Anabstercorian
First Post
This class is the Sage from the Players Guie to the Wilderlands, powered up to PC class duty. Comments?
[font color=black face=century gothic size=5]The Scholar[/font]
Knowledge is power. Tomes containing ancient knowledge...
And the flavor text continues...
...Thoth, for example, often has priests who are also scholars.
Abilities: Intelligence is by far the dominant ability for...
...
...the madness often accompanying the peril of ancient tomes of knowledge.
Alignment: Any
Hit Die: d4
Regions: Any, though mostly in the regions that contain major cities and other centers of learning.
Class Skills
The scholar's class skills are: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (All skills, taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int), Use Magic Device (Cha).
Skill Points: 10 + Int modifier
Class Features
Weapon and Armor Proficiency: Scholars are proficient with the club, dagger, light crossbow, and quarterstaff. They are not proficient with any kind of shield or armor.
Literate: In the Wilderlands campaign setting, the scholar is the only character class that is literate by default. A scholar can read and write every language he can speak, including languages he later learns to speak.
Library: A scholar is at his best when he has a large library of lore at his disposal. A scholar's library costs, at a minimum, 1000 gp. A 1000 gp library allows Research to add a +1 bonus, a 4000 gp library allows Research to add up to a +2 bonus, a 9,000 gp library allows Research to add up to a +3 bonus, and so on. (See Research, below.) Without a library, a scholar cannot use the Research ability or the Retry Knowledge Checks ability. It is possible to use someone elses library, but study times and retry times and costs are doubled, since the library is unfamiliar to the sage. A 1000 gp library can be assumed to weigh 200 pounds and take up roughly 20 cubic feet, a 4000 gp library weighs 400 lbs and takes up 40 cubic feet, a 9000 gp library weighs 600 lbs and takes up 60 cubic feet, and so on. More valuable libraries are more expensive more because of better-written books as because of more books.
Research (Ex): A scholar may spend time researching a question to increase his chance to know the answer to a specific question. For each set of hours equal to (DC of the Knowledge check he is researching x2), the scholar gains a +1 circumstance bonus to the Knowledge check, up to a maximum of his scholar level (limited by the value of the library, see above). A sage may spend up to 10 hours a day in research.
Retry Knowledge Checks (Ex): A sage may attempt to retry a failed Knowledge check using his library by researching to find the answer. The DC for the retry of the Knowledge check is equal to the original check DC + the number by which the scholar failed the previous check. Additionally, the scholar must re-research the answer for a number of days equal to the new check DC and expend 5 gp x new DC in materials (new books, mostly). There is no limit to the number of times a scholar may retry a Knowledge check, other than the pracitcal limit imposed by the increasing check DC's. The scholar may spend additional time (in addition to the time needed for the retry) using his Research ability on retry check if he desires.
Major: At 1st level, and every level divisible by 5, a scholar gains a powerful knowledge that will aid him in his journeys and studies. He can choose from any of the abilities listed below:
- Diverse Skills (Ex): You add one skill to your class skill list.
- Doctoral Thesis (Ex): You gain a +3 in any Knowledge skill.
- Ph.D Thesis (Ex): You gain a +3 bonus to any Knowledge skill you have taken Doctoral Thesis for.
- Instant Mastery (Ex): You gain 5 ranks in any Knowledge skill you have no ranks in. You must be 2nd level or higher to take this major.
- Deadline (Ex): You are accustomed to working under extreme pressure. Pick a number of skills equal to your intelligence modifier: You may take 10 on those skills even when threatened or distracted.
Minor: Twice at 1st level, and once every odd level, a scholar gains a unique knowledge that will aid him in his journeys and studies. No Minor can be taken more than once unless otherwise specified. He can choose from any of the abilities listed below:
- Specialized Knowledge (Ex): You gain a +1 bonus to any skill you have at least 4 ranks in. This minor can be taken multiple times, but must apply to a different skill every time.
- Niche Interest (Ex): You gain a +2 bonus to a sub-category of one Knowledge skill. Sub-categories are the specialties within a Knowledge skill listed in parenthesis within that skill. For example, a niche interest could be 'royalty' within the Knowledge (History) skill, or 'climate' within the Knowledge (Geography) skill. This minor can be taken multiple times, but must apply to a different sub-category each time.
