Scholar

Some adventurers learn all that they need to know from traveling around and slaying monsters. Scholars, on the other hand, prefer to study and learn about the world from libraries and books. They like the comfort of the university as opposed to the rough and tumble of being “out in the field.” This is not to say that every bookworm is a sniveling nerd afraid of fresh air. Some practice the ways of combat and how to fight; they just take a more academic approach to it. Although the majority of scholars are city-boys who prefer to be cloistered in a study or library, others are the heirs to tribal leaders and are given the education that most do not receive. Still others are spoiled nobles who have been given everything adn still thirst for more; usually knowledge.

LevelBase Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st+0+0+0+2Higher learning, literacy,
university education
2nd+1+0+0+3Wealth of knowledge
3rd+2+1+1+3Higher learning
4th+3+1+1+4Bonus language
5th+3+1+1+4Higher learning
6th+4+2+2+5Expert adivsor
7th+5+2+2+5Higher learning
8th6/1+2+2+6Confound, exploit weakness
9th6/1+3+3+6Higher learning
10th7/2+3+3+7Pen scholarly work
11th8/3+3+3+7Advanced lore
12th9/4+4+4+8Arcane lore
13th9/4+4+4+8Advanced lore
14th10/5+4+4+9Plan
15th11/6/+1+5+5+9Advanced lore
16th12/7/+2+5+5+10Bonus language
17th12/7/+2+5+5+10Advanced lore
18th13/8/+3+6+6+11Master plan
19th14/9/+4+6+6+12Advanced lore
20th15/10/+5+6+6+12Knowledge of the ages

Class Properties

Hit Dice

The Scholar’s hit die is d6.

Skills

Appraise, Bluff, Craft, Decipher Script, Diplomacy, Forgery, Gather Information, Heal, Knowledge (all), Profession, Search, Sense Motive, Speak Language
At 1st level: (6 + Int. modifier) x 4
At each additional level: 6 + Int. modifier

Weapons and Armor

Simple weapon proficiency, light armor, but not shields

Class-specific features

Higher Learning -

Having studied within learned institutions, scholars pick up all manners of knowledge from a wide-range of topics. At 1st level and every two level up to 9th level, a scholar selects one of the following traits as a result of their studies:

Alchemic synthesizer – Lacking the proper ability to cast spells, scholars often learn alchemic substitutes for most alchemical substances. The scholar can now make many alchemical substances (curatives, acids, etc.) without having to be a spellcaster. His effective caster level is equal to his levels in scholar. When crafting an alchemic substance that requires certain spells that the scholar is incapable of casting, then add the required spell’s level to the Craft DC for the scholar. In addition, the scholar may select the Advanced Synthesis, Aurum Ominus Alchemist, Craft Blasting Powder, Widen Alchemy and Maximize Alchemy feats if they fulfill the other requirements.

Dabbler – The scholar begins to delve into arcane lore. The scholar learns two 1st level spells and four zero level spells from the below list:

0- arcane mark; daze; dancing lights; detect magic; disrupt undead; flare; ghost sound; light; mage hand; mending; message; open/close; prestidigitation; ray of frost; read magic; resistance; touch of fatigue

1st- alarm; animate rope; cause fear; charm person; comprehend languages; confusion, lesser; detect secret doors; endure elements; erase; expeditious retreat; feather fall; hypnotism; identify; magic aura; obscure object; scramble; silent image; sleep; undetectable alignment; ventriloquism

These spells are recorded in a spellbook, similar to a wizard’s. They may add any number of spells into their spellbook, provided they have space for them. Scholars are not limited to the spell lists provided here to which they may have recorded in their spellbooks. A scholar may add divine spells to their spellbooks, provided that they come from the Cleric spell list, but not from a Domain spell list, and do not require a divine focus to cast. Note: despite their ability to cast divine spells, a Scholar with the Etch Rune Plate feat cannot etch rune plates with divine spells.

