Scholar(Teoryran) (3.5e Class)
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|Status:||<-how close to completion->|
|Editing:||Constructive edits welcome|
 <-class name->
 Making a <-class name->
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: <-description of most important attributes for this class->.
Races: <-description of relative likelihood of various races to join this class->.
Alignment: <-alignments allowed for this class, or write "Any"->.
Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).
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 Class Features
Weapon and Armor Proficiency: All simple weapons.
- +1 bonus on all class skills and class feats
per half the scholar level.
- You have acquired a basic understanding of a wide variety
- of topics during the course of your studies.
- All following knowledges becomes one knowledge,;(history, nobles and royalites,geography,architecture
- and engineering,dungeoneering)..
- You may add your Intelligence bonus to any class skill.
- You may add half your
- Intelligence bonus to any skill you have less than 2 ranks
- in and any ability related checks (breaking down a door,
- remembering a fact, etc.).
- Benefit: You may make any Knowledge skill rolls as
- untrained Intelligence checks. However, the DC of the
- check is increased by 5 for all areas of knowledge. At the
- DM's option, the DC for an obscure area may be increased
- by 10 or more.
- Special: You gain a +2 synergy bonus to Knowledge
- you know all languages,systems and machine system.
- You can profile an person, communicate
- with animals and foregn cultures.
- Decyper any code and detect lies
- and multipy any information you got.
- You know all languages and can speak any dialect
- and can learn a new language or dialect
- you have a max of 10 X level,of languages.
- you can read,write,speak all languages.
- you can also crack any coded or puzzle.
- you multiply gather info and decypher script checks x4.
- Benefit: You are able to judge the likely actions, beliefs
- and lifestyle of one person.
- It takes a full round action to analyze
- the person. You always gains 4 + your Savant bonus
- on all non-combat skill sheck against this person.
- You can use the bonus to find this person, by tracking
- or just preventing a sneak attack.
- Of course you know everything about his belief
- and personal life at first glance.
Bonus Feat: The Sholar is restricted to select any of the following as his bonus feat.
SKILL FINESSE [GENERAL] You are specially trained to use your Dexterity instead of Strength with a certain skill. Prerequisite: Dex 13+. Benefit: Choose one class skill with the key ability of Strength, such asClimb or Jump. With the selected skill, you may use your Dexterity modifier instead of your Strength modifier on skill checks. Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new skill.
SKILL FOCUS [GENERAL] Choose a skill, such asMove Silently. You have a special knack with that skill. Prerequisites: Elf, Con 15+. Benefit: You get a+3bonus on all skill checks with that skill. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new skill. This version of Skill Focus replaces the one in the PHB. SKILL SPECIALIZATION [GENERAL] You are not only well versed with a skill, but also versatile. Prerequisites: Skill Focus (any skill) Benefit: You may trade out the key ability for anyskill you have the Skill Focus feat with. You may exchange Strength for Dexterity, Dexterity for Strength, Intelligence for Wisdom, or Wisdom for Intelligence. Special: Unlike Skill Focus,you neednot takethis feat more than once.It appliesto all skills you havethe skill Focus feat for.
STOIC [GENERAL] You rarely show emotion, concealing your true feelings from others. You can hide your true intentions well. Prerequisite: Wis 13+. Benefit: You gain a +3 circumstance bonus on Bluff checks when others try to read your reactions or emotions. This bonus applies only when another initiates a Sense Motive check against you. You also get +1 circumstance bonus on Diplomacy checks made to influence the reactions of dwarves and other individuals who dislike emotional exuberance. Lastly, you gain a +1 bonus to will saves involving mind-affecting spells or spell-like effects.
MECHANICAL APTITUDE [GENERAL] You have a knack for working with mechanical devices and gadgets. Benefit: You gain a +2 bonus on all Disable Device checks and Open Lock checks.
PERFECT MEMORY [GENERAL] You can instantly commit anything you seeto memory. Prerequisite: Int 15+. Benefit: If you view a letter or a map you can reproduce it perfectly from memory. You can memorize a number of pages equal to three times your Intelligence bonus provided your spend at least 1 minute reading each page. Recovering the information at a latter time requires an Intelligence check (DC 10). Failure means you recall the information incorrectly and a natural 1 on the check indicates the information is lost for good. Memorizing additional pages will cause those memorized earlier to be lost. You cannot memorize spells from tomes or scrolls with this feat.
