New Core Class: The Scholar

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

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
 

log in or register to remove this ad

Hmm seems pretty decent. I would maybe expand there class skills a little, although I am not sure exactly with what, and add a few more general divinations to their spell list.
 


Interesting idea, but much room for improvement. I assume this class is for a low-magic setting, but the thing I notice immediately is that with the sole exception of very specialized knowledge, the Scholar is outclassed in every respect by a Bard of equal level. Now I love Bard's but their not really good at any one thing. With the exception of knowledge skills and powers, your class doesn't seem really good at anything, and their area of specialization isn't sufficient to justify a new core class, not in its present form anyway. Here are some suggestions:

Replace the Library and Research abilities with a Bardic Knowledge-like ability, but allow them to choose 1 or 2 Knowledge skills at 1st level to which this ability applies.

Get rid of the bonus languages. With Speak Language as a class skill, and more than enough skill points, this ability is not necessary.

Combine the Majors and the Minors into a single ability that allows the choice of another power every 2nd (or 3rd) level. Change abilities that can be taken multiple times so that they instead provide a bonus that increases with level. Get rid of most of the minors because they are so limited and specific that they are pretty much useless. Add more powerful abilities that can be taken at higher level such as Uncanny Dodge, an inherent Dodge bonus to AC, the ability to use skills in a class-exclusive manner (Find/disarm traps like a rogue, track like a ranger), Tongues or Comprehend Languages as a supernatural ability, etc.

Allow the Scholar to pick a certain number of additional skills as class skills. In return, though, give the class fewer skill points. Though they obviously have so many skill points so they can invest freely in knowledge skills and cross-class skills, 10 is too many. Drop them down to 8 + Int mod; with the greater incentives they have for a high Int, they'll still likely get more skill points than a Rogue.
 



- Sage

Flavor Text.

- Abilities:
- Alignment: Any
- Hit Die: d4
- Regions: All, though mostly in regions that contain major cities and other centers of learning.

Class Skills
- The sage's class skills are: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Read Language (N/A), Speak Language (N/A), Spellcraft (Int), Use Magic Device (Cha), and any two of the sage's choice.
- Skill Points: 8 + Int modifier

