6


4

Secrets and Masteries (Master)

6


6


6


6


6


4


2





17th
+8/+3

+5


+5


+10


7


4



6


6


6


6


6


5


3





18th
+9/+4

+6


+6


+11


7


4



6


6


6


6


6


5


4





19th
+9/+4

+6


+6


+11


7


4



6


6


6


6


6


6


4


2


20th
+10/+5

+6


+6


+12


7


4



6


6


6


6


6


6


5


3



Class Skills: Universal scholars treat all skills as class skills.
Skill Points: 4 + Int modifier
Hit Die: d6

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.

Great Knowledge
The universal scholar gains a competence bonus equal to half his class level on all knowledge skill checks.

Spellcasting
A universal scholar casts arcane spells which are drawn from the universal scholar spell list, which includes all sorcerer/wizard spells of 0th to 7th level, and some other spells (see the spell list section below).

Like a wizard, a universal scholar may know any number of spells, but must prepare them ahead of time. To prepare a spell, the universal scholar must review his universal library. A universal scholar cannot prepare a spell unless it is recorded in his universal library. However, the universal library contains most of the spells on his spell list that he can cast (see more on this in the section titled Universal Library).

As all other casters, universal scholars can only cast so many spells per day. Their daily allotment is given in the table above. In addition, they receive additional spells per day if they have a high intelligence score.

To learn, prepare, or cast a spell, the universal scholar must have an Intelligence score of at least 10 + the spell level. The DC for a saving throw against a universal scholar’s spell is 10 + the spell level + the universal scholar’s Intelligence modifier.

In addition to casting their spells, universal scholars can expend spell slots in order to use Masteries and Secrets.

Masteries
Every universal scholar specializes in one or more fields or disciplines. Some might specialize in healing, while others study magic devices. These fields give rise to sets of abilities called Masteries. Masteries grant the universal scholar personal powers and abilities that expand his repertoire, reduce his weaknesses, or in some cases narrow his focus.

The universal scholar knows one mastery at first, and gains additional masteries as seen in the table above. Each mastery comes with several complexity levels: Initiate, Journeyman, Expert, and Master. Each complexity level is associated with one or more abilities or benefits. Unless specified otherwise, higher complexity levels include all the benefits and abilities granted by lower complexity levels, and have additional benefits besides.

At first, the universal scholar can only access the Initiate-level powers of a mastery, but in later levels he gains access to higher-level benefits, as seen in the table above. The universal scholar need learn a mastery only once, and may activate it at any complexity level accessible to him. In addition, every time he gains access to a higher complexity level, he may retrain one of his masteries (that is, unlearn one and learn another).

The universal scholar activates masteries while preparing his spells. Doing so costs a spell slot of a particular level, depending on the complexity at which he wants to activate the mastery (see the Table: Mastery Prerequisites and Costs below). After doing this, the universal scholar gains the benefits of the mastery for 24 hours, or until the next time he prepares his spells, whichever comes first. He may activate any number of masteries at once, but he cannot activate any mastery more than once. Some masteries also provide passive effects that affect the universal scholar as long as he knows the mastery, whether or not he chooses to activate it, and a few don’t need to be activated at all. These may impose restrictions or penalties as well.

Some masteries are associated with one or more key Knowledge skills. In order to use a mastery at a certain complexity level, the universal scholar must have a number of ranks in all the key Knowledge skills.

The following table shows for every complexity level, the minimum universal scholar level and ranks in the linked knowledge skills (if any) required to use it, as well as the level of the prepared spell the universal scholar must expend as its cost.

Table: Mastery Prerequisites and Costs
Complexity
Scholar Level
Knowledge Ranks
Spell Cost

Initiate
1
4
1st level

Journeyman
7
10
3rd level

Expert
11
14
4th level

Master
16
19
6th level



The temporary abilities granted by masteries cannot be used to fulfill prerequisites. However, the passive abilities can be.

Secrets
The universal scholar also learns secrets. Secrets are a form of cosmic insight available only to universal scholars, and are derived from their years of research and learning. Universal scholars have gathered many such secrets, and these are locked away – in some form or another – within their universal libraries. Secrets provide various benefits to those that know them. These range from insight in various skills, to apparently supernatural benefits such as blindsight and flight.

The universal scholar's training allows him to reveal these secrets to his allies, granting them those benefits. Like a mastery, each secret has four complexity levels: Initiate, Journeyman, Expert, and Master. The universal scholar starts with the ability to teach secrets at the initiate level, but as he grows in knowledge and power, he gains the ability to teach his secrets at higher levels, as seen in Table: The Universal Scholar. Higher-level secrets provide all the benefits of lower-level ones, plus additional benefits. Note that the universal scholar only needs to pick the secret once; after this, he may teach it at any level he has access to.

To teach a secret, the universal scholar must give a lesson or lecture, which takes 30 minutes. Doing this also costs one of the universal scholar’s prepared spells, depending on the complexity at which the secret is taught (see the table below). Any student present at the lecture gains the benefits of the secret for 24 hours, after which the secret escapes the student’s mind. The number of students present at such a lecture cannot exceed 6. The universal scholar benefits from his own secrets, and counts as a student.

In addition to their unique benefits, each secrets grants a competence bonus to knowledge skill checks made with the linked knowledge skills (if any). The bonus depends on the complexity level at which the secret is taught (see below).

The universal scholar learns only 1 secret at first, but gains additional secrets as seen in Table: The Universal Scholar. In addition to this, every time the universal scholar gains the ability to teach secrets at a higher complexity level, he may choose to lose one of his known secrets and learn another in its place.

For a list of available secrets, as well as lore about secrets, see the Secrets section below.

The following table shows for every complexity level, the minimum universal scholar level and ranks in the linked knowledge skills (if any) to teach it, the level of the prepared spell he must expend as its cost, and the competence bonus it grants to knowledge checks.

Table: Secret prerequisites and costs
Complexity
Scholar Level
Knowledge Ranks
Spell Cost
Skill Bonus

Initiate

2


4


1st level


+2


Journeyman

7


10


3rd level


+4


Expert

11


14


4th level


+6


Master

16


19


6th level


+8




Clarifications
The universal scholar gives the lecture in a specific language, and all those present at the lecture must know the language to gain the benefits of the secret. The students must also be able to see and hear the universal scholar as he gives the lecture. Once they know it, the secret remains within the minds of the students. The universal scholar does not need to be present or even alive for them to benefit from it.

Some secrets offer a choice of abilities, such as Evasion or Mettle. In this case, unless specified otherwise, the universal scholar chooses one ability that everyone gains.

A student may benefit from any number of different secrets, but can’t benefit from the same secret more than once – even if the new version differs from the old, such as by choices made when the secret is taught. If the student would gain the benefit of the same secret a second time, the new version replaces the old, no matter its complexity level.

Secrets and their effects aren't magical unless specified otherwise. Teaching secrets isn't magical either.

Students lose the benefits of the secret if the universal scholar that taught them the secret studies his universal library to prepare spells and/or activate masteries.

Universal Library
Every universal scholar owns a large collection of tomes, scrolls, books, manuscripts, tablets, carvings, figurines, and other mediums that represent his worldly store of knowledge. This collection is called a universal library. The universal library contains all the information a universal scholar needs to prepare his spells, teach secrets, and activate masteries.

In order to prepare his spells and/or activate one or more masteries, the universal scholar must study his universal library for 1 hour. This study period doesn't depend on the number of masteries he wants to activate and/or spells he wants to prepare, and resting has no impact on his ability to do so.

In order for a universal scholar to prepare a spell, it must be recorded in his library. As befits his extensive knowledge, a universal scholar's library contains all the spells on his spell list of every level that he can cast, except for the highest spell level he has access to. The universal scholar must add these advanced spells to his library individually. A universal scholar may learn 4 new highest level spells whenever he gains a class level, but may also learn additional spells in the same way as wizards do – such as from scrolls or wizards' spell books. Universal scholars may also research spells in the same way wizards do.

For example, the highest spell level a 7th level universal scholar has access to is 3rd. Therefore his universal library contains all spells of 0th, 1st, and 2nd level but he only gains access to 4 spells of 3rd level. Once he attains 10th level and gains access to 4th level spells, he automatically records all 3rd level to his library as well (except for the ones already recorded, of course), but learns only 4 spells of 4th level. This means that the universal scholar will never gain universal knowledge of 7th level spells.

A character starting the game as a universal scholar starts with a universal library containing all 0th level spells, and eight 1st level spells of his choice.

The universal scholar is assumed to be constantly searching for various items and information to add to his library. The universal library is quite heavy, and 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. The DM decides how/whether to handle this within the rules.