- Broad Horizons (Ex): You gain regional familiarity with a new region, even if you've never been there.
- Cogent Defense (Ex): You gain a +1 dodge bonus to defense thanks to your ability to predict opponents. This minor can be taken multiple times, and stacks with itself. However, at no point can the total bonus exceed the your Intelligence modifier.
- Field Taxonomy (Ex): Pick a creature type - You gain a +4 bonus to Knowledge checks to identify creatures of that type. This minor may be taken multiple times, but must apply to a different creature type each time.
- Cogent Resistance (Ex): You gain a +1 bonus to all saving throws through secrets of self-control, biofeedback, and intuition. This minor can be taken multiple times, and stacks with itself. However, at no point can the total bonus exceed the your Intelligence modifier.
Bonus Languages: At 2nd level, and every other level, the scholar gains a bonus language: he may select any language in the campaign setting, including dead and ancient languages, as well as secret languages such as Druidic, as a bonus language, providing he meets and prerequisites for learning the language (normally only applicable to ancient languages). Because the scholar is literate and his knowledge comes from ancient documents, not from mimicking speakers, he gains the ability to read and write the language as well as speak it.
Read Magic (Ex): At 3rd level, the scholar can read magic at will. This ability does not require an action to activate - It is continuous.
Spells: Beginning at 4th level, a scholar gains the ability to cast a small number of arcane spells, which are drawn from the scholar spell list (see below). A scholar must choose and prepare her spells ahead of time.
To learn, prepare, or cast a spell, a scholar must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st level spells, Int 12 for 2nd level spells, and so forth). The Difficulty Class for a saving throw against a scholar's spell is 10 + the spell level + the scholar's wisdom modifier.
Like other spellcasters, a scholar can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table below indicates that the scholar gets 0 spells per day of a given spell level (for instance, 1st level spells for a 4th level scholar), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
A scholar learns, prepares, and casts spells the way a wizard does, and like a wizard, requires a spellbook. They receive no free spells as they go up in levels. A scholar has no caster level through 3rd level; at 4th level or higher, his caster level is 1/2 his scholar level.
Scribe Scroll: At 7th level, a scholar gains Scribe Scroll as a bonus feat.
Craft Magic Books: At 13th level, a scholar gains the ability to craft magical books as though he had the Craft Wondrous Items feat, save that it is limited to books.
Scholar spell list
1st: Book Warding*, Comprehend Languages, Detect Magic, Erase, Identify, Illumination*, Mending, Planck's Miniscule Text*, Sanctuary, Unseen Servant, Tenser's Floating Disc, Ventriloquism, Write*
2nd: Arcane Lock, Augury, Bind Book*, Continual Flame, Erase (Improved)*, Obscure Object, Magic Mouth, Make Whole, Photographic Memory*, Status, Whispering Wind, Write (Improved)*
3rd: Arcane Sight, Covers of Adamantine, Detect Scrying, Discern Lies, Divination, Erase (Greater)*, Explosive Runes, Gentle Repose, Illusory Script, Locate Object, Minor Creation, Scrying, Secret Page, Sending, Sepia Snake Sigil, Shrink Item, Speak With Dead, Tongues, Write (Greater)*
4th: Analyze Dweomer, Commune, Contact Other Plane, Epiphany*, Legend Lore, Major Creation, Rary's Mnemonic Enhancer,
*: New spell - See below for details
[font color=black face=century gothic size=5]The Scholar[/font]
Knowledge is power. Tomes containing ancient knowledge...
And the flavor text continues...
...Thoth, for example, often has priests who are also scholars.
Abilities: Intelligence is by far the dominant ability for...
...
...the madness often accompanying the peril of ancient tomes of knowledge.
Alignment: Any
Hit Die: d4
Regions: Any, though mostly in the regions that contain major cities and other centers of learning.
Class Skills
The scholar's class skills are: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (All skills, taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int), Use Magic Device (Cha).
Skill Points: 10 + Int modifier
Class Features
Weapon and Armor Proficiency: Scholars are proficient with the club, dagger, light crossbow, and quarterstaff. They are not proficient with any kind of shield or armor.
