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(Proposal) Learner Prestige Class
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<blockquote data-quote="GnomeWorks" data-source="post: 1313931" data-attributes="member: 162"><p><strong>Learner, v3</strong></p><p></p><p><strong>This is not the finished version. See v4 below.</strong></p><p></p><p>-----</p><p></p><p><span style="font-size: 9px">Learner, v3</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Alright. This is a 10-level PrC version of the learner class.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Some old ideas have come back. For instance, I brought back Lancelet - though it has been reworked a little, so it doesn't deal damage any more. Also, Lancelet, Peep, and Scan no longer work on creatures immune to scrying.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Resistance has returned to its original form, that being gaining a saving throw bonus against all the listed conditions, though it has been reduced to a +2 bonus, rather than +4.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">All of the abilities in the 20-level progression have been boosted up, so that there is now one of the abilities (peep, scan, conversion, resistance, continual learning; in that order) gained at every even level.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The learner gains spells/day and spells known at every two levels out of three; so for the first two levels they get additional spells/day/known, but at the third, they don't.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The prereqs are such that only sorcerers and bards (core class-wise) can enter the class; sorcerers can get their 10th level in this class, and bards can also get their first level at 5th with a good Charisma - otherwise it's 6th. With a little multiclassing, the learner can be accessed earlier for sorcerers, though I think the earliest a bard can get it is 5th/6th.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>LEARNER (Blue Mage)</strong></span></p><p><span style="font-size: 9px">The learner - sometimes called a "blue mage", for their practice - is perhaps one of the more eccentric occupations available in the world. Unlike any other group, the learners gain their abilities not from training or knowledge, but from experiencing them at the hands of monsters.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">What is a blue mage? That is hard to say. There is no such thing as an archetypal learner, for each one is different. Each comes to the art of blue magic in their own ways, and each studies it in their own fashion. Though they are far different from each other, they share one common bond... the desire to research and learn more.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">NPC learners are usually found in areas rich in monsters, looking for new blue spells to learn.</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px"><strong>Hit Die:</strong> d6.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>REQUIREMENTS</strong></span></p><p><span style="font-size: 9px">To qualify to become a learner, a character must fulfill all the following criteria.</span></p><p><span style="font-size: 9px"><em>Skills:</em> Knowledge (arcana) 6 ranks, Knowledge (nature) 6 ranks.</span></p><p><span style="font-size: 9px"><em>Feats:</em> Endurance.</span></p><p><span style="font-size: 9px"><em>Spells:</em> Able to spontaneously cast at least 2nd-level arcane spells.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>CLASS SKILLS</strong></span></p><p><span style="font-size: 9px">The learner’s class skills are Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Profession (Wis), Ride (Dex), Spot (Wis), Sense Motive (Wis), and Spellcraft (Int). </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Skill Points at Each Additional Level: 4 + Intelligence modifier</strong></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">[code][color=white][b]TABLE L-1: THE LEARNER</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"> Fort Will Ref</span></p><p><span style="font-size: 9px">Lvl BAB Save Save Save Special Spells Per Day[/b]</span></p><p><span style="font-size: 9px">1 +0 +0 +2 +0 Observation, Lore, +1 level of existing class</span></p><p><span style="font-size: 9px"> Lancelet 1/day </span></p><p><span style="font-size: 9px">2 +1 +0 +3 +0 Peep +1 level of existing class</span></p><p><span style="font-size: 9px">3 +2 +1 +3 +1 </span></p><p><span style="font-size: 9px">4 +3 +1 +4 +1 Conversion +1 level of existing class</span></p><p><span style="font-size: 9px">5 +3 +1 +4 +1 Lancelet 2/day +1 level of existing class</span></p><p><span style="font-size: 9px">6 +4 +2 +5 +2 Scan </span></p><p><span style="font-size: 9px">7 +5 +2 +5 +2 +1 level of existing class</span></p><p><span style="font-size: 9px">8 +6 +2 +6 +2 Resistance +1 level of existing class</span></p><p><span style="font-size: 9px">9 +6 +3 +6 +3 </span></p><p><span style="font-size: 9px">10 +7 +3 +7 +3 Continual Learning, +1 level of existing class</span></p><p><span style="font-size: 9px"> Lancelet 3/day[/color][/code]</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>CLASS FEATURES</strong></span></p><p><span style="font-size: 9px">All the following are class features of the learner prestige class.</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px"><em>Weapon and Armor Proficiency:</em> Learners gain no new proficiencies.</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">When in light armor, a learner does not suffer from arcane spell failure when casting spells with the Blue descriptor.