A universal scholar’s library is simply worthless to anyone else. Universal scholar libraries cannot be bought or sold, and no other character (not even another universal scholar) can benefit from the scholar’s library. However, universal libraries may still be stolen or destroyed– either on purpose, or by accident. Universal scholars may gain negative levels, or suffer other penalties if this happens. The DM decides how to handle this.

Spell List
The universal scholar’s spell list includes all 0th to 7th level sorcerer/wizard spells, and also includes the following additional spells. If a spell that appears in this list also appears on the sorcerer/wizard list at a different level, use the level specified here. Note that although some universal scholar spells are lower level than the equivalent wizard spell, they still gain them no later than wizards or clerics do (with a few exceptions).

1st level
Cleric 1: Sanctuary

2nd level
Cleric 2: Augury, Zone of Truth, Status

3rd level
Wizard 4: Arcane Eye, Detect Scrying, Locate Creature, Scrying
Cleric 3: Speak With Dead

4th level
Wizard 6: Analyze Dweomer, Legend Lore, True Seeing, Dispel Magic (Greater)
Wizard 5: Contact Other Plane, Prying Eyes, Telepathic Bond, Teleport, Overland Flight
Cleric 4: Discern Lies, Divination

5th level
Wizard 7: Vision, Scrying (Greater), Arcane Sight (Greater)
Cleric 5: Commune

6th level
Wizard 9: Foresight
Wizard 8: Discern Location, Moment of Prescience, Prying Eyes (Greater), Mind Blank
Wizard 7: Phase Door, Plane Shift, Teleport (Greater), Teleport Object, Ethereal Jaunt, Limited Wish, Spell Turning, Summon Monster VII
Druid 6: Stone Tell

7th level
Wizard 9: Mage's Disjunction, Teleportation Circle, Astral Projection, Etherealness, Freedom, Wish
Wizard 8: Protection from Spells

Skill Affinities
A “practical skill” is any skill other than a Knowledge skill or the skill Martial Lore. For the purpose of the universal scholar’s class features, Martial Lore is considered a Knowledge skill.

The following are the practical skills associated with each knowledge skill, for the purpose of using the Universal scholar’s class features. Note that some skills have no associated Knowledge skill.

Table: Skill Affinities
Knowledge Skill
Practical Skills

Nature
Survival, Heal, Handle Animal

Arcana
Spellcraft

Nobility & Royalty
Diplomacy, Sense Motive, Bluff, Disguise

Local
Gather Information, Sleight of Hand

Dungeoneering
Use Rope, Escape Artist, Climb, Balance, Jump, Swim, Hide, Move Silently, Appraise, Search

Engineering
Open Lock, Disable Device, Craft (any)

History
Decipher Script, Forgery, Speak Language, Perform, Profession (any)

Martial Lore
Tumble, Ride

Psionics
Psicraft, Autohypnosis

None
Control Shape, Listen, Spot, Use Magic Device, Use Psionic Device, Iajitsu Focus, Concentration


The following are the creature types associated with each Knowledge skill, for the purpose of the universal scholar’s class features.

Table: Creature Type Affinities
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

Syne
2014-06-27, 12:52 PM
Masteries

Masteries are fields of study brought to a practical conclusion. Although universal scholars are, at least in principle, universal in their knowledge, many have favorite fields to a greater or lesser degree. Adventuring universal scholars (almost the only kind of universal scholar there is) have trained in ways that allow them to use their knowledge on the battlefield.

Some can use their knowledge to cast spells while wearing armor, while others have studied the ways of healing, restoration, and resurrection. A few specialize in activating magic devices of all sorts, and others have an intimidate understand of the machinery and engineering of traps. Although in most cases masteries broaden the capabilities of a universal scholar, some universal scholars choose to focus on one field while neglecting others.

In order to use a mastery at its fullest extent, the universal scholar must first study and refresh his memory of the subject matter; even universal scholars don’t have unlimited memory, and so they rely on their libraries to store whatever knowledge and information they don’t immediately require. This is done as part of spell preparation.

For reference, the following table shows the prerequisites for activating masteries at different levels of complexity.

Table: Mastery Prerequisites and Costs
Complexity
Scholar Level
Knowledge Ranks
Spell Cost

Initiate
1
4
1st level

Journeyman
7
10
3rd level

Expert
11
14
4th level

Master
16
19
6th level



The following is the list of available masteries.

Table: List of Masteries
Name
Skill
Description

Mastery of Armor
Martial Lore
Wear armor without spell failure chance.

Mastery of Divine Magic
Religion
Grants access to some clerical domains

Mastery of Healing
Religion
Adds healing and restoration spells to spell list, and benefits when casting Cure spells.

Mastery of Injury
Religion
Adds death and destruction spells to spell list, and benefits when casting Inflict spells.

Mastery of Magic Devices
None
Benefits when activating magic devices, such as scrolls and wands.

Mastery of Secrets
None
Teach secrets faster and to more people.

Mastery of Skill
Special
Make knowledge checks instead of practical checks.

Mastery of Skill Points
None
You gain additional skill points for every universal scholar level.

Mastery of Spells
Arcana
Higher save DCs for high-level spells

Mastery of Spell School
Arcana
Specialize in a spell school, gaining benefits and fast progression

Mastery of Traps
Engineering
Gain trapsense, bonuses against traps, bonuses when using traps

Mastery of War
Martial Lore
Bonuses to weapon combat and hit points



Mastery of Armor
Knowledge Skill: Martial Lore
Passive
You gain proficiency with all armors and shields, except for exotic or special equipment.
Initiate
You can cast your universal scholar spells in light armor with no spell failure chance.
Journeyman
You can cast your universal scholar spells in medium armor and while using a light shield with no spell failure chance.
Expert
You can cast your universal scholar spells in heavy armor and while using a heavy shield with no spell failure chance.
Master
None

Mastery of Divine Magic
Knowledge Skills: Religion
Passive
Your extraordinary devotion has granted you the ability to cast some divine spells. Choose two clerical domains. You may choose any domains, no matter your alignment. You add the spells of those domains to your spell list, and you may cast them as arcane spells. You automatically record every one of these spells in your universal library, as soon as you’re able to cast it. If one of these spells already appears on your spell list, you can prepare any version you have access to.
Use your Wisdom score to determine save DCs for these spells. In addition, to cast one of these spells you must have a number of ranks in Knowledge (religion) equal to twice the spell level.

Mastery of Healing
Knowledge Skills: Religion
Passive
Add the following spells to your spell list. You automatically know each one of these spells that is of a level you can cast.
Level
Spell Name

0th
Cure Minor Wounds

1st
Cure Light Wounds

2nd
Cure Moderate Wounds, Lesser Restoration, Delay Poison, Remove Paralysis

3rd
Cure Critical Wounds, Remove Blindness/Deafness, Remove Disease, Remove Curse, Restoration, Neutralize Poison

4th
Mass Cure Light Wounds, Raise Dead, Death Ward

5th
Mass Cure Moderate Wounds, Heal, Resurrection, Greater Restoration, Regenerate

6th
Mass Cure Critical Wounds, Mass Heal

7th
True Resurrection


Initiate
You can spontaneously cast any Cure spell on your spell list. You must expend a prepared spell slot of equal or higher level than the spell you wish to cast.
Journeyman
You can choose to automatically maximize any cure spell you cast.
Expert
You can choose cast any cure spell with the range of ‘touch’ as a ray with close range.
Master
You can choose to quicken any cure spell you spontaneously cast. You must expend a spell slot 1 level higher than normal.

Mastery of Injury
Knowledge Skills: Religion
Passive
Add the following spells to your spell list. You automatically know every spell of a level you can cast.
Level
Spell Name

0th
Inflict Minor Wounds

1st
Inflict Light Wounds

2nd
Inflict Moderate Wounds

3rd
Inflict Critical Wounds, Contagion, Poison, Enervation

4th
Mass Inflict Light Wounds, Slay Living

5th
Mass Inflict Moderate Wounds, Harm, Destruction

6th
Mass Inflict Critical Wounds

7th
Energy Drain


Initiate
You can spontaneously cast any Inflict spell on your spell list. You must expend a prepared spell slot of equal or higher level than the spell you wish to cast.
Journeyman
You can choose to maximize any inflict spell you cast.
Expert
You can choose to cast any inflict spell with the range of ‘touch’ as a ray with close range.
Master
You can choose to quicken any inflict spell you spontaneously cast. You must expend a spell slot 1 level higher than normal.