Literate: In the Wilderlands campaign setting, the scholar is the only character class that is literate by default. A scholar can read and write every language he can speak, including languages he later learns to speak.
Library: A scholar is at his best when he has a large library of lore at his disposal. A scholar's library costs, at a minimum, 1000 gp. A 1000 gp library allows Research to add a +1 bonus, a 4000 gp library allows Research to add up to a +2 bonus, a 9,000 gp library allows Research to add up to a +3 bonus, and so on. (See Research, below.) Without a library, a scholar cannot use the Research ability or the Retry Knowledge Checks ability. It is possible to use someone elses library, but study times and retry times and costs are doubled, since the library is unfamiliar to the sage. A 1000 gp library can be assumed to weigh 200 pounds and take up roughly 20 cubic feet, a 4000 gp library weighs 400 lbs and takes up 40 cubic feet, a 9000 gp library weighs 600 lbs and takes up 60 cubic feet, and so on. More valuable libraries are more expensive more because of better-written books as because of more books.
Research (Ex): A scholar may spend time researching a question to increase his chance to know the answer to a specific question. For each set of hours equal to (DC of the Knowledge check he is researching x2), the scholar gains a +1 circumstance bonus to the Knowledge check, up to a maximum of his scholar level (limited by the value of the library, see above). A sage may spend up to 10 hours a day in research.
Retry Knowledge Checks (Ex): A sage may attempt to retry a failed Knowledge check using his library by researching to find the answer. The DC for the retry of the Knowledge check is equal to the original check DC + the number by which the scholar failed the previous check. Additionally, the scholar must re-research the answer for a number of days equal to the new check DC and expend 5 gp x new DC in materials (new books, mostly). There is no limit to the number of times a scholar may retry a Knowledge check, other than the pracitcal limit imposed by the increasing check DC's. The scholar may spend additional time (in addition to the time needed for the retry) using his Research ability on retry check if he desires.
Major: At 1st level, and every level divisible by 5, a scholar gains a powerful knowledge that will aid him in his journeys and studies. He can choose from any of the abilities listed below:
- Diverse Skills (Ex): You add one skill to your class skill list.
- Doctoral Thesis (Ex): You gain a +3 in any Knowledge skill.
- Ph.D Thesis (Ex): You gain a +3 bonus to any Knowledge skill you have taken Doctoral Thesis for.
- Instant Mastery (Ex): You gain 5 ranks in any Knowledge skill you have no ranks in. You must be 2nd level or higher to take this major.
- Deadline (Ex): You are accustomed to working under extreme pressure. Pick a number of skills equal to your intelligence modifier: You may take 10 on those skills even when threatened or distracted.
Minor: Twice at 1st level, and once every odd level, a scholar gains a unique knowledge that will aid him in his journeys and studies. No Minor can be taken more than once unless otherwise specified. He can choose from any of the abilities listed below:
- Specialized Knowledge (Ex): You gain a +1 bonus to any skill you have at least 4 ranks in. This minor can be taken multiple times, but must apply to a different skill every time.
- Niche Interest (Ex): You gain a +2 bonus to a sub-category of one Knowledge skill. Sub-categories are the specialties within a Knowledge skill listed in parenthesis within that skill. For example, a niche interest could be 'royalty' within the Knowledge (History) skill, or 'climate' within the Knowledge (Geography) skill. This minor can be taken multiple times, but must apply to a different sub-category each time.
- Broad Horizons (Ex): You gain regional familiarity with a new region, even if you've never been there.
- Cogent Defense (Ex): You gain a +1 dodge bonus to defense thanks to your ability to predict opponents. This minor can be taken multiple times, and stacks with itself. However, at no point can the total bonus exceed the your Intelligence modifier.
- Field Taxonomy (Ex): Pick a creature type - You gain a +4 bonus to Knowledge checks to identify creatures of that type. This minor may be taken multiple times, but must apply to a different creature type each time.
- Cogent Resistance (Ex): You gain a +1 bonus to all saving throws through secrets of self-control, biofeedback, and intuition. This minor can be taken multiple times, and stacks with itself. However, at no point can the total bonus exceed the your Intelligence modifier.