KNOWLEDGE OF THE SAGE [GENERAL] Your scholarly knowledge is helpful in nearly every situation. Prerequisites: Int 17+, at least 20 total ranks in 3 or more Knowledge skills, character level9th+ Benefit: You may add your Intelligence bonus to any skill check you have at least 2 ranks in. You may add half your Intelligence bonus to any skill you have less than 2 ranks in and any ability related checks (breaking down a door, remembering a fact, etc.). KNOWLEDGEABLE [GENERAL] You have acquired a basic understanding of a wide variety of topics during the course of your studies. While your knowledge is broad, it is not particularly deep in areas that you have not made a conscious effort to study. Prerequisites: Int 13+. Benefit: You may make any Knowledge skill rolls as untrained Intelligence checks. However, the DC of the check is increased by 5 for all areas of knowledge. At the DM's option, the DC for an obscure area may be increased by 10 or more. Special: You gain a +2 synergy bonus to Knowledge (arcana) checks.
LITERACY [GENERAL] You can readandwrite your nativelanguage. Prerequisites: Int 13+,inability to readandwrite. Benefit: You can read and write your native language in addition to being able to speak it. In addition, you may read and write any additional languages you can speak, by spending 2 skill points.
SPARK OF GENIUS [GENERAL] You have a knack for solving problems on the fly. Prerequisite: Int 15+. Benefit: You may take 10 twice per day,or take 20, once per day,even if stressand distractions would normally prevent you from doing so.
SKILL EXPERTISE [GENERAL] You are specially trained to use your Intelligence instead of Dexterity with a certain skill. Prerequisite: Int 13+. Benefit: Choose one class skill with the key ability of Dexterity, such asRide or Tumble. With the selected skill, you may use your Intelligence modifier instead of your Dexterity modifier on skill checks. Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new skill.
POISON CRAFTSMAN [GENERAL] You are a poison expert, able to craft powerful toxins. Prerequisite: 8+ ranks in Craft (poison)skill. Benefit: You gain a +4 bonus to all Craft (poison) checks made to create poisons.You can never poison yourself when working to produce a venom, no matter what the result of your skill check. POISON IMMUNITY [GENERAL] You are immune to simple poisons. Prerequisites: Con 15+, Poison Resistance, base Fortitude save +5 or higher. Benefit: You are immune to all mundane poisons. In addition, you gain a +4 competence bonus to all Fortitude savesto resist the effects of magical poisons
POISON RESISTANCE [GENERAL] By inducing poison over time, your body has developed a stronger resistance to poison. Prerequisites: Con 13+, base Fortitude save +3 or higher. Benefit: You gain a +4 competence bonus to saving throws to resist the effects of all mundane poisons.
TRAPMASTER [GENERAL] You are a highly skilled trap builder. Prerequisite: Dex 15+. Benefit: You gain a +2 bonus to all Craft (trap making) and Disable Device checks.
FORTRESS OF THE MIND [GENERAL] Your intellect, wisdom and insight combined to give you an unmatched resolve. Prerequisites: Int 13+. Benefit: You may your Intelligence bonus to Willpower savesin addition to your Wisdom.
APPLIED KNOWLEDGE [GENERAL] Your knowledge is not merely idle curiosity, but something you use even outside your field. Prerequisites: Wisdom 13+, 8+ ranks in Knowledge (any) skill. Benefit: Oncepergamesession,youmaymakeacheck with your knowledge skill to determine a solution to a problem at hand (DC equal to the DC of the problem; if the "problem" is a character or monster, the DC is double the Challenge Rating), with an outcome based on how applicableyour knowledge is to the situation. A successfulcheck merely revealsa solution, not necessarily the bestor mostpracticalone. Additionally, if you have a knowledge skill directly relatedto askill checkyou areperforming (Le.knowledge (local city) when attempting to find a safe hideout (search),you gain a synergybonusequalto 1/4 your knowledge skill (rounding down). Finally, if you are making a check on a different but related knowledge (Le. knowledge (history) when making a knowledge (royalty) check), you may make one re-test. Special: You may take this feat multiple times. Each time you take this feat, choose a different knowledge associatedwith it.
APPLIED SCHOLASTICS [GENERAL] Your scholarly knowledge is helpful in nearly every situation. Prerequisites: Int 17+,at least20 total ranks in 3 or more Knowledge skills, character level 9th+. Benefit: You may add your Intelligence bonus to any skill check you have at least 2 ranks in. You may add half your Intelligence bonus to any skill you have less than 2 ranks in and any ability related checks (breaking down a door, remembering a fact, etc.).
ENGINEER [GENERAL] You are proficient with mechanisms of all types. Prerequisites: Int 13+,4+ ranks in Profession (engineer) skill. Benefit: Disable Device, Forgery, and Open Lock are considered class skills, regardless of your class.
 <-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
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Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
 Campaign Information
 Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
 <-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
 <-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
 <-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.