Each day, the scholar must prepare their repertoire of spells that they are going to cast. Initially, a scholar may only cast three 0 level spells and one 1st level spell from the spells they have recorded in their spellbook. Scholar’s spell DC’s are Intelligence-based. Caster level is equal to that of half their levels in Scholar (round up). Unlike other spellcasters, scholars do not get bonus spells per day as a result of high ability modifiers. Spells cast by a scholar are arcane and thus suffer from Arcane Spell Chance failure; this applies to spells that are normally divine spells.

A scholar may select Dabbler multiple times. When they do, they may gain access to cast spells one level higher, to maximum of 6th level spells. They can prepare and cast, per day, one spell of their new spell level plus one more of any spell level other than their highest spell level. They cannot select to have more spells per day in any spell level than in the lowest spell level they can cast (e.g. if a scholar can only cast four 0 level spells, then they cannot have any other spell level be able to cast more than 4 times a day). In addition, they immediately learn two plus their Intelligence modifier in new spells of any level which they can cast, to add to their spellbook. New spells selected are chosen from the following:

2nd-alter self; arcane lock; blindness/deafness; blur; cat’s grace; continual flame; daze monster; detect cortex; detect thoughts; eagle’s splendor; fox’s cunning; glitterdust; heroism; hideous laughter; hypnotic pattern; invisibility; levitate; locate object; pyrotechnics; rage; resist energy; scare; see invisibility; shatter; whispering wind

3rd-blink, clairvoyance/clairaudience, confusion, daylight, deep slumber, dispel magic, displacement, explosive runes, fear, haste, illusionary script, leomund’s tiny hut, nondetection, protection from energy, secret page, sepia snake sigil, shrink item, slow, suggestion

4th-bestow curse, charm monster, detect scrying, lesser geas, illusionary wall, greater invisibility, legend lore, leomund’s secure shelter, locate creature, modify memory, phantasmal killer*, rainbow pattern, remove curse, scrying

5th-break enchantment, greater dispel magic, dominate person, false vision, hold monster, mind fog, mislead, nightmare*, seeming, sending, mass suggestion

6th-analyze dweomer, animate objects, mass cat’s grace, mass charm monster, mass eagle’s splendor, find the path, mass fox’s cunning, geas/quest, greater scrying, true seeing, veil

If a scholar with the Dabbler higher learning gains additional spells per day from another source (e.g. prestige classes), then the scholar’s caster level increases when appropriate and they can cast two additional spells per day, following the rules laid out above.

Field of study – Most scholars spend time researching and studying in a very specific field of their much broader knowledge. When you select this Higher Learning, choose a specific topic that falls under a Knowledge skill (such as zoology under Knowledge [nature]). Any bonuses you receive for this Knowledge are doubled when they apply to your chosen field of study. In addition, gain a +1 synergy bonus to any skill check (other than the selected Knowledge) that directly applies to your field of study. Apply this +1 bonus to any save or attack/damage roll when applicable as well.

Infernal investigator – The scholar spends much time thoroughly studying about the realms and entities of infernals. The scholar gains a +3 bonus to any Knowledge or Wealth of Knowledge check when dealing with Infernals. Also, gain a +4 bonus to Charisma checks when dealing with Infernals. Exposure to the dark and forbidden knowledge of the infernal realms has strengthened your resolve; gain a +4 bonus to Will saves against fear-based or mind-affecting effects. Lastly, whenever the character learns a new spell, they may select any of these spells provided they are able to cast that level of spell: contact infernal, greater shadow conjuring, greater shadow evocation, shades, shadow conjuration, shadow evocation, shadow walk.

Instant mastery – You broaden your horizons and quickly master whatever skills you decide to study. Select any non-class skill in which you have no ranks in. You immediately gain 4 free skill points in this skill. In addition, this is now a Scholar class skill from now on. You may select this Higher Learning more than once.

Logical conclusion – You may apply your knowledge to better solve real life situations. When selected, choose a specific Knowledge skill; the associated skills gain a +2 synergy bonus equal if you have 5 or more ranks in the selected Knowledge. Some selected knowledges grant additional benefits. You may select this Higher Learning more than once; you must apply it to a new Knowledge each time.