Mastery of Magic Devices
Knowledge Skills: None
Initiate:
When you cast a spell or use a spell-like ability from a magic item, such as a scroll or a wand, increase the effect’s save DC by 1.
You can use a wand to cast spells with somatic components (in addition to activating it normally), and to make touch attacks as part of a spell. This can allow you to cast such spells even if your hands are occupied. The wand doesn’t have to be charged for you to gain this benefit.
Journeyman:
You can make a Knowledge check instead of a Use Magic Device or Use Psionic Device check. Use Knowledge (arcana) to activate an arcane device, Knowledge (religion) to activate a divine device, and Knowledge (psionics) to activate a psionic device. Use Knowledge (arcana) if none of these are applicable.
Expert:
Three times per day, you may activate a magic device such as a scroll or a wand by expending one of your own prepared spells, rather than consuming the device or wasting charges. The spell must be on your spell list, and you must expend a prepared spell of the same level as the spell you cast. Note that this refers to the level of the spell as it appears on your own spell list. You still use the device’s save DC and caster level.
Master:
When you cast a spell or use a spell-like ability from a magic item, such as a scroll or a wand, increase the caster level of the effect by 2, but no higher than your own caster level. Treat this as an insight bonus.

Mastery of Secrets
Knowledge Skills: None
Initiate
You can teach a secret in 15 minutes, instead of 30 minutes.
Journeyman
As a supernatural, mind-affecting ability, you can take a standard action to teach a secret to one student within 100 feet. You pay the costs of teaching the secret normally, and the student gains the benefit of the secret normally as well. This provokes an attack of opportunity.
Expert
If you expend a spell slot 1 level higher than normal, you can teach a secret to 12 people instead of 6.
Master
If you expend a spell slot 1 level higher than normal, you can teach a secret in 1 round. All students must be within 100 feet of you, and must be able to see and hear you. Unlike the Journeyman-level benefit, in this case the secret is otherwise taught normally. You can affect the same number of students with the secret as you would otherwise, and the duration of the secret is the same as well. You cannot combine this benefit with the expert-level benefit. This action provokes an attack of opportunity.

Mastery of Skill
Knowledge Skills: None
Initiate:
Choose 4 practical skills with linked knowledge skills. Whenever you would be called to make a skill check using one of the chosen practical skills, you can make a check with the knowledge skill linked to the practical skill, and substitute the result. Every penalty that applies on the original skill check also applies to the knowledge check, including armor check penalties, circumstance penalties, and so forth.
Journeyman:
As the Initiate-level benefit, except that you choose 6 practical skills.
Expert:
As the Initiate-level benefit, except that you choose 10 practical skills.
Master:
As the Initiate-level benefit, except that the benefit applies to all practical skills that have linked knowledge skills. You don't have to choose.

Mastery of Skill Points
Knowledge Skills: None
Passive
You gain 4 additional skill points per universal scholar level, starting at the current level. This doesn’t apply retroactively. If you ever lose this mastery, you retain the skill ranks you’ve already spent. Don’t recalculate your skill points at 1st level, even if you’ve taken this mastery at 1st level.

Mastery of Spells
Knowledge Skills: Arcana
The bonuses offered by this mastery don’t stack.
Initiate:
None
Journeyman:
You gain a +1 bonus to save DCs when casting spells of 2nd level and higher.
Expert:
You gain a +2 bonus to save DCs when casting spells of 4th level and higher,
Master:
You gain a +3 bonus to save DCs when casting spells of 6th level and higher.

Mastery of Spell School
Knowledge Skills: Arcana
Passive
Choose one school of magic to specialize in. Unlike wizards, you don't need to choose prohibited schools. However, specialization still comes at a cost.

You suffer a penalty to spell saving throw DCs and caster level. These penalties depend on your level, as your familiarity with other spells decreases the more you study the chosen spell school.

When you cast a spell of any other school you suffer a -2 penalty to save DCs and caster level checks. Starting at your 10th universal scholar level, you suffer a -2 penalty to caster level (instead of only caster level checks) when casting spells of any other school. This doesn’t apply when you casting spells from the spell slots granted by another class.

In return, you gain several benefits.
Accelerated Progression
You gain spells from the chosen spell school faster than normal, although still slower than a wizard. The following table shows, for every universal scholar spell level, the wizard spell levels you have access to. For example, a universal scholar specializing in Transmutation that has access to 5th level universal scholar spells would also have access to the 6th level Transmutation spells on the sorcerer/wizard spell list.
Scholar SL
Wizard SL

0th
0

1st
1

2nd
2

3rd
3

4th
4,5

5th
6

6th
7

7th
8


If you ever lose access to this mastery, you lose this accelerated progression.

Dedicated Spell Slots
You gain one additional spell slot of every level you can cast. You can only use it to store spells of your chosen school.

Mastery of Traps
Knowledge Skills: Dungeoneering
Passive
You have the Trapfinding ability, as a rogue. You can use the Search skill to find traps when the DC is higher than 20, and you can also disable magical and non-magical traps using Disable Device. If you beat the Disable Device DC by 10 or more, you can study it and bypass it, without disarming it.
Initiate
You can use Knowledge (Dungeoneering) to find traps (instead of Search). You can use Knowledge (psionics) to disarm psionic traps, Knowledge (arcana) to disarm magical traps, and Knowledge (engineering) to disarm other traps.

Traps you make gain a +1 insight bonus to save DCs and attack rolls, and the DCs for finding and disabling them increase by 2. This applies to traps made using a craft skill, as well as certain spells (such as symbol of death), or through any other means. If an effect doesn't specify that it is a trap, the DM determines this.
Journeyman
You gain a +4 insight bonus on all saves against traps, as well as a +4 insight bonus to AC against them. Allies within 60 feet of you gain this benefit as well.
Traps you make gain a +2 insight bonus to save DCs and attack rolls, and the DCs for finding and disabling them increase by 4.
Expert
You gain a sixth sense that allows you to act just before a trap activates. If you are not in combat, and a trap is activates within 120 feet of you, and would affect you or an ally within 30 feet, you can make a check as though trying to detect it. Use the standard DC for detecting that trap. If you succeed, you can take a single standard action after the trap activates, but before it affects anything (treat this as a readied action). You can use this standard action to save you or your allies, for example. You can take this extra action twice per day. If you opt not to take it, you still sense the trap activating, but don't respond.
If you have line of sight to the trap when it activates, you also detect it. Otherwise, you only know its general direction, and what kind of trap it is.
Master
Traps you make gain a +5 insight bonus to save DCs and attack rolls, and the DCs for finding or disabling them increase by 10.

Mastery of War
Knowledge Skill: Martial Lore
Passive
You gain proficiency with all martial and simple weapons.
Initiate
You gain 1 additional hit point per universal scholar level. You gain 2 additional hit points for your 1st level instead, if it was a universal scholar level.
You can cast spells using your weapon to complete somatic components, instead of a free hand. This allows you to cast spells even while wielding a weapon in each hand, or a weapon and a shield. This only applies to spells cast from universal scholar spell slots.
Journeyman
Treat your universal scholar class levels as granting you medium base attack bonus progression (as a cleric). This may grant you additional attacks.
Expert
You gain a +4 insight bonus on weapon attack rolls.
Master
You can apply your Intelligence modifier as an insight bonus to weapon damage rolls.


Secrets

As the universal scholar gains levels, his knowledge of the world deepens, and there comes a time at which he can use his many sources of knowledge to derive some fragile understanding of something truly transcendent. Like a spell, this understanding seems to take up space in his mind, and like a spell it is just as eager to escape. Examples of such mystical knowledge are called secrets.

Secrets are not a form of magic – or, at least, not mortal magic. Instead, they are glimpses into the heart of the universe itself. They are similar to the knowledge of such things as water and fire, though they represent a knowledge of far deeper truths.

Universal scholars do not find secrets lying around in forgotten libraries or ancient tomes; at least, not in their entirety. Instead, each secret is a grand puzzle. Parts of this puzzle might be hidden in places of power, in the deepest and dankest of dungeons, or in the cities of the outer planes. However, they might also be revealed (admittedly, in a very crude form) in the ramblings of a drunken peasant, or in some ancient folktale. For this reason universal scholars search for knowledge everywhere, including in some very unlikely places indeed.

Lectures given by universal scholars take different forms. Some universal scholars give actual lectures, in which they impart practical of knowledge – however incomplete – of the workings of the universe. They might explain some deep tactical principles, or how to move without being seen or heard. This complex knowledge quickly escapes the minds of the students, but while it is there, they themselves learn how to work around the laws of nature.

Other universal scholars don’t give lectures at all, but choose to reveal their insight through tales, or even through music. Nevertheless, the effect is always the same.

After the lecture, students may find it difficult to relate what they learned. It takes decades of practice to master the teaching of even one secret, and if asked, all the student would be able to do is give a few helpful pointers or tips, or demonstrate things the listener cannot begin to comprehend.

For reference, the following table shows the prerequisites for teaching secrets at different complexity levels, as well as the bonuses granted by them.
Table: Secret prerequisites and costs
Complexity
Scholar Level
Knowledge Ranks
Spell Cost
Skill Bonus

Initiate

2


4


1st level


+2


Journeyman

7


10


3rd level


+4


Expert

11


14


4th level


+6


Master

16


19


6th level


+8




The following is the list of secrets.