Class Features
- Weapon and Armor Proficiency: Sages are proficient with the club, dagger, light crossbow, and quarterstaff. They are not proficient with any type or armor or shield.
- Literate: The sage is the only character that is literate by default. A sage can read and write every language he can speak, including languages he later learns to speak, without buying ranks in Read Language.
- Library: A sage is at his best with a store of knowledge at his fingertips, a library of books that he continuously expands and learns from. The value of a sage's library determines the maximum bonus his Research ability can provide to his knowledge checks, and without a library, a sage cannot use his Research ability or retry failed knowledge checks (see below). A sage's library must have a value of 1000 gp x the maximum bonus it can provide squared: A 1000 gp library can provide up to a +1 bonus, a 4000 gp library can provide up to a +2 bonus, a 9000 gp library can provide up to a +3 bonus, and so on, with no upper limit. A sage can use a library unfamiliar to him, but research and retrying failed knowledge checks takes twice as long and costs twice as much. Becoming familiar with a library requires a day of study and indexing per 100 gp value of the library, but this time can be halved with a successful Profession (Bookkeeper) check DC 15.
A library is typically not portable by a character (absent magical means such as Shrink Item), requiring carts or wagons to move, as a library usually contains a number of books equal to half it's gp value. However, Tomes of Ancient Knowledge or non-magical books that are simply extremely well written are often worth significantly more than 5 sp, and so libraries that contain them are usually smaller and more portable than otherwise.
- 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) spent researching in his library, 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 without special effort. For each hour of research beyond 10 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the sage fails, he takes 1d6 points of nonlethal damage and makes no progress in his research that hour. A character who takes any nonlethal damage from cramming becomes fatigued; eliminating the nonlethal damage eliminates the fatigue. It is possible to work yourself in to unconsciousness.
- Retry Knowledge Checks: A sage may attempt to retry a failed Knowledge check by researching in his library 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. There is no limit to the number of times a scholar may retry a Knowledge check, other than the practical 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 checks if he desires.
- Familiarity by Region: The sage can gain familiarity with a region of the Wilderlands (or other planes) by study rather than by actually visiting the region. A sage may choose a new region of familiarity in lieu of a minor.
- Spells: A scholar casts arcane spells, which are drawn from the scholar spell list. He must choose and prepare his spells ahead of time. To learn or cast a spell, a scholar must have an Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a scholar’s spell is 10 + the spell level + the scholar’s Intelligence 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 Table: The Scholar. In addition, he receives bonus spells per day if he has a high Intelligence score.
Unlike a bard or sorcerer, a scholar may know any number of spells (see Writing a New Spell in to a Spellbook, page 179 in the PHB). He must choose and prepare his spells ahead of time by getting a good night's sleep and spending 1 hour studying his spellbook. While studying, the scholar decides which spells to prepare (see Preparing Wizard Spells, page 177 in the PHB).
- Spellbooks: A scholar must study his spellbooks each day to prepare his spells (see Preparing Wizard Spells, page 177 of the PHB). She cannot prepare any spell not recorded in his spellbook, except for read magic , which all scholars can prepare from memory.
A scholar begins play with a spellbook containing all 0-level scholar spells. At each new scholar level, she gains two new spells of any spell level or levels that she can cast (based on his new scholar level) for his spellbook. For example, when a scholar attains 7th level, he can cast 3rd-level spells. At this point, he can add two new 3rd-level spells to his spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a scholar can also add spells found in other scholar's spellbooks to his own. He can even copy spells from a wizard's spellbook, if the spell is also on the scholar spell list.
- Major: At 1st level, and every other level divisible by 5, a sage may select one field of study in the Knowledge skill (such as Arcana or Dungeoneering - any of the sub-categories of Knowledge) in which he is a known expert - He gains a +1 bonus to that knowledge skill. Each time a major is gained it may be on a new Knowledge skill or on one previously selected as a major.
- Minor: Twice at 1st level and once every odd numbered level, a sage may select a sub-category of one Knowledge skill in which he is a known expert; sub-categories are the specialties within a Knowledge skill listed in parenthesis within that skill, such as 'fortifications' in Knowledge(Architecture and Engineering), or 'Inner Planes' in Knowledge(The Planes). He gains a +1 bonus to Knowledge checks pertaining to the chosen subcategory. Each time a minor is gained it may be used on a new sub-category of a Knowledge skill or on one previously selected as a minor. Instead of selecting a minor, a sage may opt to become familiar with a region of the Wilderlands by study.
- Bonus Languages: The sage gains a bonus language every even level. He may learn any language in the campaign setting, including dead and ancient languages as well as secret languages such as Druidic, providing he meets any prerequisites for learning the language (normally only applicable to ancient languages). The sage gains the ability to read and write the language as well as speak it.
- Mind over Matter: At 2nd level and every 4 levels thereafter, the sage gains a bonus to his hit points equal to half his intelligence bonus - For example, a sage with an intelligence of 18 would gain 2 hit points in addition to any from his hit dice or constitution. This bonus changes retroactively - For example, if an 18th level Sage advanced in intelligence to a 22, his bonus hit points from Mind over Matter would increase from 10 to 15.
- Read Magic (Ex): At 3rd level, the scholar gains the ability to read magic at will. This ability does not require an action to activate - It is continuous.
- Scribe Scroll: At 5th level, a sage gains Scribe Scroll as a bonus feat.
- Spell Mastery: At 7th level, and every fourth level thereafter, a sage gains Spell Mastery as a bonus feat, even if he doesn't meet the prerequisites.
- Craft Wondrous Book: At 9th level, the sage gains the ability to craft wondrous items as though he had the feat, except that he is limited to wondrous items that are books, including but not limited to Manuals of Bodily Health, Gainful Exercise, and Quickness of Action and Tomes of Clear Thought, Leadership and Influence, and Understanding. The sage can craft the book half as fast as normal (i.e., one day of crafting for every 500 gp of market value) in order to waive any prerequisites for its creation that are spells.
- Good Study Habits (Ex): From 14th level onward, it no longer takes a sage a minimum of 15 minutes to prepare spells, whether immediately after resting or later in the day to fill vacant spell slots.
- Cramming (Ex): From 17th level onward, a sage no longer needs sleep or rest for eight hours before preparing spells, but still cannot prepare a spell in to a spell slot if a spell was expended from that slot within the previous eight hours.

