PDA

View Full Version : D&D 3.x Class The Scholar (E6 Project v3, PEACH)



Gnorman
2016-03-21, 09:54 PM
The Scholar (E6)

Designer's Notes:
This is my own twist on the "learned scholar" archetype, combining features of the Factotum, Archivist, Spellthief, and my own Sage class. Besides the obvious skill monkey role, the Scholar also excels at disabling strikes, denying monsters the use of their signature abilities. There's slightly more of a combat focus than the bog standard Factotum, and Research works differently from Inspiration - while the Scholar does not start an encounter with a full pool, Research can be regained by hanging back and studying your opponent. Her Quick-Witted ability gives her some extra oomph here, letting her dart into or out of combat safely after delivering a disabling strike.

However, there is a tradeoff - while the Scholar is capable of doing a lot of burst damage, she's not the best combatant. She has low hit points, poor armor proficiency, and poor weapon selection. And while she's still quite skilled, she's not quite as skilled as a comparable Factotum - she doesn't get every skill as a class skill, nor does she gain the equivalent of Cunning Insight. But she's still quite capable of being a knowledgeable monster hunter and party face; she just can't do everything all at once.

Archetypes: the Archivist should be fairly self-explanatory, being a team player with a sideline in divien casting. The Spellthief is a quasi-rogue, with the ability to shut down spellcasters and recharge her own arcane skills. The Chameleon can be a warrior, a thief, or a capable mage, but only one at any given time.

As always, I'd love to hear your feedback.

HD: d6
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Heal, Knowledge (all), Listen, Perform, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)



Level
BAB
Saves
Special
Research Pool
Maximum Spell Level




Fort
Ref
Will





1st
+0
+0
+0
+2
Archetype Power (Lesser), Precision Strike, Research Pool
3
-


2nd
+1
+0
+0
+3
Arcane Lore, Steely Nerve
4
0


3rd
+2
+1
+1
+3
Archetype Power (Moderate), Disabling Strike
4
1


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


5th
+3
+2
+2
+5
Critical Strike, Quick-Witted
5
2


6th
+4
+2
+2
+5
Archetype Power (Greater), Pinnacle of Genius
6
3



Weapon and Armor Proficiency: The Scholar is proficient with simple weapons, light armor, and light shields.

Archetype Power: At 1st level, the Scholar chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Scholar a different set of abilities at levels 1, 3, and 6, as noted below.

Research Pool: The Scholar gains a pool of Research points, which are used to fuel her various abilities. The maximum amount of Research she can have in her pool at any one time is based on her level, and listed in her class table.

She starts each encounter with a number of Research points equal to 1 + half her Intelligence modifier. However, by taking time to study her opponents, she can refill her Research pool. She does so by spending actions - she may spend a move action to regain a single Research point, a standard action to regain two, or a full-round action to regain three. Additionally, whenever the Scholar successfully uses a Knowledge skill to identify a monster in combat, she gains a Research point.

Unless otherwise noted, spending Research points is a free action.

Precision Strike: When making a melee attack or a ranged attack within 30' of her target, the Scholar may spend Research points to perform a carefully calculated attack. For each Research point spent in this way, each attack she makes that round gains an additional 1d6 damage. This extra damage is halved against creatures with indiscernible anatomies or otherwise immune to critical hits, and is not multiplied on a critical hit. She may only spend a number of Research points equal to half her level on this ability per round (minimum of one).

Arcane Lore: The Scholar becomes capable of casting a small number of arcane spells as spell-like abilities. She chooses one of the following spellcasting lists: Sorcerer, Warlock, or Wizard. At the start of each day, she may prepare a number of spells from that one list equal to 1 + 1/2 her class level. She cannot cast spells of a higher level than the spell level given in her class table, nor may she prepare the same spell multiple times. Once she has used a spell, she cannot use it again until she gets eight hours of rest. Her caster level is equal to her class level, and the DC of her spells is equal to 10 + the spell's level + her Intelligence modifier. She cannot use spells that require an XP cost, and must provide any material components required herself. The casting time of the spell-like ability is the same as the base spell.

Steely Nerve: The Scholar becomes immune to fear, nausea, and effects that cause the sickened condition.

Disabling Strike: Whenever the Scholar deals damage with her Precision Strike ability, she may spend an additional two points of Research to cripple her opponent's ability to fight back. The opponent must make a Fortitude save (DC = 10 + 1/2 the Scholar's level + Intelligence modifier); if it fails the save, the Scholar may choose one special attack that it is capable of (except spells or spell-like abilities, which cannot be disabled by this ability), such as a dragon's breath weapon, a manticore's spikes, or a medusa's petrifying gaze attack. Her opponent may not use that special attack for a number of rounds equal to the Scholar's Intelligence modifier.

The Scholar must be aware that the creature is capable of using the special attack in question, though that awareness can be gained from any source, such as a Knowledge check, local rumors, or her own personal observations.

Anatomist: The Scholar gains a bonus to melee damage rolls equal to half her ranks in the appropriate Knowledge skill for her opponent's type - i.e. she gains a bonus to melee damage against undead creatures equal to half her ranks in the Knowledge (religion) skill, or a bonus against constructs equal to half her ranks in the Knowledge (arcana) skill.