Table: List of Secrets
Secret
Knowledge
Description

Secret of Arcane Defense
Arcana/Psionics/Religion
Defensive bonuses against spells.

Secret of Arcane Power
Arcana/Psionics/Religion
Bonuses to spell casters.

Secret of Archery
Martial Lore
Bonuses to ranged attacks

Secret of Communication
Psionics
Gain Telepathic Bond and Status.

Secret of Earthly Travel
Nature
Faster overland travel, additional movement types.

Secret of Leadership
Nobility and Royalty
Students gain a leadership aura in battle

Secret of Life
Nature
Constitution, natural healing, and fortitude

Secret of Mental Protection
Psionics
Bonuses to saves against mind-affecting effects.

Secret of Mobility
Martial Lore
Movement abilities on the battlefield

Secret of Opportunity
Dungeoneering
Bonuses when making attacks of opportunity

Secret of Planar Travel
The Planes
Teleportation abilities.

Secret of Protection
Martial Lore
Grants damage reduction against specific damage type(s).

Secret of Seeing
Dungeoneering
Low-light vision, Darkvision, Blindsight, and True Seeing.

Secret of Skill
Special
Bonuses to three chosen skills.

Secret of Tactics
History
Penalties to flanked creatures

Secret of the Creature
Varies; see text
Bonuses against creatures of a specific type

Secret of the Stalking Shadow
Dungeoneering
Greatly increased stealth

Secret of the Striking Shadow
Dungeoneering
Bonuses and massive extra damage against flat-footed creatures.

Secret of the Sublime Way
Martial Lore
Bonuses to martial adepts.

Secret of the Tundra
Nature
Survive in harsh conditions, resistance and immunity to energy.

Secret of Vigilance
Dungeoneering
Avoid being surprised, act more quickly

Secret of Tongues
History
Grant the ability to speak/comprehend additional languages, speak better



Secret of Arcane Defense
Knowledge Skill: Any of Arcana/Psionics/Religion
This secret applies to powers as well as spells.
Initiate
+2 resistance bonus to saves against spells and spell-like abilities.
+10 competence bonus on Spellcraft and Psicraft checks made to identify spells/powers.
Journeyman:
+4 resistance bonus to saves against spells and spell-like abilities.
+2 insight bonus to armor class against spells and spell-like abilities.
+20 competence bonus on Spellcraft and Psicraft checks made to identify spells/powers.
Expert:
+6 resistance bonus to saves against spells and spell-like abilities.
All students gain either Evasion or Mettle, but only against spells and spell-like abilities.
Master:
All students gain both Evasion and Mettle, but only against spells and spell-like abilities.

Secret of Arcane Power
Knowledge Skill: Any of Arcana/Religion/Psionics
This secret applies to psionic powers as well as spells. Caster level bonuses are translated to manifester level bonuses.
Initiate
+4 competence bonus on Concentration, Spellcraft, and Psicraft checks.
Journeyman:
+1 insight bonus to spell and spell-like ability save DCs.
+2 insight bonus on caster level checks.
Expert:
+1 insight bonus to caster level, but only to students with a caster level of 5 or higher.
+8 competence bonus on Concentration, Spellcraft, and Psicraft checks.
Master:
+2 insight bonus to spell and spell-like ability save DCs.
+4 insight bonus to caster level checks.
+12 competence bonus on Concentration, Spellcraft, and Psicraft checks.

Secret of Archery
Knowledge Skill: Martial Lore
Initiate:
+2 insight bonus to ranged attack rolls.
Journeyman:
When a student hits a creature with a ranged attack, all ranged attacks against that creature gain a +4 insight bonus for 1 round.
Expert:
+4 insight bonus to damage rolls with ranged weapons
All ranged weapons used by the students gain the Distance special ability.
Master:
+8 insight bonus to damage rolls with ranged weapons.

Secret of Communication
Knowledge Skill: Psionics
Initiate:
The students gain the supernatural ability to communicate telepathically with one another, as the spell Telepathic Bond, except that the range of the effect is limited to 100 feet. Students further than 100 feet from each other cannot communicate (and can tell they cannot communicate), but the effect doesn’t end.
Journeyman:
The range of the telepathic bond increases to 300 feet. The students also gain Status, as the spell. Every student can monitor all other students within range of the telepathic bond.
Expert:
The telepathic bond works at any range, and even across planes. The range of the Status effect is similarly extended.
Master:
Students come under effect of Greater Status, as the spell, except that the universal scholar can cast spells of up to 4th level through the bond. Other students cannot cast spells through the bond.

Secret of Earthly Travel
Knowledge Skill: Nature
Initiate:
The students can hustle during overland travel without any negative side-effects.
+2 competence bonus on Swim, Climb, Jump, and Balance checks.
Journeyman:
Double the students’ land speed during overland travel.
+6 competence bonus on Swim, Climb, Jump, and Balance checks.
Expert:
Students gain one of the following, as a supernatural ability:
1. Fly speed equal to base land speed with good maneuverability.
2. Swim speed equal to base land speed.
3. Burrow speed equal to half base land speed.
4. Climb speed equal to half base land speed.
Master:
The universal scholar may choose to grant the students one of the following, instead of the expert level benefit.
1. Fly speed equal to twice their base land speed with perfect maneuverability.
2. Swim speed equal to twice base land speed.
3. Burrow speed equal to base land speed.
4. Climb speed equal to base land speed.

Secret of Leadership
Knowledge Skill: Nobility and Royalty
Initiate:
+2 competence bonus to diplomacy checks.
Students can maintain a leadership aura in battle. As a move action in which a student directs allies in battle, all allies within 20 feet of the student gain a +2 morale bonus to saves and AC. This effect lasts for 1 round, but can be maintained by taking move actions. Maintaining the aura doesn’t provoke an attack of opportunity. Students don’t benefit from their own auras, but may benefit from the auras of other students.
Journeyman:
+4 competence bonus to diplomacy checks
As the initiate-level aura, except that the bonus provided also applies to attack rolls, skill checks and ability checks.
Expert:
+6 competence bonus to Diplomacy checks.
As the journeyman-level aura, except that the effect lasts 2 rounds instead of 1 round, and the range is 30 feet.
Master:
+8 competence bonus to Diplomacy checks.
As the expert-level aura, except that the bonus improves to +3. Allies within the aura also gain a +5 morale bonus to saves against fear effects.

Secret of Life
Knowledge Skill: Nature
Initiate:
Students automatically stabilize and regain consciousness when brought under 0 hit points.
Journeyman:
+2 insight bonus to Constitution.
Expert:
Students gain fast healing 5, but this fast healing cannot heal a student above 50% of his full hit points.
Master:
+4 insight bonus on all Fortitude saves.

Secret of Mental Protection
Knowledge Skill: Psionics
Initiate:
+3 resistance bonus on saves against mind-affecting effects.
+4 competence bonus on Sense Motive check.
Journeyman:
+5 resistance bonus on saves against mind-affecting effects.
+8 competence bonus on Sense Motive check.
Expert:
+7 resistance bonus on saves against mind-affecting effects.
+12 competence bonus on Sense Motive check.
Master:
+10 resistance bonus on saves against mind-affecting effects.
+20 competence bonus on Sense Motive check.

Secret of Mobility
Knowledge Skill: Martial Lore
Initiate
+4 competence bonus to Tumble checks to move through threatened or occupied spaces, and all students are considered trained in the skill.
+10 enhancement bonus to all movement speeds.
Journeyman:
+8 competence bonus to Tumble checks to move through threatened or occupied spaces.
+20 enhancement bonus to all movement speeds.
Expert:
+12 competence bonus to Tumble checks to move through threatened or occupied spaces.
Twice per encounter, students can take a swift action to move 10 feet. This movement doesn’t provoke an attack of opportunity.
Master:
+20 competence bonus on Tumble checks made to move through threatened or occupied spaces.
As the expert-level special benefit, except that students can use the ability at-will.

Secret of Opportunity
Knowledge Skill: Dungeoneering
Initiate
Students gain a +2 insight bonus on attack rolls when making attacks of opportunity.
The DC for moving through a student’s threatened or occupied square using the Tumble skill increases by 5.
Journeyman:
Students gain a +2 insight bonus on damage rolls when making attacks of opportunity.
Students can take an immediate action to make an attack of opportunity, even if they already made one this round.
Expert:
The natural melee reach of all students increases by 5 feet for the purpose of determining their threatened area.
Master:
Students gain a +4 insight bonus on attack and damage rolls when making attacks of opportunity.

