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Homebrew and House Rules (D&D) / The Scholar (3.5, Smoky Skies)
« on: June 20, 2014, 04:36:55 AM »The Scholar
Bred a scholar, he made his learning subservient only to the cause of truth.
-Epitaph of Professor Emeritus James Locke
Making up the learned thinkers, natural philosophers, and assorted members of high society, the humble scholar drives the research and development of new forms of arcane practice in the world today. While bereft of the practical and physical training of many of their counterparts, scholars have the most detailed theory and practice of pure arcane magic that can be had. Never lacking for either a witty quote nor an arcane retort, the scholar knows the fundamentals of all schools of magic, and has great skill in his specialty.
Scholars produce magic by using the time tested formulas passed down through the various arcane universities of the land. While many scholars carry a textbook of arcane science with them, they have no need to refer back to it for day to day affairs- what sort of scholar would they be it they couldn't recite their lessons by heart?
MAKING A SCHOLAR
Scholars bring both arcane power, and practical knowledge to the table. Play a scholar if you like have a variety of magic to play with, and to have great knowledge at your disposal.
Abilities: Intelligence is the most important ability for a scholar, as it dictates how powerful a spell a scholar can cast, how hard they are to resist, and how many spells they can cast. Constitution is obviously helpful, and Dexterity can make the lightly armoured scholar more tricky to injure.
Races: Scholars are most common amoung Humans, as they most often have the funds required to send their children to university, but any race can take up the quill.
Alignment: Scholars are less likely to be chaotic due to the intensive study and practice required, but members of any alignment are common amoung the scholars.
Starting Gold: As Wizard
Starting Age: As Wizard
Class Skills
The Scholar's class skills (and the key ability for each skill) are.... Appraise (Int) Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int) Knowledge (All skills, taken individually) (Int) Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis)
Skill Points at 1st Level: (2+ int)x4
Skill Points at Each Additional Level: 2 + int
Hit Dice: d6
Base | Spells per Day | ||||||||||||||
Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +0 | +0 | +0 | +2 | Armoured Mage (light), Esoteric Knowlege,Vel Magia | 5 | 3 | — | — | — | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | Lore Mastery | 6 | 4 | — | — | — | — | — | — | — | — |
3rd | +1 | +1 | +1 | +3 | - | 6 | 5 | — | — | — | — | — | — | — | — |
4th | +2 | +1 | +1 | +4 | - | 6 | 6 | 3 | — | — | — | — | — | — | — |
5th | +2 | ++1 | +1 | +4 | Bonus Feat | 6 | 6 | 4 | — | — | — | — | — | — | — |
6th | +3 | +2 | +2 | +5 | - | 6 | 6 | 5 | 3 | — | — | — | — | — | — |
7th | +3 | +2 | +2 | +5 | Lore Mastery | 6 | 6 | 6 | 4 | — | — | — | — | — | — |
8th | +4 | +2 | +2 | +6 | - | 6 | 6 | 6 | 5 | 3 | — | — | — | — | — |
9th | +4 | +3 | +3 | +6 | - | 6 | 6 | 6 | 6 | 4 | — | — | — | — | — |
10th | +5 | +3 | +3 | +7 | Bonus Feat | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | — |
11th | +5 | +3 | +3 | +7 | - | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | — |
12th | +6/+1 | +4 | +4 | +8 | - | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — |
13th | +6/+1 | +4 | +4 | +8 | Lore Mastery | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — |
14th | +7/+2 | +4 | +4 | +9 | - | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — |
15th | +7/+2 | +5 | +5 | +9 | Bonus Feat | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — |
16th | +8/+3 | +5 | +5 | +10 | - | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — |
17th | +8/+3 | +5 | +5 | +10 | Lore Mastery | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — |
18th | +9/+4 | +6 | +6 | +11 | - | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
19th | +9/+4 | +6 | +6 | +11 | - | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
20th | +10/+5 | +6 | +6 | +12 | Bonus Feat | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Weapon and Armor Proficiencies: A scholar is proficient with all simple weapons, and light armour. Because the somatic components required for scholar
spells are relatively simple, a scholar can use any of his spells while wearing light armor without incurring the normal arcane spell failure chance.