Critical Strike: As a full-round action, the Scholar may spend three points of Research to make a single attack that seeks out an especially vulnerable portion of her foe's anatomy. On this attack, she gains a bonus to her critical threat range and rolls to confirm critical hits equal to her Intelligence modifier, and a bonus to the critical multiplier of her weapon equal to half her Intelligence modifier. For example, a Scholar with 18 Intelligence and wielding a rapier would have a critical threat range of 14-20, and a critical multipler of x4. If she was wielding a scythe instead, she would have a critical range of 16-20, and a critical multipler of x6.

This ability may be used with ranged weapons, but only within 30'. It does not stack with similar effects, such as Improved Critical or Keen Edge.

Quick-Witted: The Scholar may spend Research points to gain additional actions during her turn. She may spend three points to gain an additional standard action, two points to gain an additional move action, or one point to gain an additional swift action. She may only spend points in this way once per turn.

Pinnacle of Genius: Once per round, the Scholar may make use of one of the following abilities.

Eureka! The Scholar may treat the result of her next skill check as if she had rolled a natural 20. She must declare the use of this ability before making the check. This ability may be used as a free action.

Field Naturalist: When using her Disabling Strike ability, if the opponent fails its Fortitude save, the Scholar disables all of its special attacks, plus any damage resistance (but not immunity), damage reduction, regeneration, or fast healing. This ability may be used as a free action.

Master's Thesis: The Scholar may cast one spell-like ability from any spell list available to her through her Arcane Lore ability, even if she had not prepared it. The maximum spell level she can cast using this ability is 3. This ability requires the same kind of action as required to cast the spell in question normally.


Archetypes:

Archivist

Lesser Archetype Power: By spending Research points as a standard action, an archivist can point out the weaknesses of various creatures to her allies. Choose one creature type. All allies within 60' (except the archivist herself) gain a bonus on attack rolls against that creature type equal to half the number of research points spent by the archivist. This bonus lasts until the end of the encounter. The archivist may use this ability multiple times in a single encounter; each time, she may choose a different creature type.

In addition, when using any class ability or feature that uses or references her Intelligence modifier, an archivist may use her Wisdom modifier in its place.

Moderate Archetype Power: An archivist adds either the Cleric or the Druid list to the spells available to her when preparing her Arcane Lore spell-like abilities. This choice is permanent once made.

Greater Archetype Power: An archivist now adds whichever of the two lists, Cleric or Druid, she did not select at level 3. Those spells are now available to her when preparing her Arcane Lore spell-like abilities.

In addition, by spending Research points as a standard action, an archivist can direct her allies' attacks to where they will do the most damage. Choose one creature type. All allies within 60' gain a 1d6 bonus to damage for the remainder of the encounter against creatures of that type for each three Research points spent by the archivist. The archivist may use this ability multiple times in a single encounter; each time, she may choose a different creature type.


Chameleon

Lesser Archetype Power: Once per day, a chameleon may choose a single focus from the list below, and gain its benefits.

Arcane Focus: The chameleon gains a +2 competence bonus to Knowledge (arcana) checks, Spellcraft checks, and Will saves. When she becomes capable of casting spells with her Arcane Lore ability, she may choose one spell list (out of Sorcerer, Warlock, or Wizard), and prepare spells from that list, in addition to the list she chose when she originally received the ability.

Combat Focus: The chameleon's base attack bonus is now equal to her class level, she gains proficiency with martial weapons and medium armor, and she gains a +2 competence bonus on weapon damage rolls and combat maneuver rolls.

Stealth Focus: The chameleon gains the Trapfinding and Evasion abilities of a rogue, a +2 competence bonus on Disable Device, Hide, Move Silently, Open Lock, and Search checks, and a +2 competence bonus to Reflex saves.

Moderate Archetype Power: A chameleon gains a single bonus feat, for which she must meet the qualifications. Every 24 hours, she may change this bonus feat to any other bonus feat for which she qualifies.

Greater Archetype Power: The competence bonuses from a chameleon's focus increase to +4. In addition, she may change focuses once per day as a full-round action.


Spellthief

Lesser Archetype Power: Whenever a spellthief would deal damage with her Precision Strike ability, she instead forgo some or all of that damage to steal a spell from her target. She must forgo 1d6 damage for each spell level of the spell that she wishes to steal (minimum of 1d6). The target of this ability loses the spell from its memory (if a prepared caster), or loses a spell slot of the appropriate level and cannot cast that specific spell for one minute (if a spontaneous caster). After stealing a spell, the spellthief stores the spell's energy for one minute per class level. She may cast it any time during that period, treating all parameters as if it were being cast by the original user of the spell. The spellthief may choose which spell to steal, or if she does not know what spells the target is capable of casting, she can steal a random spell.

Alternatively, the spellthief may steal the effects of a single spell affecting the target, instead of one that it is capable of casting. She may choose which spell effect to steal, or, if she does not know what spell effects are active on the target, she can steal a random effect. Again, she must forgo 1d6 damage for each spell level of the effect in question. If successful, the spellthief gains the effects of the spell for one minute per class level (after which it returns to the original target), or until the spell's duration expires, whichever comes first. The spellthief can only steal effects that the caster could have cast on her originally.