Secret of Planar Travel
Knowledge Skill: The Planes
This secret grants several supernatural abilities that allow teleportation. Each student gets 3 uses of these abilities. Activating any of them costs 1 use, and takes a standard action (unless otherwise specified).
Initiate:
None
Journeyman:
Students can teleport a distance equal to their base speed.
Expert:
Students can teleport a distance equal to their base speed, but as a move action.
Master:
Students can use Dimension Door, as the spell (caster level equal to the universal scholar level).
Students gain 2 extra uses of these abilities.

Secret of Protection
Knowledge Skill: Martial Lore
Initiate:
The universal scholar chooses a damage type, from: piercing, bludgeoning, slashing. Students gain damage reduction 1, but only against the chosen damage type. For example, if bludgeoning is chosen, students effectively gain damage reduction 1/piercing or slashing. As normal, this damage reduction doesn’t stack with other forms of damage reduction.
Journeyman:
As the initiate-level benefit, except that the damage reduction increases to 3. Alternatively, the universal scholar can choose two damage types, granting damage reduction 1 against both.
Expert
As the initiate-level benefit, except that the damage reduction increases to 6. Alternatively, the universal scholar can choose two damage types, granting damage reduction 3 against both.
Master:
Students instead gain damage reduction 7/--

Secret of Seeing
Knowledge Skill: Dungeoneering
Initiate:
Students gain low-light vision.
Students gain a +2 insight bonus to Spot and Listen checks.
Journeyman:
Students gain Darkvision to 60 feet.
Expert:
Students gain Blindsight to 60 feet.
Master:
Each student gains 30 uses of True Seeing, as the spell. Using this ability is an immediate action that doesn’t provoke an attack of opportunity. Each time, the student gains True Seeing for 1 minute, as a non-magical effect.

Secret of Skill
Knowledge Skill: None (see text)
Choose three practical skills with linked Knowledge skills. This secret grants an insight bonus to those skills. In all cases, the bonus to a practical skill is limited by your ranks in the linked knowledge skill.
Initiate:
+3 insight bonus.
Journeyman:
+5 insight bonus.
Expert:
+8 insight bonus
Master:
+12 insight bonus.

Secret of Tactics
Knowledge Skill: History
The effects of this secret don't stack when multiple students are flanking a creature.
Initiate
When a student flanks a creature, that creature suffers a -2 penalty to armor class.
Journeyman:
When a student flanks a creature, the creature also suffers a -2 penalty on saving throws, skill checks, ability checks, and attack rolls.
Expert:
When a student flanks a creature, all students deal +2d6 extra damage with weapon attacks against that creature.
Master:
When a student flanks a creature, any movement that creature makes, including a 5-foot step and usage of the Tumble skill, provokes an attack of opportunity from that student. In addition, the creature cannot use the withdraw action to treat the starting square as not threatened.

Secret of the Creature
Knowledge Skill: Varies
This secret grants benefits to students against creatures of a specific type. When the secret is taught, the universal scholar chooses the specific type. The knowledge skill associated with this secret is the knowledge skill associated with the creature type chosen.
Initiate:
+2 resistance bonus to saves against creatures of the chosen type.
+2 insight bonus on all opposed d20 rolls against creatures of the chosen type, including skill checks, ability checks, and trip checks.
Journeyman:
+4 resistance bonus to saves against creatures of the chosen type.
+2 insight bonus to AC and attack rolls against creatures of the chosen type.
+4 insight bonus on all opposed d20 rolls against creatures of the chosen type.
Expert:
+6 resistance bonus to saves against creatures of the chosen type.
Students deal +2d6 extra damage with weapon attacks against creatures of the chosen type, and their weapons are considered magical against them.
Master:
Creatures of the chosen type suffer a -4 penalty on saves against the students’ spells, attacks, and abilities.

Secret of the Stalking Shadow
Knowledge Skill: Dungeoneering
Initiate
+4 competence bonus on Hide and Move Silently checks.
Journeyman:
+8 competence bonus to Hide and Move Silently checks.
Expert:
+12 competence bonus to Hide and Move Silently checks.
When a student hides, creatures with blindsight, blindsense, scent, tremorsense, or similar abilities must still make a Listen or Spot check to detect him, albeit with a +5 bonus.
Master:
+20 competence bonus to Hide and Move Silently checks.
Students have ‘Hide in Plain Sight’. A student can hide even while being observed, as long as he is within 10 feet of some kind of shadow (though not his own shadow). This is a supernatural ability.

Secret of the Striking Shadow
Knowledge Skill: Dungeoneering
Initiate
Flat-footed creatures suffer a -2 penalty to saves and AC against the students' spells, attacks, and abilities.
Journeyman:
Students deal +2d6 extra damage with weapon attacks against flat-footed creatures within 30 feet.
Expert:
Students deal +4d6 extra damage with weapon attacks against flat-footed creatures within 30 feet.
Master:
Students deal +8d6 extra damage with weapon attacks against flat-footed creatures within 30 feet.

Secret of the Sublime Way
Knowledge Skill: Martial Lore
Initiate
+2 competence bonus on attack rolls made as part of martial maneuvers.
+10 competence bonus on Martial Lore checks.
Journeyman:
+1 bonus to maneuver save DCs.
+4 insight bonus on skill checks made as part of martial maneuvers.
Expert:
+2 bonus to maneuver save DCs.
Students with readied maneuvers gain 1 additional readied maneuver.
Master:
+3 bonus to maneuver save DCs.
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.”

Secret of the Tundra
Knowledge Skill: Nature
Initiate:
Students gain Endure Elements, as the spell. This effect is not magical.
Students gain a +5 competence bonus on Survival checks.
Journeyman:
Students gain energy resistance 10 to one chosen energy type.
Students gain a +10 competence bonus on Survival checks.
Expert:
Students gain energy resistance 20 to the chosen energy type, and energy resistance 10 against all other energy types.
Master:
Students gain Adapt Body, as the psionic power. This effect is not magical.
Students gain immunity to the chosen energy type, and energy resistance 30 against all other energy types.

Secret of the Tongues
Knowledge Skill: History
Initiate:
+4 competence bonus to Bluff and Diplomacy
Students learn one additional language. The universal scholar doesn’t have to know the language before teaching this secret.
Journeyman:
+8 competence bonus to Bluff and Diplomacy
Students gain the benefits of the Comprehend Languages spell.
Expert:
+12 competence bonus to Bluff and Diplomacy
Students gain the benefits of the spell Tongues.
Master:
+20 competence bonus to Bluff and Diplomacy
Students can communicate with any creature that has an intelligence score.

Secret of Vigilance
Knowledge Skill: Dungeoneering
Initiate:
+4 competence bonus to Listen and Spot checks.
Journeyman:
+6 competence bonus to Listen and Spot checks.
+4 insight bonus to initiative.
Expert:
+10 competence bonus to Listen and Spot checks.
Students gain Uncanny Dodge.
Master:
+16 competence bonus to Listen and Spot checks.
Students gain Improved Uncanny Dodge (each student uses the universal scholar level as his class level).



Feats

Extra Secret
You learn an extra secret.
Prerequisites: Universal scholar 2
Benefit: You learn an additional secret.
Special: You may take this feat several times. Each time, pick a new secret to learn. Each time, the required universal scholar level increases by 6. For example, to take this feat a second time, you must be an 8th level universal scholar, and to take it a third time you must be a 14th level universal scholar.

Arcane Seeker
You learn universal scholar spells at an even higher rate than normal.
Prerequisites: Universal scholar 1
Benefit: Whenever you gain a universal scholar level, you can learn 2 additional universal scholar spells of the highest level you can cast (for a total of 6 such spells).

Syne
2014-06-27, 12:53 PM
Playing a Universal Scholar

You are a seeker of knowledge, first and foremost; of all knowledge, in fact. You search for it in the greatest of libraries, as well as in the darkest and dankest of crypts. You look for tomes of forgotten lore; of history, and of the knowledge of battle.

Passion for knowledge is almost a requirement for being a universal scholar. Although some universal scholars do see knowledge as a vehicle to another cause, even they consider it to be far more than a tool. To you, knowledge is your favorite weapon; it is as important to you as an ancestral sword, or as a spell you designed yourself. Unlike some, you tend not to fear the unknown, because each mystery is just another opportunity to gather more knowledge.

You tend to favor missions to abandoned libraries, or ancient temples because those places typically have many books, tomes, and arcane knowledge. However, even as a mid-level universal scholar, finding new information is very difficult. Even when you trek to some ancient library, you may find that most of the books there are equal or even inferior to the information you already possess. Finding something new is a rare event.

When you make a character choice to focus on a particular skill, secret, or mastery you should also make a point of demonstrating this focus in character, by attempting to purchase and locate new volumes to add to your universal library, and by looking for that kind of knowledge most of all.

Background
Universal scholars are those who always tended towards wonderment and curiosity. Those that devoured knowledge as eagerly as food or drink. If they had been taught as children, they were the ones who always asked questions. Some universal scholars may have started out as wizards, and only then realized that all knowledge – rather than merely magical knowledge – was their true passion.