Knowledge skillAssociated skills/additional benefits
Knowledge (arcana)Craft (alchemy), Decipher Script, Use Magic Device
Knowledge (engineering)Craft (clockwork), Craft (metalworking), Diable Device,
Open Lock
Knowledge (geography)Knowledge (history), Knowledge (politics), Profession
(cartographer), Profession (sailor), Survival
Knowledge (history)Gather Information, Knowledge (law), Knowledge (politics);
learn a dead language
Knowledge (law)Diplomacy, Forgery, Sense Motive
Knowledge (mechanika)Disable Device, ’Jack Handling, Use Magic Device
[mechanikal devices only]
Knowledge (medicine)Disguise, Survival; deal +2 damage on confirmed critical
hits on attacks made within 30ft.
Knowledge (nature)Handle Animal, Heal, Ride
Knowledge (politics)Diplomacy, Knowledge (history), Sense Motive
Knowledge (religion)Concentration, Craft (writing), Knowledge (arcana);
learn a dead language
Knowledge (science)Appraise, Craft (mechanika), Profession (detective), Search
Knowledge (streetwise)Diplomacy, Intimidate, Sense Motive
Knowledge (tactics)Hide, Intimidate, Move Silently

Savant – When choosing this Higher Learning, you become adept at a specific skill and may add half your levels of Scholar to any skill checks with that skill as a competence bonus. You may only choose any Intelligence-based skill that is a Scholar class skill. You may select this multiple times; each time, you select a new skill.

School of war – You study the ways of combat with an academic acuity. You may select a fighter bonus feat.

Student of the magical arts – You continue training in your previous magical studies. You may select this Higher Learning more than once. Each time you select this Higher Learning, you gain new spells per day (and spells known, when applicable) in a spellcasting class, that you have taken besides Scholar, as if you gained a level in that class. No other class features are gained through this. Your caster level improves for each time you select this Higher Learning.

Literacy -

If a scholar is not literate in any language that they know, then they automatically become literate in them.

University education -

Scholars gain this as a bonus feat.

Wealth of knowledge -

In their pursuit of knowledge, scholar’s become a veritable font of information. Gain the bardic knowledge ability (see page 28 or the PHB).

Bonus language -

Because of their scholastic pursuits, scholars gain any language as a bonus language at 5th level and again at 16th level.

Expert advisor -

With a mind full of useful information, you may assist others more efficiently or better focus your attention at a specific task. Add an additional +2 bonus to the results of an Aid Another action. You gain a +2 bonus on any skill check you take a 10 on and a +4 bonus on any skill check you take a 20 on.

Confound -

Through the use of ploy and deception or just plain intellectual babble, you may be able to temporarily confuse a target (target must have an Intelligence score of 3 or higher, be within 30 feet, and be able to hear and understand you). By using a full-round action, you may make an Intelligence check (DC 15) with a bonus equal to your Scholar levels. If successful, the target is allowed a save to think quickly and ignore the trick. The target may make a Reflex saving throw (DC 10 + your Scholar levels + your Intelligence modifier). If they fail, they become dazed for a number of rounds equal to 1 + your Int. modifier. This may be attempted on a target only once per encounter.

Exploit weakness -

Be it an opponent, an obstacle, or a query, you are able to find the most opportune method for handling any situation. After 1 round of combat, as a move action (that does not provoke attacks of opportunity), you may make an Intelligence check (DC 15) with a bonus equal to your Scholar levels to evaluate one ‘target’ to find a better way of dealing with it. If successful and your target is an opponent, you may use your Intelligence modifier instead of your Strength or Dexterity modifier when making an attack (if the attack is Intelligence-based, you gain +2 to the attack roll). If successful and your target is an obstacle, you may use your Intelligence modifier instead of your Strength or Dexterity modifier when trying to overcome it. If successful and your target is a thought or query that you are scrutinizing, you may either increase or decrease the result of the individual’s roll or the DC of the mental notion by a number equal to your Intelligence modifier. In addition, you may add your Intelligence modifier to any ranged or melee damage roll you make.