In addition, a spellthief gains Disable Device and Open Lock as class skills, and the Trapfinding class feature.

Moderate Archetype Power: Whenever a spellthief steals a spell, effect, or spell-like ability, instead of casting it herself, she may absorb it to regain one spell prepared with her Arcane Lore ability. She may only regain a spell-like ability with a level equal to or less than the spell level of the spell she absorbs.

Greater Archetype Power: The spellthief may now steal spell-like abilities as well, according to the same process by which she can steal spells. The target must have a use of the spell-like ability left, or this ability fails.



Spell Lists:

Cleric Spell List:
0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1: Bless, Bless Water, Command, Cure Light Wounds, Detect Alignment, Detect Undead, Divine Favor, Endure Elements, Hide from Undead, Magic Stone, Magic Weapon, Protection from Alignment, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
2: Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Find Traps, Gentle Repose, Hold Person, Make Whole, Owl's Wisdom, Protection from Arrows, Remove Paralysis, Resist Energy, Restoration (Lesser), Shield Other, Silence, Sound Burst, Status, Summon Monster II, Zone of Truth
3: Create Food and Water, Continual Flame, Cure Serious Wounds, Daylight, Dispel Magic, Glyph of Warding, Good Hope, Helping Hand, Invisibility Purge, Locate Object, Magic Circle Against Alignment, Magic Vestment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Summon Monster III, Tongues, Water Walk

Druid Spell List:
0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Longstrider, Magic Fang, Obscuring Mist, Pass Without Trace, Shillelagh, Speak with Animals, Summon Nature's Ally I
2: Animal Messenger, Animal Trance, Barkskin, Cat's Grace, Chill Metal, Cure Moderate Wounds, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Restoration (Lesser), Soften Earth and Stone, Summon Nature's Ally II, Tree Shape, Warp Wood, Wood Shape
3: Call Lightning, Cure Serious Wounds, Daylight, Diminish Plants, Dominate Animal, Magic Fang (Greater), Meld into Stone, Neutralize Poison, Quench, Plant Growth, Poison, Protection from Energy, Remove Disease, Sleet Storm, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing, Wind Wall

Sorcerer Spell List:
0: Acid Splash, Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Message, Prestidigitation, Read Magic
1: Alarm, Burning Hands, Endure Elements, Enlarge Person, Entropic Shield, Floating Disk, Grease, Jump, Mage Armor, Magic Missile, Magic Weapon, Mount, Produce Flame, Reduce Person, Shield, Shocking Grasp, True Strike
2: Acid Arrow, Bear's Endurance, Bull's Strength, Continual Flame, Eagle's Splendor, Flame Blade, Flaming Sphere, Glitterdust, Levitate, Protection from Arrows, Pyrotechnics, Resist Energy, Rope Trick, Scorching Ray
3: Daylight, Dispel Magic, Explosive Runes, Fireball, Flame Arrow, Fly, Haste, Heroism, Magic Weapon (Greater), Keen Edge, Lightning Bolt, Phantom Steed, Protection from Energy, Sleet Storm, Slow, Tiny Hut

Warlock Spell List:
0: Acid Splash, Detect Magic, Disrupt Undead, Inflict Minor Wounds, Mage Hand, Message, Prestidigitation, Read Magic, Touch of Fatigue
1: Bane, Cause Fear, Chill Touch, Command, Deathwatch, Detect Undead, Disguise Self, Doom, Entropic Shield, Inflict Light Wounds, Protection from Alignment, Ray of Enfeeblement, Summon Monster I
2: Blindness/Deafness, Command Undead, Darkness, Darkvision, Death Knell, Desecrate, False Life, Ghoul Touch, Inflict Moderate Wounds, Spectral Hand, Scare, Spider Climb, Summon Monster II, Summon Swarm, Touch of Idiocy, Undetectable Alignment, Web
3: Animate Dead, Bestow Curse, Contagion, Crushing Despair, Deeper Darkness, Dispel Magic, Halt Undead, Inflict Serious Wounds, Magic Circle Against Alignment, Poison, Ray of Exhaustion, Remove Curse, Speak with Dead, Stinking Cloud, Summon Monster III, Vampiric Touch

Wizard Spell List:
0: Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation, Read Magic
1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Feather Fall, Hypnotism, Identify, Obscuring Mist, Silent Image, Sleep, Unseen Servant, Ventriloquism
2: Blur, Daze Monster, Detect Thoughts, Enthrall, Fog Cloud, Fox's Cunning, Gust of Wind, Hideous Laughter, Hypnotic Pattern, Invisibility, Knock, Locate Object, Minor Image, Mirror Image, Misdirection, Obscure Object, See Invisibility, Silence, Touch of Idiocy, Whispering Wind
3: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Dispel Magic, Displacement, Gaseous Form, Glibness, Hold Person, Invisibility Sphere, Major Image, Nondetection, Suggestion, Tongues, Wind Wall, Zone of Silence

Changelog:
3/21/16: Class originally posted.