Universal scholars are not truly taught. Although they can recognize others like them, they recognize them as fellows in vocation, rather than members of some special brotherhood or club. Equally, except for some especially jealous universal scholars, they don’t bear one another any ill will.

Motivations
Universal scholars also tend to have a motivation for the search of knowledge. Some may want to use their knowledge to help the weak and innocent, or to somehow bring peace and justice to the world. They may care for the sick and injured, or fight evil with a purpose unlike that of paladins (although, of course, using completely different tools).

Others are more interested in control and subjugation, and seek knowledge to gain power over others. They dream of establishing some kind of technocracy in which they would rule supreme, using their knowledge of the secrets of the multiverse to uphold their position. A few even aspire to find secrets of the multiverse that would catapult them into some sort of godhood, with the power of blink nations and whole planes out of existence.

Still others have no goals, or have only personal, neutral aspirations that cause neither good nor ill. They may seek knowledge solely for its own sake, and be uninterested in saving or helping others, while having enough of a conscience – or little enough care – not to actively harm anyone in their quest. Some may have a personal goal in mind, such helping a family member in some way. A few are simply so in awe of the world and the knowledge it contains that they have little care for others.

Religion
Universal scholars know religion. They don’t know of religion; in fact, some tetchy universal scholars would consider that kind of phrasing insulting. No, universal scholars know religion. They know which god stands for what, and who is in league with whom. They may know more about a deity than some of that deity’s clerics. Some universal scholars focus on religious knowledge, and so learn how to heal and turn dead.

Their knowledge of religion means that universal scholars are unlikely worshippers; after all, intimate knowledge of something also means less awe, respect, and reverie of it. Those that do choose to worship gods tend to pick those that are in-line with their own goals; gods of secrets, knowledge, and magic.

Other Characters
Universal scholars generally get along with other classes. They are not competitive, in general, with anyone else, seeing how unspecialized they are. Wizards tend to overshadow them with their arcane power, and although they might have a couple of tricks up their sleeves, they are clearly no match to real warriors. Instead, their role tends to involve helping members of their party. Whether it is using the incomparable power of their secrets, or through their ability to have the right spell for every situation. In addition, as potential healers, other classes have a lot of motivation to get on their good sides.

However, some conflicts may still arise. For example, the universal scholar’s extraordinary knowledge of almost all subjects may upset characters that think of knowledge as their own specialty. The universal scholar’s wide range of skills, and their ability to apply their theoretical knowledge in practice, may also run over other skilled characters. Universal scholars also tend to alienate characters that dislike or distrust theoretical or “book” knowledge, and in some cases, this feeling is mutual.

Combat
Universal scholars are not usually keen to enter combat, but most recognize that even combat – or perhaps, especially combat – can grant them more knowledge, both about their powers, and about those of others. When they do enter combat, they tend to stick to the back. Although they have more hit points than wizards, and can learn how to cast their spells while armored, they are incapable of dealing substantial damage, and melee combat disrupts their ability to cast spells.

During combat, universal scholars instead use their offensive spells against their enemies, and their empowering spells on their allies. Their large spell selection means that they can always have the right spells for the job, as long as they know what the ‘job’ would be in advance. Universal scholars can also make use of their masteries in order to heal or improve the effectiveness of themselves or their allies.

Although universal scholars use secrets before combat, most of those secrets have profound effects during combat. As such, one of the universal scholar’s roles in combat is preparatory; they must choose the right secrets to teach.

Advancement
As a universal scholar, your primary concern is Intelligence. Your intelligence grants you bonus spells per level, and affects the power of your spells. In fact, you are even more dependent on high intelligence than wizards are. This is because your class features require you to heavily invest in Knowledge skills, and only inherent or natural Intelligence bonuses grant you additional skill points.

Intelligence is more important than skill points, because high intelligence automatically nets you more skill points. However, any source of additional skill points is also important; despite your relatively high skill points level, you will still find yourself wanting more.

jiriku
2014-06-27, 05:17 PM
I haven't had time to read all of it yet, but I noticed that the description for Mastery states that the class table will show when masteries are gained. However, masteries do not appear on the class table.

nonsi
2014-06-28, 12:10 AM
.
You really did a solid work here.
Just a few notes:



Secrets (Apprentice) - seems like this should appear on the table at 3rd level rather than 2nd.




“Universal scholars gain one specific mastery at 1st level (the Mastery of Skill – see below), and gain additional masteries as seen in Table: The Universal Scholar.”

What do you mean by “one specific mastery”?
In what way is this mastery different than masteries gained past 1st level?
If there’s no difference, then it’s pointless and confusing to start counting from zero in the table.



7th, 8th, & 9th SL – remove them from the “Table: Universal Scholar Spell Slots”
Keeping them could raise unnecessary questions.



Skills are among this class’ primary fuel sources.
Elevate Skill Points to 6 + Int-mod.



Complete the list of masteries & secrets.
I’ve seen too many homebrew classes that are abandoned almost complete. Don’t let this happen. In this case specifically, it will really be a shame.



Other than the above – great class. Can be taken in just about any direction that comes to mind and is always contributive.
.

Syne
2014-06-28, 08:09 AM
Jiriku, thanks for taking the time to look the class over. Masteries appear in the 'Mast' column on the table.

nonsi, thanks for spotting those errors. I'll remove the unnecessary spell levels and fix up the table.

By one specific mastery, I meant that he gains the Mastery of Skill (Ex) ability. However, calling it a mastery just seems confusing, so I'll just erase that passage.

I'll try to complete the list of secrets and masteries. I have some balance concerns about them though, and I'm not sure what their power level should be, or how they should scale. Could you look at some specific ones and tell me what you think?

About the skill points, I'm sort of afraid that they will get too many skill points and be able to max out all the Knowledge skills. They will probably max out Intelligence and have many more skill points than 4 + Int would imply. They don't have that many skills to increase either.

nonsi
2014-06-28, 09:03 AM
Masteries appear in the 'Mast' column on the table.

Just name the Secrets & Masteries column headers "Secrets" & "Masteries".
At worst, it'll make 1st level row a 2-liner.
People always have the option of zooming out if that particular effect bothers them.




I'll try to complete the list of secrets and masteries. I have some balance concerns about them though, and I'm not sure what their power level should be, or how they should scale. Could you look at some specific ones and tell me what you think?

I'd rather examine them more closely as a complete package than separate powers.
Sometimes something that seems strong on its own might be ok, but a lot of times the combined synergy of medium-powered features makes the difference.




About the skill points, I'm sort of afraid that they will get too many skill points and be able to max out all the Knowledge skills. They will probably max out Intelligence and have many more skill points than 4 + Int would imply. They don't have that many skills to increase either.

You're right on that angle.
4 skill points per level is solid for an Int-based class.

Syne
2014-06-29, 03:16 PM
Just name the Secrets & Masteries column headers "Secrets" & "Masteries".
At worst, it'll make 1st level row a 2-liner.
People always have the option of zooming out if that particular effect bothers them.

You're right, it doesn't really look that bad, and clarity is important.


I'd rather examine them more closely as a complete package than separate powers.
Sometimes something that seems strong on its own might be ok, but a lot of times the combined synergy of medium-powered features makes the difference.
That's true, and it's another thing to worry about, but I still need some sort of starting point. I'm having trouble deciding what to compare masteries and secrets with, and the size/scaling of the various bonuses. I'd really appreciate any remarks you have.

jiriku
2014-06-30, 10:05 AM
I assume that the mastery level is the minimum class level needed to select it?

I'm not really clear on what the durations for some of the masteries are.

Also, I'd suggest you explicitly state whether the temporary abilities granted by mastery can or cannot be used to meet prerequisites for other feats, prestige classes, etc, and if they can, give guidelines for what happens if a character ceases to possess a prerequisite for some other feature he has.

Given the lackluster nature of the cure and inflict spell line, and the fact that the scholar receives them at an even slower rate than a typical divine caster, some kind of buff for his healing would be appropriate. For example, he might roll twice as many dice on all cure and inflict spells.

I'm conflicted about the masteries that allow you to use a skill check in place of another type of d20 roll. On the one hand, a spell slot is a lot to pay for a buff to a single die roll. On the other hand, it is significantly easier to buff your modifier for a Knowledge skill than for other types of rolls. I think the utility of those effects will depend largely on the type of player you have. But then, the same could be said for the spell list as well, and it's spells per day being sacrificed to power mastery, so I guess it all comes out in the wash.

nonsi
2014-06-30, 04:11 PM
I'd really appreciate any remarks you have.



Grand Mastery of War: This one's practically begging you to take it. In an instant it elevates your BAB from poor to good (the better two attacks at least). It's a no-brainer. I'd nix Mastery of War & Grand Mastery of War and just give the class med. BAB.

the other masteries seem ok to me.
Ill check out Secrets later on and comment if I have something to share.