Bonus Languages: At 2nd level, and every other level, the scholar gains a bonus language: he may select any language in the campaign setting, including dead and ancient languages, as well as secret languages such as Druidic, as a bonus language, providing he meets and prerequisites for learning the language (normally only applicable to ancient languages). Because the scholar is literate and his knowledge comes from ancient documents, not from mimicking speakers, he gains the ability to read and write the language as well as speak it.
Read Magic (Ex): At 3rd level, the scholar can read magic at will. This ability does not require an action to activate - It is continuous.
Spells: Beginning at 4th level, a scholar gains the ability to cast a small number of arcane spells, which are drawn from the scholar spell list (see below). A scholar must choose and prepare her spells ahead of time.
To learn, prepare, or cast a spell, a scholar must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st level spells, Int 12 for 2nd level spells, and so forth). The Difficulty Class for a saving throw against a scholar's spell is 10 + the spell level + the scholar's wisdom modifier.
Like other spellcasters, a scholar can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table below indicates that the scholar gets 0 spells per day of a given spell level (for instance, 1st level spells for a 4th level scholar), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
A scholar learns, prepares, and casts spells the way a wizard does, and like a wizard, requires a spellbook. They receive no free spells as they go up in levels. A scholar has no caster level through 3rd level; at 4th level or higher, his caster level is 1/2 his scholar level.
Scribe Scroll: At 7th level, a scholar gains Scribe Scroll as a bonus feat.
Craft Magic Books: At 13th level, a scholar gains the ability to craft magical books as though he had the Craft Wondrous Items feat, save that it is limited to books.
Scholar spell list
1st: Book Warding*, Comprehend Languages, Detect Magic, Erase, Identify, Illumination*, Mending, Planck's Miniscule Text*, Sanctuary, Unseen Servant, Tenser's Floating Disc, Ventriloquism, Write*
2nd: Arcane Lock, Augury, Bind Book*, Continual Flame, Erase (Improved)*, Obscure Object, Magic Mouth, Make Whole, Photographic Memory*, Status, Whispering Wind, Write (Improved)*
3rd: Arcane Sight, Covers of Adamantine, Detect Scrying, Discern Lies, Divination, Erase (Greater)*, Explosive Runes, Gentle Repose, Illusory Script, Locate Object, Minor Creation, Scrying, Secret Page, Sending, Sepia Snake Sigil, Shrink Item, Speak With Dead, Tongues, Write (Greater)*
4th: Analyze Dweomer, Commune, Contact Other Plane, Epiphany*, Legend Lore, Major Creation, Rary's Mnemonic Enhancer,
*: New spell - See below for details
Code:
Level BAB Fort Ref Will Special ---Spells per Day----
Save Save Save 1st 2nd 3rd 4th
1 +0 +0 +0 +2 Major, Minor, Minor - - - -
2 +1 +0 +0 +3 Bonus Language - - - -
3 +1 +1 +1 +3 Minor, Read Magic - - - -
4 +2 +1 +1 +4 Bonus Language 0 - - -
5 +2 +1 +1 +4 Minor, Major 0 - - -
6 +3 +2 +2 +5 Bonus Language 1 - - -
7 +3 +2 +2 +5 Minor, Scribe Scroll 1 - - -
8 +4 +2 +2 +6 Bonus Language 1 0 - -
9 +4 +3 +3 +6 Minor 1 0 - -
10 +5 +3 +3 +7 Major, Bonus Language 1 1 - -
11 +5 +3 +3 +7 Minor 1 1 0 -
12 +6/+1 +4 +4 +8 Bonus Language 1 1 1 -
13 +6/+1 +4 +4 +8 Minor, Craft Magic Book 1 1 1 -
14 +7/+2 +4 +4 +9 Bonus Language 2 1 1 0
15 +7/+2 +5 +5 +9 Major, Minor 2 1 1 1
16 +8/+3 +5 +5 +10 Bonus Language 2 2 1 1
17 +8/+3 +5 +5 +10 Minor 2 2 2 1
18 +9/+4 +6 +6 +11 Bonus Language 3 2 2 1
19 +9/+4 +6 +6 +11 Minor 3 3 3 2
20 +10/+5 +6 +6 +12 Major, Bonus Language 3 3 3 3