Pen Scholarly Work

It is expected of scholars to eventually contribute to their institutions and the general academic community by writing scholastic texts. The scholar may write texts that grant a circumstance bonus to skill checks (typically Knowledge) that apply to the topic of the tome. The scholar spends a length of time to create the tome based on how much the text covers. This time is spent doing research, writing the actual work, as well as any experimentation that might be required. At the end of that period, the scholar makes a Craft [writing] check at a DC set based on the level of the tome; if the scholar has 5 or more ranks in the skill in which they are writing about, they receive a +2 synergy bonus to their Craft [writing] check to make a tome for that skill. Failure means that the work cannot be finished at this time and the scholar must wait until they gain at least 1 rank in the Knowledge or skill which applies to the topic before trying again.

Level of TomeBonusCraft DCLength of Time
Basic+2202 months
Advanced+4266 months
Master+6311 year
Grand Master+8373 years
Legendary+104210 years

Depending on the level of the tome, the DM should grant additional benefits for the completion of a scholarly work. Such benefits can range from a reputation increase to positions in a university to sponsorship from an institute for another work or project.

Advanced lore -

The scholar begins delving even deeper into their studies, digging up all forms of useful lore. At 11th level and every two levels thereafter, the scholar selects one of the following traits as a result of their studies:

Additional study – The scholar continues his previous studies. The scholar may select any Higher Learning ability as his Advanced Lore selection. The scholar may select this multiple times, when applicable.

Practical applications – Gains any item creation, metamagic, or Skill Focus feat as a bonus feat. A scholar may select this Advance Lore multiple times.

Skill mastery – The scholar selects a number of class skills equal to 3 + Int. modifier. When making a check with any of these skills, the scholar may take 10 even if stress and distractions would normally prevent from them doing so.

Think outside the box – The scholar is able to solve problems creatively and based off of their present abilities. The scholar selects a number of Knowledge skills equal to 3 + Int. modifier. These skills grant a +2 synergy bonus, if the scholar has 5 or more ranks in the selected skill, to another skill selected by the scholar; each Knowledge skill grants a synergy bonus to a separate skill. In addition, the scholar gains a +4 synergy bonus when making an Intelligence check to form a plan (see Plan below).

Arcane lore (ex) -

Your inquisitive nature has uncovered much knowledge and understanding of magical items. You may study an object for one full hour and determine all magical or mechanikal properties of the item as if you cast an identify spell.

Plan -

By using stored knowledge plus information of a task before you, you may develop a plan to handle a dramatic situation. This requires preparation, and can not be used if caught by surprise or otherwise unknowledgeable about the situation. By making an Intelligence check (DC 10) with a bonus equal to your Scholar levels, you provide yourself and your allies with a circumstance bonus to all skill checks and attack rolls. You may not take a 10 or a 20 on this check. Only one plan can be in effect; multiple individuals with this class feature may assist the designated plan maker via the Expert Advisor class feature.

Check resultBonus
9 or lower+0
10-14+1
15-24+2
25 or higher+3

The bonus only lasts for three rounds; for each round after the third, reduce the bonus by one.

Master plan -

Your ability to formulate a successful plan of attack, physical or mental, is tested with experience. This ability is exactly like the Plan class feature except that the bonus lasts for 6 rounds before it starts to be reduced. In addition, higher check results grant a higher circumstance bonus to skill checks and attack rolls:

Check resultBonus
30-34+4
35-44+5
45 or higher+7

Knowledge of the ages (ex) -

After cataloging entire libraries of information in your mind, you are able to provide the most obscure morsels of knowledge. Once per day, you may spend 10 − Int. modifier minutes of concentration without any serious distractions (e.g. a combat) upon a person, place or thing to gain the effect of a legend lore spell; information is always complete and accurate. In addition, you may as a standard action once per day examine creatures and items for magical/mechanikal effects as if you cast an analyze dweomer spell; caster level is equal to you Scholar levels.

Scholar

The Witchfire Trilogy IrishBastard