Code:
Table: The Scholar                                   
Level   BAB     Fort  Ref   Will  Special                                 ----  Spells Per Day  ----
------------------------------------------------------------------------- 0  1st 2nd 3rd 4th 5th 6th                                  
1st     +0      +0    +0    +2    Major, Minor, Minor                     2  -   -   -   -   -   -
2nd     +1      +0    +0    +3    Bonus Language, Mind Over Matter        3  0   -   -   -   -   -
3rd     +1      +1    +1    +3    Minor, Read Magic                       3  1   -   -   -   -   -
4th     +2      +1    +1    +4    Bonus Language                          3  2   0   -   -   -   -
5th     +2      +1    +1    +4    Major, Minor, Scribe Scroll             3  3   1   -   -   -   -
6th     +3      +2    +2    +5    Bonus Language, Mind over Matter        3  3   2   -   -   -   -
7th     +3      +2    +2    +5    Minor, Spell Mastery                    3  3   2   0   -   -   -
8th     +4      +2    +2    +6    Bonus Language                          3  3   3   1   -   -   -
9th     +4      +3    +3    +6    Minor, Craft Wondrous Book              3  3   3   2   -   -   -
10th    +5      +3    +3    +7    Major, Bonus Language, Mind over Matter 3  3   3   2   0   -   -
11th    +5      +3    +3    +7    Minor, Spell Mastery                    3  3   3   3   1   -   -
12th    +6/+1   +4    +4    +8    Bonus Language                          3  3   3   3   2   -   -
13th    +6/+1   +4    +4    +8    Minor, Good Study Habits                3  3   3   3   2   0   -
14th    +7/+2   +4    +4    +9    Bonus Language, Mind over Matter        4  3   3   3   3   1   -
15th    +7/+2   +5    +5    +9    Major, Minor, Spell Mastery             4  4   3   3   3   2   -
16th    +8/+3   +5    +5    +10   Bonus Language                          4  4   4   3   3   2   0
17th    +8/+3   +5    +5    +10   Minor, Cramming                         4  4   4   4   3   3   1
18th    +9/+4   +6    +6    +11   Bonus Language, Mind over Matter        4  4   4   4   4   3   2
19th    +9/+4   +6    +6    +11   Minor, Spell Mastery                    4  4   4   4   4   4   3
20th    +10/+5  +6    +6    +12   Major, Bonus Language                   4  4   4   4   4   4   4

Spell List:
0: Daze, Detect Magic, Detect Poison, Guidance, Know Direction, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic
1: Comprehend Languages, Detect Chaos/Evil/Good/Law, Detect Secret Doors, Detect Undead, Erase, Identify, Magic Mouth, Nyst's Magic Aura, Obscure Object, Undetectable Alignment, Unseen Servant
2: Animal Messenger, Arcane Lock, Augury, Detect Thoughts, Eagle's Splendor, Find Traps, Fox's Cunning, Gentle Repose, Make Whole, Misdirection, Locate Object, Owl's Wisdom, See Invisibility, Status, Tongues, Undetectable Alignment, Whispering Wind, Zone of Truth
3: Arcane Sight, Clairaudience/Clairvoyance, Illusory Script, Nondetection, Scrying, Secret Page, Sepia Snake Sigil, Speak With Animals, Speak With Dead
4: Arcane Eye, Detect Scrying, Discern Lies, Divination, Legend Lore, Locate Creature, Sending, Speak With Plants, Zone of Silence
5: Contact Other Plane, Dream, False Vision, Mord's Private Sanctum, Prying Eyes, Ray's Telepathic Bond, True Seeing
6: Analyze Dweomer, Eagle's Splendor (Mass), Find the Path, Fox's Cunning (Mass), Owl's Wisdom (Mass), Scrying (Greater)
 

I know it isn't relevant to most people's campaigns, and this isn't exceptionally dignified of me to play the pity card, but I spent some four hours working on this. Could someone comment on it?
 

Anabstercorian said:
I know it isn't relevant to most people's campaigns, and this isn't exceptionally dignified of me to play the pity card, but I spent some four hours working on this. Could someone comment on it?

I've thought about doing the same thing using the Smart Hero from d20 Modern as a starting point and mixing in a bardic spell progression [Int based, arcane, non-spontaneous, and mostly divinations] and a slightly boosted bardic knowledge.

Maybe you could throw in Favored Subjects --- like favored enemies, but granting bonuses to checks related to the sage's favored fields of study.
 


Remove ads

Top