And again - misplaced class ability: Masteries should come at 2nd.
it will allow you to merge spells into the class table like this:


Level
BAB
Fort
Ref
Will
Secrets
Masteries
Special
Spells
0th
1st
2nd
3rd
4th
5th
6th


1st
+0
+0
+0
+2


Use What You Know, Spellcasting, Universal Library, Mastery of Skill
1st
3
1







2nd
+1
+0
+0
+3

1
Masteries
2nd
4
2







3rd
+1
+1
+1
+3
1
2
Secrets (Apprentice)
3rd
4
3







4th
+2
+1
+1
+4
2
3

4th
5
3
2






5th
+2
+1
+1
+4
2
3

5th
5
4
3






6th
+3
+2
+2
+5
3
4

6th
6
4
4






7th
+3
+2
+2
+5
3
4
Secrets (Journeyman)
7th
6
5
4
2





8th
+4
+2
+2
+6
3
4

8th
7
5
5
3





9th
+4
+3
+3
+6
4
5

9th
7
6
5
4





10th
+5
+3
+3
+7
4
5

10th
8
6
6
4
2




11th
+5
+3
+3
+7
4
5
Secrets (Expert)
11th
8
6
6
5
3




12th
+6/+1
+4
+4
+8
4
5

12th
8
6
6
5
4




13th
+6/+1
+4
+4
+8
5
6

13th
9
6
6
5
4
2



14th
+7/+2
+4
+4
+9
5
6

14th
9
6
6
6
5
3



15th
+7/+2
+5
+5
+9
5
6

15th
10
6
6
6
5
4



16th
+8/+3
+5
+5
+10
5
6
Secrets (Master)
16th
10
6
6
6
6
4
2


17th
+8/+3
+5
+5
+10
5
6

17th
11
6
6
6
6
5
3


18th
+9/+4
+6
+6
+11
6
7

18th
11
6
6
6
6
5
4


19th
+9/+4
+6
+6
+11
6
7

19th
12
6
6
6
6
6
4


20th
+10/+5
+6
+6
+12
6
7

20th
12
6
6
6
6
6
5




And looking at the complete table, I'd add a bonus general feat at levels 5, 9, 14 & 18. They'll give something interesting at those otherwise quite dead levels and "put some meat" into the table.
A capstone wouldn't hurt either. It should revolve around what you can do with secrets/masteries (how you can harness them) rather than a new power.


Also, it wouldn't hurt anyone if you gave one more 6th-level spell at levels 19 & 20.


I also noticed that there's no correlation between the levels in which you gain new secrets/masteries and the levels in which the next power-level is gained (e.g. you don't get a new known mastery at level 7).

Syne
2014-07-01, 09:46 AM
I've put the replies under headings to make them easier to understand.
Jiriku

I assume that the mastery level is the minimum class level needed to select it?

Yup. It's just the level that appears in the prerequisites. I just organized it that way to make masteries easier to find.


I'm not really clear on what the durations for some of the masteries are.

Can you give me an example of what you mean? Actually, I understand now. I phrased some abilities as though they have a duration, but I meant them to be instantaneous.


Also, I'd suggest you explicitly state whether the temporary abilities granted by mastery can or cannot be used to meet prerequisites for other feats, prestige classes, etc, and if they can, give guidelines for what happens if a character ceases to possess a prerequisite for some other feature he has.
Ah, good point. Temporary abilities granted by masteries/secrets can never be used to fulfill prerequisites, but passive abilities can be. I'll add something to this effect.


Given the lackluster nature of the cure and inflict spell line, and the fact that the scholar receives them at an even slower rate than a typical divine caster, some kind of buff for his healing would be appropriate. For example, he might roll twice as many dice on all cure and inflict spells.
Yes, that's true. What about healing extra hit points equal to his ranks in an appropriate Knowledge skill? Nevermind. That's unbalancing when used with low-level spells. I'll use your idea.



I'm conflicted about the masteries that allow you to use a skill check in place of another type of d20 roll. On the one hand, a spell slot is a lot to pay for a buff to a single die roll. On the other hand, it is significantly easier to buff your modifier for a Knowledge skill than for other types of rolls. I think the utility of those effects will depend largely on the type of player you have. But then, the same could be said for the spell list as well, and it's spells per day being sacrificed to power mastery, so I guess it all comes out in the wash.
That's a good point, and skill checks are sort of abusable in general. What about making it an explicit 1d20 + Knowledge ranks + Int modifier? That way it's no longer a skill check and doesn't qualify for any special bonuses.

nonsi

Grand Mastery of War: This one's practically begging you to take it. In an instant it elevates your BAB from poor to good (the better two attacks at least). It's a no-brainer. I'd nix Mastery of War & Grand Mastery of War and just give the class med. BAB.
Is the ability that good? I sort of thought it can only be used to hit better with touch spells, since the universal scholar can't really be a good warrior at any rate, and since he gains access to offensive touch spells very slowly, it wouldn't be unbalancing.


And again - misplaced class ability: Masteries should come at 2nd.
Ah, thanks. I'll fix it.


it will allow you to merge spells into the class table like this:
Yes, that does look a lot better. I tried it earlier, but it seemed cramped before, maybe because of the unnecessary spell levels.


And looking at the complete table, I'd add a bonus general feat at levels 5, 9, 14 & 18. They'll give something interesting at those otherwise quite dead levels and "put some meat" into the table.
Good point. I'll try to compile a list of bonus feats, or come up with alternative abilities.


A capstone wouldn't hurt either. It should revolve around what you can do with secrets/masteries (how you can harness them) rather than a new power.

I have a few ideas, but I'm sort of waiting to hear your opinion on secrets, since the capstone might involve them.


Also, it wouldn't hurt anyone if you gave one more 6th-level spell at levels 19 & 20.
Good point.


I also noticed that there's no correlation between the levels in which you gain new secrets/masteries and the levels in which the next power-level is gained (e.g. you don't get a new known mastery at level 7).
You can retrain a secret whenever you gain the ability to teach secrets at a higher level. I think I'll introduce the same mechanic for masteries. What do you think?

nonsi
2014-07-01, 02:58 PM
Is the ability that good? I sort of thought it can only be used to hit better with touch spells, since the universal scholar can't really be a good warrior at any rate, and since he gains access to offensive touch spells very slowly, it wouldn't be unbalancing.

1. Secret of Life
2. Grand Mastery of Steel
3. Grand Mastery of War
Combining the above trio significantly boosts the Universal Scholar's overall martial prowess.




Good point. I'll try to compile a list of bonus feats, or come up with alternative abilities.

Don't.
Keep them as open general feats.
The Universal Scholar is the master of versatility. It fits the bill.




I have a few ideas, but I'm sort of waiting to hear your opinion on secrets, since the capstone might involve them.

Even before plunging into them, theme-wise, it seems like the mechanics of Secrets is much more appropriate for this class than that of Masteries.
I say dissolve Masteries into Secrets and increase the amount a bit (culminating at 9 maybe).




You can retrain a secret whenever you gain the ability to teach secrets at a higher level. I think I'll introduce the same mechanic for masteries. What do you think?

Not sure right now.
Too tired.
(but see my suggestion above)

jiriku
2014-07-10, 11:05 PM
In general, yes, working from skill ranks instead of skill bonus is much more predictable. For a skill bonus, one DM will run a low-magic campaign where skill-boosting items just aren't found, while another will run a Monty Haul campaign with +30 items available in the local Magic Mart. You never know what you're gonna get. But skill ranks have a hard cap in every game.

I finally had time to look at the secrets in-depth. General observation is that they are generally creative, well-considered, well-balanced, and interesting. There is room for some fine-tuning. In particular, the damage bonuses from Secret of Shadow and Secret of the Undead are quite large, and the Secrets of Planar Travel, Seeing, and Life are on a power level that is significantly higher than all of the other secrets.

