Adventuring Scholar PrC v2.0
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Requirements: Knowledge/Lore (any) 6 ranks, Diplomacy 3 ranks, Linguistics 3 ranks, Profession (professor, curator, etc) 6 ranks, Feat: Scholar (+2 to two knowledge skills, +4 at 10 ranks)
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Special: At first level, make a roll on the Publish or Perish table ignoring the time, this represents the scholarly work done up until this point. Receive the benefits of your roll but if successful, the tome must be donated to your Base of Operations.
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Ex-Scholars: If the Base of Operations is ever revoked the Scholar loses all benefits of the Base of Operations and takes their reputation score as a penalty for applicable social rolls and takes an additional -10 penalty on all Easy Ally rolls. The Scholar can no longer publish their scholarly works (they can still make checks to write them but cannot receive the benefits until they have reestablished a Base of Operations) The details of reestablishing the Scholar's standing is up to the GM.
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Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Escape Artist, Disable Device, Knowledge/Lore (any), Linguistics, Perception, Profession, Stealth, Survival, Swim, Use Magical Device
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Skill Points/Lvl: 6 + IntHit Die: d8
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Class LvlBABFortRefWillSpecialRogue Talent
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10011Field of Study (Field specialist +2/+1), Base of Operations, Academic Rivalry, Adventurer's Zeal
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21111Exotic Weapon Prof, Master Explorer, Against All Odds
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32122Thrilling Escape (1/day)
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43122Easy Allies, Field Scholar (+4/+2, may take 10)Advanced Rogue Talent
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53233Resourceful Disabler
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64233Thrilling Escape (2/day)
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75244Publish or Perish (Pen Scholarly Work), Tenure
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86344Easy Allies (Improved)Advanced Rogue Talent
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96355Thrilling Escape (3/day)
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107355Field Master (+6/+3 make take 20), Nick of Time
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Academic Rivalry: The world of academia can be cutthroat at times. The Adventuring Scholar gains one or more rival NPC "colleagues" as per GM discretion.
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Field of Study: Every adventuring scholar has a specific scholastic field that they specialize in (general or bardic knowledge may not be chosen). The field is something they are passionate about and their research and field work are personally rewarding. Usually they also have a deeper specialized pet focus within that field, though with no additional bonuses. Examples of types could be Zoology, Botany, A specific civilization/country, A specific spell school, Alchemy, Archaeology, Theology, etc. If an upper division university course could be taught about it, then it is likely a valid field of study.
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Field Specialist/Scholar/Master: At 1st level, the adventuring scholar is considered a specialist in a chosen field. They gain a +2 competence bonus to all Knowledge/Lore skill checks related to their specialization. They additionally receive a +1 synergy bonus to other skill checks when they directly relate to the field of study (handle animal for zoology or craft(alchemy) for alchemy). The scholar may also attempt an untrained Knowledge/Lore skill roll related to the field of study, even if it would not normally be allowed. At 4th level, the adventuring scholar is recognized as a true scholar in their chosen field. The bonuses increase to +4/+2 and they may now take 10 on any knowledge/lore skill checks related to their field even if they would normally be prevented from doing so. At 10th level the scholar is one of the most knowledgeable researchers in their field. Governments, Universities and Kings seek their advice on matters relating to their specialization. The bonuses increase to +6/+3 and they may take 20 on any Knowledge/Lore skill checks related to their field even if normally prevented from doing so.
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Base of Operations: The adventuring scholar has some form of base of operations. This place is usually tied to their profession (a university, museum, or similar institution of culture and learning). The scholar can request additional resources (within reason) but must also pay respects as with any other place of employment. Adventuring scholars who abuse their role may have their status revokes (per GM discretion). This base is usually the beneficiary of most of the scholars studies and trophies from the field. The "base of operations" could also be a wealthy patron, though the adventuring scholar may not sponsor themselves regardless if they can afford it. The Base of Operations has a Scholarly Reputation score that can be modified by the scholars actions and renown. It is added to applicable Charisma based rolls (diplomacy, bluff, intimidate) to influence NPC attitudes of anyone who would be aware of the scholars work and their institution (other scholars, aristocrats, educated individuals). The base modifier is equal to the scholars field specialist bonus (+2/+4/+6) though it can be modified by creating scholarly texts or other notable discoveries and actions.
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Adventurer's Zeal: Because of an Adventuring Scholars bravery and temerity, they can push themselves to avoid injuries that would incapacitate others. They add their Charisma modifier to their AC bonus to represent their preternatural courage and occasional wanton abandon. This bonus applied even if the Scholar is flat-footed but not if the Scholar is otherwise immobilized.