</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px"><strong>Spells per Day/Spells Known (1st/2nd/4th/5th/7th/8th/10th levels):</strong> At the indicated levels, the character gains new spells per day and spells known as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of learner to the level of whatever other arcane spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">When a learner gains the ability to learn new spells, it is not necessary that he learn them immediately. If he chooses not to learn new spells he would normally be entitled to due to gaining a level, he can learn blue spells (see Observation, below).</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">At every second learner level, a learner can choose to learn a new spell in place of one he already knows. In effect, the learner "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. In this way, a learner can replace a spell known with a blue spell that he could've learned, but could not because he didn't have an available spell known slot (see Observation, below).</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">If a character had more than one arcane spellcasting class before he became a learner, he must decide to which class he adds each level of learner for the purpose of determining spells per day.</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px"><strong>Blue Spells:</strong> In addition to his normal arcane spells, the learner also gains the ability to learn spells with the Blue descriptor. These are special spells that are learned from observing or being subject to monster abilities (see Observation, below).</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">Unlike his standard spells, the learner gains access to blue spells based upon his Intelligence, rather than what ability his spells from previous classes are tied to.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">When a character takes their first level in learner, they can learn blue spells due to having gained a level without having observed them in combat; after that, however, they must learn blue spells through the normal means.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Observation:</strong> The primary way that a learner learns blue spells is through observation. As a standard action, a learner can watch the creatures within Close range (25 feet + 5 feet/2 learner levels). If any of them should use an Su ability until the learner's next action, the learner may attempt to learn the blue spell associated with that ability.</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">In order to learn the blue spell, the learner must make a Will save against the Su ability's saving throw DC. If it doesn't have one, the DC to learn the ability is 10 + one-half the monster's HD + the monster's Charisma modifier. If the learner succeeds, he learns the blue spell associated with that ability, so long as he has an available slot of the appropriate level. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">If he does not have an available slot of the appropriate level, he can still learn the spell, though it remains an "unlearned" blue spell until he does so. To learn the spell, he must swap out a spell of the same level (see Spells Per Day/Spells Known, above). A learner can only retain a single "unlearned" blue spell at a time, and if he would have two "unlearned" blue spells, he must choose which one he will retain. Such "unlearned" blue spells are not on his spells known list and therefore cannot be cast.</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">If the learner fails, he does not gain the spell. However, the next time he attempts to learn that spell in the same combat, he gets a +1 competence bonus on his Will save to learn the spell for each time he has failed.</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">If the learner is attacked with an Su ability while observing, he gets a +4 bonus on the Will saving throw to learn that ability.</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">If the learner is observing, and a monster currently affected by Lancelet uses an Su ability, the learner gets a +4 bonus to the Will saving throw to learn that ability. </span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">If the learner is attacked with an Su ability by a monster currently affected by Lancelet while observing, the learner gets a +8 bonus to the Will saving throw to learn that ability.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Lore:</strong> Learners are well-versed in the nature of monstrosities. As such, he may make a special knowledge check with a bonus equal to his learner level + his Intelligence modifier to see whether he knows some relevant information concerning a monster or blue magic.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">[code][color=white][b]DC Type of Knowledge Examples[/b]</span></p><p><span style="font-size: 9px">10 Common, known by at least a The existence of lycanthropes; more</span></p><p><span style="font-size: 9px"> substantial minority of the local common blue spells.</span></p><p><span style="font-size: 9px"> population.</span></p><p><span style="font-size: 9px">20 Uncommon but available, known The nature of angels and eladrins;</span></p><p><span style="font-size: 9px"> by only a few people in the area. unusual blue spells.</span></p><p><span style="font-size: 9px">25 Obscure, known by few, hard to The history of a race of monsters; </span></p><p><span style="font-size: 9px"> come by. powerful blue spells.</span></p><p><span style="font-size: 9px">30 Extremely obscure, known by The history of an ancient, lost race;</span></p><p><span style="font-size: 9px"> very few. blue spells learned from extinct species.[/color][/code]</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">A successful lore check will not reveal the powers of a magic item related to blue magic but may given a hint as to its general function. A learner may not take 10 or take 20 on this check; this sort of knowledge is essentially random.