Specific secrets:

Strategy: Master ability is a little weak
Arcana: Bonuses to identify spell effects seem gratuitous given that the DC to identify spells ranges from 16 to 25.
Martial Lore: Disparity between auto-identification of martial maneuvers but needing a skill check to identify spells and psionics. Accidental reference to "marital maneuvers" in two places.
Psionics: Same concern as Arcana re: skill bonii. Suggest recommending that if magic/psionics transparency is in effect, the secrets of Arcana and Psionics do not stack with one another.
Shadow: Sneak attack damage bonus is excessive. A party of six could easily generate 300 - 700 bonus damage per round with the master ability, for example. I'd suggest reducing the scaling to +1d6, +2d6, and +4d6, and keeping an eye on whether the master ability needs to be trimmed to +3d6.
Earthly Travel: Expert ability grants a fly faster than the basic move, and speed isn't influenced by the race or class of character. Thus, slow races get a speed buff, while classes with fast movement features see no benefit. Also, The benefit of flight, burrow, and swim all day is very large, even without considering the speed boost. I'd suggest Fly and Swim speeds equal to base land speed and Burrow speed equal to half of base land speed. Master level benefits should double for all three speed modes, not just fly and swim. Also, what's the intent behind the speed buff outside of combat? You already have a doubling, and writing it in this way effectively grants a four-fold and then six-fold increase in land speed for most characters. Yet, this is at a level where the class offers teleport and planar travel abilities by the fistful. An increase in non-combat speed would seem unnecessary.
Planar Travel: Much more powerful than most of the other secrets. The spell duplication effects concern me. Party-wide benefit means that one use of Expert secret of planar travel effectively provides a pool of 18 4th-level spells within the party with one lecture. Master secret provides 18 7th-level spells for one lecture. Can the character spend another 30 minutes and another spell slot to grant another pool of uses again after everyone has exhausted the first lesson, or is the 3-charge limit a per-day restriction?
Seeing: Much more powerful than most of the other secrets. I'm also a little uncomfortable with this maneuver from a game design standpoint because it erases the distinctiveness of different races. Would recommend scaling back to Apprentice: low-light vision, Journeyman: darkvision, Expert: blindsense and see in magical darkness, Master: Blindsight
Life: Much more powerful than most of the other secrets. For journeyman hit point bonus, it may be useful to explain how to calculate this amount; many d&d players are not good at math. The Master ability is more or less the equivalent of about 20 high-level defensive spells for the cost of a single lecture.
Undead: Bonus damage is very large. Suggest replacing it with scaling ability to bypass undead physical immunities. For example, Apprentice: can deal precision damage to undead, Journeyman: weapons strike undead as good-aligned, Expert: weapons and armor are ghost touch against undead, Master: weapons strike as holy against undead.
Mind: Benefits are a little stale at lower levels. I'd suggest adding some kind of limited communication ability within the student group at the apprentice or journeyman level, maybe the ability to broadcast (but not establish two-way communication) a 25-word message to group members as a standard action within a reasonably limited range.

Syne
2014-08-26, 01:49 PM
Alright, I've finally taken the time to finish the class (and I think it's finished now). Thanks a lot to both of you for your input, it's been a huge help.

I've made a lot of changes, working on the class a little bit at a time. A full list would be too massive to compile, but here are some important bits:

I changed the spell knowledge mechanic. Now the universal scholar doesn't gain universal knowledge of the highest-level spells he can cast, and must instead learn those spells like a wizard (albeit with at a much higher rate). He still gains universal knowledge of all lower-level spells. The rationale is that universal knowledge of very low level spells shouldn't be game-breaking, while still being very useful. This also integrates a kind of "search for knowledge" mechanic into the rules; the universal scholar shouldn't be able to sit on his rump all day and still get free spells.
He gains access to 7th level spells at 19th class level, but he never gains universal knowledge of them.
I massively changed the masteries and how they work, largely because as nonsi pointed out, spontaneous abilities didn't work well with the character concept. Although many of the effects are similar, masteries are activated as part of a study session (e.g. out of combat), and scale in the same way secrets do.
I removed all "make a skill check instead of X" effects because as you've said, they can cause problems.
Although secrets work in largely the same way, I've changed most of them. I've split some to be more focused (e.g. there is one secret for mages, and one for defense against magic). I've also removed the psionic secrets, and now the spell secrets apply to psionic powers as well. I removed the creature secrets as well, replacing them with a single Secret of the Creature.
"Apprentice"-level is now called "Initiate"-level
I've revised many of the abilities granted by secrets, thanks to your input jiriku. I'll note down what I changed.
Changed the layout as nonsi suggested. It's much better now.

Secrets


Arcana: Bonuses to identify spell effects seem gratuitous given that the DC to identify spells ranges from 16 to 25.
Spellcraft allows you to identify spells in a few different ways, and I was thinking of them when I made the bonuses (e.g. identifying a spell after it has been cast requires a higher DC).


Martial Lore: Disparity between auto-identification of martial maneuvers but needing a skill check to identify spells and psionics. Accidental reference to "marital maneuvers" in two places.
Martial Lore only grants one way in which to identify martial maneuvers, whereas Spellcraft grants several. The Martial Lore DC is the lowest Spellcraft DC. For now however, I removed the martial maneuver defense abilities entirely.


Psionics: Same concern as Arcana re: skill bonii. Suggest recommending that if magic/psionics transparency is in effect, the secrets of Arcana and Psionics do not stack with one another.
I hadn't considered that at the time. Now I've rolled the secrets into one.


Shadow: Sneak attack damage bonus is excessive. A party of six could easily generate 300 - 700 bonus damage per round with the master ability, for example. I'd suggest reducing the scaling to +1d6, +2d6, and +4d6, and keeping an eye on whether the master ability needs to be trimmed to +3d6.
The ability is a lot more restrictive than sneak attack. Flat-footed is a pretty rare and specific condition, so I thought it was okay to give out large bonuses for it. However, you're probably right in that the bonuses are too large and can still be abused, so I reduced them.


Earthly Travel: Expert ability grants a fly faster than the basic move, and speed isn't influenced by the race or class of character. Thus, slow races get a speed buff, while classes with fast movement features see no benefit. Also, The benefit of flight, burrow, and swim all day is very large, even without considering the speed boost. I'd suggest Fly and Swim speeds equal to base land speed and Burrow speed equal to half of base land speed. Master level benefits should double for all three speed modes, not just fly and swim. Also, what's the intent behind the speed buff outside of combat? You already have a doubling, and writing it in this way effectively grants a four-fold and then six-fold increase in land speed for most characters. Yet, this is at a level where the class offers teleport and planar travel abilities by the fistful. An increase in non-combat speed would seem unnecessary.
I'd originally modeled the secret after spells like Fly and Overland Flight, but you're right in that they probably weren't designed very well. I changed the speeds as you've said.
You're also right about the out of combat speed. It's really unnecessary. I removed it.


Planar Travel: Much more powerful than most of the other secrets. The spell duplication effects concern me. Party-wide benefit means that one use of Expert secret of planar travel effectively provides a pool of 18 4th-level spells within the party with one lecture. Master secret provides 18 7th-level spells for one lecture. Can the character spend another 30 minutes and another spell slot to grant another pool of uses again after everyone has exhausted the first lesson, or is the 3-charge limit a per-day restriction?
I really don't know what I was thinking here; the secret was crazy. It basically lets you transport entire armies for free. I seriously scaled it back now.


Seeing: Much more powerful than most of the other secrets. I'm also a little uncomfortable with this maneuver from a game design standpoint because it erases the distinctiveness of different races. Would recommend scaling back to Apprentice: low-light vision, Journeyman: darkvision, Expert: blindsense and see in magical darkness, Master: Blindsight
This secret was modeled after spells. Blindsight is a 3rd level spell, so I can only give it as an Expert-level benefit; otherwise, there's no point in picking the secret. However, Darkvision is a 2nd level spell, so I pushed it up to Journeyman and put low-light vision as the Initiate-level ability. Blindsense is removed. Granting 24/7 True Seeing also causes severe gameplay problems, I realized, so I made it an activated ability with a large number of uses.



Life: Much more powerful than most of the other secrets. For journeyman hit point bonus, it may be useful to explain how to calculate this amount; many d&d players are not good at math. The Master ability is more or less the equivalent of about 20 high-level defensive spells for the cost of a single lecture.
For the sake of convenience, I changed the hit point increase to a +2 insight bonus to Constitution (which is relatively stackable). The Master ability wasn't really that powerful. Deathward is a 4th level spell, after all, and Master-level abilities are similar to 9th level spells (well, in an alternate universe in which 9th level spells didn't break the game). However, I decided to give a large insight bonus on all Fortitude saves, because I think it's more interesting and can be more useful in the long run.


Undead: Bonus damage is very large. Suggest replacing it with scaling ability to bypass undead physical immunities. For example, Apprentice: can deal precision damage to undead, Journeyman: weapons strike undead as good-aligned, Expert: weapons and armor areghost touchagainst undead, Master: weapons strike asholyagainst undead.
You're probably right about the damage bonuses. I decided to remove specific creature secrets entirely, because they were worth it if you were playing a game centered on the creature type, in which case they were probably overpowered. Instead, there is a single Secret of the Creature, though it's kept in check by the skill requirement of different creatures.

nonsi
2014-08-31, 11:18 AM
Regarding Mastery of Traps - I believe you meant it to grant Trpfinding (http://www.d20srd.org/srd/classes/rogue.htm#trapfinding), not Trapsense (http://www.d20srd.org/srd/classes/rogue.htm#trapSense).
(this class is meant as a standalone, houserule-independent class, right?)