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Against All Odds*: Fortune favors the Adventuring Scholar for their bravado and daring. As a swift action, an Adventuring Scholar can call on fortune’s favor, giving them a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. They can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the Adventuring Scholar is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Against All Odds is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 10th level. If the scholar has a similar ability from another class (e.g. Archaeologist’s Luck), this replaces that ability and adds those class levels for this abilities progression. (This progresses then to +3 at combined CL 10 and +4 at combined CL level 15)
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Master Explorer: An Adventuring Scholar adds 1/2 his class level as a bonus on all Disable Device and Perception checks. An Adventuring Scholar can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a fullround action. He can always take 10 on Disable Device, even if distracted or endangered. A scholar can use Disable Device to disarm magical traps. This stacks with similar abilities granted by other classes.
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Thrilling Escape: At 3rd level, an Adventuring Scholar can attempt to delay a trap immediately after triggering it. To use this ability, he makes a Disable Device check as an immediate action against the trap’s Disable Device DC; if he’s successful, the trap’s activation is delayed until the end of the scholar's next turn. The scholar can attempt this check even if the trap was triggered by a failed Disable Device check, or if it is not the Adventuring Scholar’s turn. The scholar can do this once per day at level 3, twice per day at level 6, and three times per day at level 9 and higher.
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Easy Allies: Adventuring scholars are well known for their ability to find old contacts or make new allies just about anywhere. In any populated location (or a specific NPC), the scholar may make a Diplomacy check to see if they can locate or create a new contact. Use the Easy Allies table to determine the DC of the roll; first determine where the average attitude of the population (or the specific NPC) falls on the "currently" column. The scholar adds a +5 bonus on top of their skill bonus to this roll. The most positive attitude level achieved by the roll is the type of ally found (or new NPC attitude level). This relationship lasts only the duration of the current adventure/scene, though through roleplaying and per GM discretion it may allow a more permanent relationship to form. GM's must keep in mind the type of help this contact is willing to offer. A "friend" would likely not be willing to help cover up a crime, while an "ally" likely would. This roll can be made once per location per visit and may not be used on the same NPC more than once (and its efficacy with specific NPCs is ultimately up to the GM, an evil lich will probably never become friendly no matter how charming you are). Ignore the "ally" column, the strongest relationship that can be formed via this roll is a "confidant". Again successful rolplaying and GM discretion may increase the level of contact. At 8th level the skill in finding allies improves (as their reputation and contact network has improved). A success in the "ally" column is no longer ignored, the bonus to the diplomacy roll is now +10 and a successfully found/formed "ally" is a permanent and lasting relationship.
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Advanced Rogue Talent: The scholar has picked up some tricks along the way and may select one talent from the rogue talents or advanced talents at level 4 and 8.
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Resourceful Disabler: Adventuring Scholars are adept at making use of what’s at hand. At 5th level, an Adventuring Scholar can use the Disable Device skill without tools at no penalty.
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Publish or Perish: The Adventuring Scholar may attempt to increase their Scholarly Reputation by writing scholarly texts. To write a text the scholar must invest a great deal of time into research, study, writing and revising. The length of time depends on the complexity and depth intended to be covered by the text; this also determines the DC to create the text. Consult the chart and make a Knowledge roll. The scholar must have ranks in the related knowledge skill, if the text is related to the field of study then the field competence bonus applies to the roll as well. No synergy bonuses apply and they cannot take 10 or 20. This roll is made at the end of the period of work and a failure indicates a waste (either the work was incomplete, inconsistent or fundamentally flawed in some way) although the scholar may attempt the work again with a +5 competence bonus due to some salvageable research and writing. Unrelated adventuring work may be done during this period, but it must be brief; the scholarly work must be their main focus. For every +5 the roll exceeds the DC, the scholar may reduce the length of time to write a new tome on the same subject by one step (per tome, minimum 1 month) because of the extra research accumulated. The scholar can only receive the reputation bonus for a maximum number of works per level of work; though they can continue writing more, they will not increase their reputation.
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Tenure: The Adventuring Scholar has secured a tenured position at their Base of Operations (and as a result also has more leeway with their superiors). Add +2 to their scholarly reputation score. The Scholar now also has a student protege that functions like a cohort from the leadership feat.
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Nick of Time: An Adventuring Scholar has a knack for choosing the best time to act. Once per day at 10th level, a scholar can use an immediate action to perform an action that normally requires a standard action to perform.
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Publish or Perish
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Level of Tome (Tome Bonus)DCLength of Time to WriteReputation BonusMaximum Number of Works
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Basic (+1)202 months.+1/212 works
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Advanced (+2)266 months.+18 works
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Master (+3)311 year.+35 works
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Grand Master (+4)373 years.+53 works
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Legendary (+5)4210 years.+101 work
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Easy Allies
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CurrentlyNeutralFriendConfidantAlly
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Antagonistic30405060
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Neutral20304050
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Friend--3040
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Confidant---30
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