</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">A learner can make a Lore check to determine what blue spells can be learned from a given monster; the DC is equal to 10 + the monster's HD.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Lancelet:</strong> As a ranged touch attack, a learner can magically tag a monster. This arcane tool allows the learner to learn any Su abilities the monster uses while it is affected by the Lancelet, regardless of its distance from the learner. In order to use the Lancelet, the learner must sacrifice a spell slot of any level, make a successful ranged touch attack, and the creature to be affected must be within Close range (25 feet + 5 feet/2 learner levels); the Lancelet lasts for 1 round + 1 round/spell level. Each round the creature is affected, it may make a Fort save against a DC of 10 + learner level + learner's Wisdom modifier to cancel the effects of the Lancelet, negating it.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Effects that prevent the creature from being scryed also prevent the Lancelet from affecting it.</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">This ability is usable once per day at 1st level, and once more per day every five levels after that (twice a day at 5th, three times a day at 10th, etc).</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">If the learner is observing, and a monster currently affected by Lancelet uses an Su ability, the learner gets a +4 bonus to the Will saving throw to learn that ability. </span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">If the learner is attacked with an Su ability by a monster currently affected by Lancelet, he gets a +4 bonus on the Will saving throw to learn that ability.</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">If the learner is attacked with an Su ability by a monster currently affected by Lancelet while observing, the learner gets a +8 bonus to the Will saving throw to learn that ability.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Peep (2nd level):</strong> At 2nd level, the learner gains the ability to judge an opponent's or monster's capabilities. As a standard action, the learner makes a Sense Motive check, opposed by the target's Bluff check. If the learner succeeds, he determines the target's current BAB, AC, and hit points. If the learner fails, he cannot attempt to use this ability on that opponent again for the rest of that day.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Effects that prevent the creature from being scryed also prevent the learner from using Peep on it.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Conversion (4th level):</strong> At 4th level, the learner has mastered the art of converting his arcane energy into a shield to enable him to survive the abilities of monsters. In effect, he gains a DR equal to his Wisdom modifier. Each time this DR prevents damage, he loses spell slots whose total spell level is equal to the amount of damage the DR prevented (0th level spells count as half a level); the learner chooses he loses in this way. If the learner has no spell slots of a level higher than 0th, he loses this DR. Each time he is dealt damage, the learner chooses whether or not to activate this ability.</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">A learner suffers no adverse effects from losing spell slots in this way.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Scan (6th level):</strong> At 6th level, the learner has become adept at judging his opponents and monsters. As a standard action, the learner makes a Sense Motive check, opposed by the target's Bluff check. If the learner succeeds, he determines the target's current BAB, current and max hit points, AC, current saving throw bonuses, and any spells the target is currently affected by. If the learner fails, he cannot attempt to use this ability or Peep on that opponent again for the rest of that day.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Effects that prevent the creature from being scryed also prevent the learner from using Scan on it.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Resistance (8th level):</strong> At 8th level, the learner begins to become more resistant to conditions that would impede him and his ability to learn. He gains a +2 resistance bonus on saving throws against the following conditions: ability damage, blinded, <em>confused</em>, dazed, dazzled, deafened, diseased, exhausted, fatigued, <em>feebleminded</em>, insanity, nauseated, sickened, stunned, and poisoned.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Continual Observation (10th level):</strong> At 10th level, the learner has mastered the art of being continually alert. He is therefore considered observing at all times, and he does not need to take a standard action to observe; however, the maximum range for continual observation is 5 feet/2 learner levels.</span></p><p><span style="font-size: 9px"> </span></p><p><span style="font-size: 9px">The learner can still observe as a standard action.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">-----</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Thoughts?</span></p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 1313931, member: 162"] [b]Learner, v3[/b] [b]This is not the finished version. See v4 below.