Spells: A scholar casts arcane spells which are drawn from the scholar spell list. To cast a spell, a scholar must have an Intelligence score of at least 10+Spell Level. The difficulty class of a saving throw against their spells is 10+the spell's level+ the scholar's intelligence modifier. Like most other spellcasters, a scholar can only cast a limited number of spells per day. Their base daily allotment is given above. In addition, a scholar receives bonus spells per day if they have a high intelligence score.
A scholar, upon taking their first level in this class, must choose one school of magic to specialise in. A scholar knows all spells they can cast on the "universal" section of the scholar spell list, and all spells from their specialty. A scholar need not prepare their spells ahead of time, but must refresh their magical reserves by resting for 8 hours, then spending 1 hour in thoughtful contemplation. While scholars often page through their textbooks during this time, it is not a requirement.
A unique ability of the scholar, due to the ritualised and practiced nature of his craft, is that a scholar may ignore material, focus, and truename components of spells on the scholar spell list, provided they cost no more than 5 gp
Spellbooks: Scholars generally possess spellbooks, hefty textbooks containing information on, and the precise casting methods of, various spells. A scholar must study their spellbook each day to refresh their magical energies- a combination of thoughtful meditation, practice, and study. A scholar begins play with a spellbook containing all 0 and 1st level spells on the Scholar list. While these texts do contain all spells of their levels, scholars still lack the means to cast spells from specialties that are not their own.
When a scholar gains access to a new spell level, they must acquire a hard copy of the spells to study and someone to instruct them. Such a text costs 15gp x the highest level of spell contained in the book. Such texts and instruction are not hard to acquire, being available from any university, and many bookstores. Spells were once inscribed painstakingly by hand, but standard magical notation and the printing press have greatly reduced the cost of this endeavour. Should a Scholar lose their spellbook, a replacement can easily be purchased for one tenth of it's original cost- without the price of a teacher, such texts are much cheaper.
Such texts also include primers on many subjects. A scholar's textbooks are considered a masterwork item for all knowledge skills.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause
their spells to fail (if those spells have somatic components). A Scholar's limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor. This training does not extend to medium or heavier armors, nor to shields. Nor does
this ability apply to spells gained from a different spellcasting class.
Esoteric Knowledge (Ex): A scholar picks up a lot of stray knowledge while wandering the land and from the various tomes of history, geography, and arcana they learned during their undergraduate studies. They may make a special Esoteric knowledge check with a bonus equal to their scholar level + his Intelligence modifier to see whether they know some relevant information about local notable people, legendary items, or noteworthy places.
(insert bardic knowledge table here)
Vel Magia (Sp): A scholar first learns the simplest of spells, mastering them before moving to more substantial fair. A scholar can create the effects of a presdigitation spell at will.
Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all check sof any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.
Bonus Feats: At 5th, 10th 15th, and 20th level, a scholar gains bonus feats. These may be any metamagic feat that they qualify for.
PLAYING A SCHOLAR
A scholar is, first and foremost, a spellcaster. many of his universal effects are of great use for slowing down foes, solving problems, and discovering information. A scholar's specialty often changes their role in a party.
Combat: Scholars have a plethora of effective crowd control spells to use on enemies. While all scholars have some direct damage spells, they are generally not well suited to the role of blaster- their controlling effects are far stronger. A scholar's specialty often changes their combat role- Transmuters can mix it up in melee combat, while Abjurers have powerful antimagic effects. A scholar's generalist approach, however, leaves them with a tool for any situation.
Advancement: A scholar's specialty has the biggest effect on their advancement, so choose it carefully. As a scholar grows in power, their command over one facet of magic will grow. Never forget, however, that a scholar has aptitude in all schools, and can solve an ever greater array of problems.
Resources: A scholar can usually count on receiving food, instruction, and spare manuscripts at any university for a nominal fee. The brotherhood of academia usually surpassed national bounds, even in times of war.