[/b] ----- [size=1]Learner, v3 Alright. This is a 10-level PrC version of the learner class. Some old ideas have come back. For instance, I brought back Lancelet - though it has been reworked a little, so it doesn't deal damage any more. Also, Lancelet, Peep, and Scan no longer work on creatures immune to scrying. Resistance has returned to its original form, that being gaining a saving throw bonus against all the listed conditions, though it has been reduced to a +2 bonus, rather than +4. All of the abilities in the 20-level progression have been boosted up, so that there is now one of the abilities (peep, scan, conversion, resistance, continual learning; in that order) gained at every even level. The learner gains spells/day and spells known at every two levels out of three; so for the first two levels they get additional spells/day/known, but at the third, they don't. The prereqs are such that only sorcerers and bards (core class-wise) can enter the class; sorcerers can get their 10th level in this class, and bards can also get their first level at 5th with a good Charisma - otherwise it's 6th. With a little multiclassing, the learner can be accessed earlier for sorcerers, though I think the earliest a bard can get it is 5th/6th. [b]LEARNER (Blue Mage)[/b] The learner - sometimes called a "blue mage", for their practice - is perhaps one of the more eccentric occupations available in the world. Unlike any other group, the learners gain their abilities not from training or knowledge, but from experiencing them at the hands of monsters. What is a blue mage? That is hard to say. There is no such thing as an archetypal learner, for each one is different. Each comes to the art of blue magic in their own ways, and each studies it in their own fashion. Though they are far different from each other, they share one common bond... the desire to research and learn more. NPC learners are usually found in areas rich in monsters, looking for new blue spells to learn. [b]Hit Die:[/b] d6. [b]REQUIREMENTS[/b] To qualify to become a learner, a character must fulfill all the following criteria. [i]Skills:[/i] Knowledge (arcana) 6 ranks, Knowledge (nature) 6 ranks. [i]Feats:[/i] Endurance. [i]Spells:[/i] Able to spontaneously cast at least 2nd-level arcane spells. [b]CLASS SKILLS[/b] The learner’s class skills are Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Profession (Wis), Ride (Dex), Spot (Wis), Sense Motive (Wis), and Spellcraft (Int). [b]Skill Points at Each Additional Level: 4 + Intelligence modifier[/b] [code][color=white][b]TABLE L-1: THE LEARNER Fort Will Ref Lvl BAB Save Save Save Special Spells Per Day[/b] 1 +0 +0 +2 +0 Observation, Lore, +1 level of existing class Lancelet 1/day 2 +1 +0 +3 +0 Peep +1 level of existing class 3 +2 +1 +3 +1 4 +3 +1 +4 +1 Conversion +1 level of existing class 5 +3 +1 +4 +1 Lancelet 2/day +1 level of existing class 6 +4 +2 +5 +2 Scan 7 +5 +2 +5 +2 +1 level of existing class 8 +6 +2 +6 +2 Resistance +1 level of existing class 9 +6 +3 +6 +3 10 +7 +3 +7 +3 Continual Learning, +1 level of existing class Lancelet 3/day[/color][/code] [b]CLASS FEATURES[/b] All the following are class features of the learner prestige class. [i]Weapon and Armor Proficiency:[/i] Learners gain no new proficiencies. When in light armor, a learner does not suffer from arcane spell failure when casting spells with the Blue descriptor. [b]Spells per Day/Spells Known (1st/2nd/4th/5th/7th/8th/10th levels):[/b] At the indicated levels, the character gains new spells per day and spells known as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of learner to the level of whatever other arcane spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. When a learner gains the ability to learn new spells, it is not necessary that he learn them immediately. If he chooses not to learn new spells he would normally be entitled to due to gaining a level, he can learn blue spells (see Observation, below). At every second learner level, a learner can choose to learn a new spell in place of one he already knows. In effect, the learner "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. In this way, a learner can replace a spell known with a blue spell that he could've learned, but could not because he didn't have an available spell known slot (see Observation, below). If a character had more than one arcane spellcasting class before he became a learner, he must decide to which class he adds each level of learner for the purpose of determining spells per day. [b]Blue Spells:[/b] In addition to his normal arcane spells, the learner also gains the ability to learn spells with the Blue descriptor. These are special spells that are learned from observing or being subject to monster abilities (see Observation, below). Unlike his standard spells, the learner gains access to blue spells based upon his Intelligence, rather than what ability his spells from previous classes are tied to. When a character takes their first level in learner, they can learn blue spells due to having gained a level without having observed them in combat; after that, however, they must learn blue spells through the normal means. [b]Observation:[/b] The primary way that a learner learns blue spells is through observation. As a standard action, a learner can watch the creatures within Close range (25 feet + 5 feet/2 learner levels). If any of them should use an Su ability until the learner's next action, the learner may attempt to learn the blue spell associated with that ability. In order to learn the blue spell, the learner must make a Will save against the Su ability's saving throw DC. If it doesn't have one, the DC to learn the ability is 10 + one-half the monster's HD + the monster's Charisma modifier. If the learner succeeds, he learns the blue spell associated with that ability, so long as he has an available slot of the appropriate level. If he does not have an available slot of the appropriate level, he can still learn the spell, though it remains an "unlearned" blue spell until he does so. To learn the spell, he must swap out a spell of the same level (see Spells Per Day/Spells Known, above). A learner can only retain a single "unlearned" blue spell at a time, and if he would have two "unlearned" blue spells, he must choose which one he will retain. Such "unlearned" blue spells are not on his spells known list and therefore cannot be cast. If the learner fails, he does not gain the spell. However, the next time he attempts to learn that spell in the same combat, he gets a +1 competence bonus on his Will save to learn the spell for each time he has failed. If the learner is attacked with an Su ability while observing, he gets a +4 bonus on the Will saving throw to learn that ability. If the learner is observing, and a monster currently affected by Lancelet uses an Su ability, the learner gets a +4 bonus to the Will saving throw to learn that ability. If the learner is attacked with an Su ability by a monster currently affected by Lancelet while observing, the learner gets a +8 bonus to the Will saving throw to learn that ability. [b]Lore:[/b] Learners are well-versed in the nature of monstrosities. As such, he may make a special knowledge check with a bonus equal to his learner level + his Intelligence modifier to see whether he knows some relevant information concerning a monster or blue magic. [code][color=white][b]DC Type of Knowledge Examples[/b] 10 Common, known by at least a The existence of lycanthropes; more substantial minority of the local common blue spells. population. 20 Uncommon but available, known The nature of angels and eladrins; by only a few people in the area. unusual blue spells. 25 Obscure, known by few, hard to The history of a race of monsters; come by. powerful blue spells. 30 Extremely obscure, known by The history of an ancient, lost race; very few. blue spells learned from extinct species.[/color][/code] A successful lore check will not reveal the powers of a magic item related to blue magic but may given a hint as to its general function. A learner may not take 10 or take 20 on this check; this sort of knowledge is essentially random. A learner can make a Lore check to determine what blue spells can be learned from a given monster; the DC is equal to 10 + the monster's HD. [b]Lancelet:[/b] As a ranged touch attack, a learner can magically tag a monster. This arcane tool allows the learner to learn any Su abilities the monster uses while it is affected by the Lancelet, regardless of its distance from the learner. In order to use the Lancelet, the learner must sacrifice a spell slot of any level, make a successful ranged touch attack, and the creature to be affected must be within Close range (25 feet + 5 feet/2 learner levels); the Lancelet lasts for 1 round + 1 round/spell level. Each round the creature is affected, it may make a Fort save against a DC of 10 + learner level + learner's Wisdom modifier to cancel the effects of the Lancelet, negating it. Effects that prevent the creature from being scryed also prevent the Lancelet from affecting it. This ability is usable once per day at 1st level, and once more per day every five levels after that (twice a day at 5th, three times a day at 10th, etc). If the learner is observing, and a monster currently affected by Lancelet uses an Su ability, the learner gets a +4 bonus to the Will saving throw to learn that ability. If the learner is attacked with an Su ability by a monster currently affected by Lancelet, he gets a +4 bonus on the Will saving throw to learn that ability. If the learner is attacked with an Su ability by a monster currently affected by Lancelet while observing, the learner gets a +8 bonus to the Will saving throw to learn that ability. [b]Peep (2nd level):[/b] At 2nd level, the learner gains the ability to judge an opponent's or monster's capabilities. As a standard action, the learner makes a Sense Motive check, opposed by the target's Bluff check. If the learner succeeds, he determines the target's current BAB, AC, and hit points. If the learner fails, he cannot attempt to use this ability on that opponent again for the rest of that day. Effects that prevent the creature from being scryed also prevent the learner from using Peep on it. [b]Conversion (4th level):[/b] At 4th level, the learner has mastered the art of converting his arcane energy into a shield to enable him to survive the abilities of monsters. In effect, he gains a DR equal to his Wisdom modifier. Each time this DR prevents damage, he loses spell slots whose total spell level is equal to the amount of damage the DR prevented (0th level spells count as half a level); the learner chooses he loses in this way. If the learner has no spell slots of a level higher than 0th, he loses this DR. Each time he is dealt damage, the learner chooses whether or not to activate this ability. A learner suffers no adverse effects from losing spell slots in this way. [b]Scan (6th level):[/b] At 6th level, the learner has become adept at judging his opponents and monsters. As a standard action, the learner makes a Sense Motive check, opposed by the target's Bluff check. If the learner succeeds, he determines the target's current BAB, current and max hit points, AC, current saving throw bonuses, and any spells the target is currently affected by. If the learner fails, he cannot attempt to use this ability or Peep on that opponent again for the rest of that day. Effects that prevent the creature from being scryed also prevent the learner from using Scan on it. [b]Resistance (8th level):[/b] At 8th level, the learner begins to become more resistant to conditions that would impede him and his ability to learn. He gains a +2 resistance bonus on saving throws against the following conditions: ability damage, blinded, [i]confused[/i], dazed, dazzled, deafened, diseased, exhausted, fatigued, [i]feebleminded[/i], insanity, nauseated, sickened, stunned, and poisoned. [b]Continual Observation (10th level):[/b] At 10th level, the learner has mastered the art of being continually alert. He is therefore considered observing at all times, and he does not need to take a standard action to observe; however, the maximum range for continual observation is 5 feet/2 learner levels. The learner can still observe as a standard action. ----- Thoughts?[/size] [/QUOTE]
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