Scholar/Scholar's Knack
From Titan's Teeth
< ScholarMain > Archetypes > Scholar > Scholar's Knack |
Contents
- 1 Academic Knowledge
- 2 Aeronautics
- 3 Animal Training, Large
- 4 Animal Training, Small
- 5 Astrology
- 6 Cunning Attacker
- 7 Cunning Socialite
- 8 Experimental Evolution
- 9 Expert Healing
- 10 Genetic Modification
- 11 Lightning Rod
- 12 Lightning Rod, Improved
- 13 Liquefying Injections
- 14 Martial Study
- 15 Nautical Exploration
- 16 Poisoncraft
- 17 Rapid Alchemy
- 18 Studied Technique
- 19 Survival Training
- 20 Trick Arrows
Academic Knowledge
Benefit: The scholar adds half her class level (minimum 1) on all Knowledge skill checks and and may make all Knowledge skill checks untrained. If the scholar succeeds on a Knowledge check to identify a creature that she has successfully scouted, she may spend a move action to instruct her allies on how best to take it down, granting them a +2 bonus on combat maneuver checks and to the DCs of any abilities used against the creature for 1 minute.
Aeronautics
Benefit: The scholar has learned how to construct a basic gliding apparatus that can be quickly assembled and disassembled for easy use.
It takes the scholar 1 hour to assemble the glider, and it has a number of hit points equal to the scholar’s class level, hardness equal to twice her Intelligence bonus (minimum 2), and weighs 10 lbs. The scholar may attach the glider to her or an ally’s pack or clothing as a standard action; while it is attached, the character can make a DC 15 Fly check to fall safely from any height without taking falling damage. When falling safely, they may make an additional DC 15 Fly check to glide, moving 5 ft. laterally for every 10 ft. they fall.
Allies may use a glider in this manner once for a maximum number of rounds equal to 1 + the scholar’s Intelligence modifier before it breaks, and the scholar can use the glider in this way a total number of times per day equal to her Intelligence bonus (minimum 1) for the same duration; any attempt to exceed this usage results in failure and causes the glider to break, forcing the scholar to spend an hour building a new one before it can be used again.
Only one glider can be attached to a single creature at a time.
At 6th level, the scholar and any ally given a glider are able to fly with a speed of 30 ft. and average maneuverability. The duration that the glider lasts during a single use increases to a number of minutes equal to 1 + the scholar’s Intelligence bonus.
In addition to using the glider to fall safely, the scholar can use the glider to fly a total number of times per day equal to 1 + her Intelligence bonus; any attempt to exceed this usage or remain in flight after the glider’s normal duration results in failure and causes the glider to break, forcing the scholar to build a new one before it can be used again. Allies using a glider still suffer breakage after the first usage.
Animal Training, Large
Benefit: The scholar must have the small animal training knack to select this knack.
The scholar’s familiar takes the form of an animal companion of her choice, using her scholar level as her effective druid level. The animal retains the special abilities and the Intelligence score of the scholar’s familiar, but also has the statistics and abilities of an animal companion. If the animal is dismissed, is lost, or dies, it can be replaced in the same way as a normal familiar can be.
Animal Training, Small
Benefit: The scholar gains a familiar, treating her class level as her arcane spellcaster level. The scholar is unable to utilize the share spells, deliver touch spells, or scry on familiar abilities normally granted to a familiar, but is still considered to have them for the purposes of determining what archetypes her familiar qualifies for.
If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per scholar level. The ritual takes 8 hours to complete.
Astrology
Benefit: The scholar has learned to divine helpful information from the positions of the stars and planets. Once per day, the scholar may spend one hour studying star charts, the position of the celestial bodies, and other relevant astrological data to gain important insights into the day’s challenges, granting a pool of insight points equal to half the scholar’s class level (minimum 1) plus her Intelligence bonus.
The scholar may spend a point from this pool as part of an attack roll, saving throw, or skill check to add 1d4+1 to the result; the scholar may spend a point to grant this bonus to an ally, but must spend an immediate action to do so.
Cunning Attacker
Benefit: The scholar’s preference for brains over brawn translates into an ability to plan attacks her opponent cannot easily counter. Whenever the scholar has successfully used the scout ability to identify a creature’s weaknesses, she may use her Intelligence bonus in place of her Strength modifier for melee attack rolls, combat maneuver checks, and in place of her Dexterity modifier with ranged attack rolls against the target.
In addition, the scholar also gains a +1 insight bonus on all attack rolls made while using her Intelligence bonus to hit, increasing to +2 at 5th level.
Cunning Socialite
Benefit: The scholar learns to leverage her keen insight to her advantage in social settings. Whenever the scholar has successfully used the scout ability to identify a creature’s weaknesses, she gains an insight bonus equal to 1/2 her class level on all Bluff, Diplomacy, and Sense Motive checks made against the target, as well as to Intimidate checks made to improve the creature’s attitude towards the scholar.
Experimental Evolution
Benefit: The scholar performs various experiments with breeding, chemical modification, or other techniques to create powerful and unusual creatures loyal to her.
When the scholar learns this knack, a familiar, animal companion, or mount she possesses gains a pool of evolution points equal to 1 + 1 per 4 class levels she possesses that can be used to give the creature evolutions as though it were an eidolon. If the scholar possesses multiple familiars, mounts, or companions, she may divide these evolution points amongst them however she chooses.
Once a creature has spent its evolution points on a given evolution, the choice cannot be changed until the next time the scholar gains a class level. If the scholar’s companion creature dies or is otherwise permanently lost, she regains any evolution points spent on it and may apply them to a new creature after 1 week of training and experimentation.
Expert Healing
Benefit: The scholar adds half her class level (minimum 1) as a bonus on all Heal checks. Whenever a creature regains hit points due to the scholar’s use of the Heal skill (including her medical training class feature), or from an alchemical item the scholar has prepared (such as the salve formulae from the Alchemy sphere), any healing in excess of their normal maximum hit point total is applied as temporary hit points which last for 1 hour per class level the scholar possesses.
Genetic Modification
Benefit: The scholar must have the small animal training knack to select this knack.
The scholar gains Evolved Familiar and Improved Familiar as bonus feats, even if she would not otherwise qualify for them.
The scholar uses her class level in place of her arcane caster level when determining what improved familiars she qualifies for. If the scholar has the large animal training knack, she may add the bonuses for level normally gained by her animal companion (bonus HD, feats, Strength and Dexterity bonuses, skill points, tricks, etc.) to her improved familiar, subtracting the familiar’s base form’s CR from her effective druid level when determining its advancement. Regardless of the improved familiar’s type, bonuses gained from progressing as an animal companion, such as bonus HD, use the normal advancement rules presented in the animal companion base statistics table.
Lightning Rod
Benefit: Scholars with this knack gain a masterwork quarterstaff specially modified with mechanical and alchemical attachments that allow them to channel, store, and redirect electrical energy. This quarterstaff can be enchanted as a standard weapon of its type. If is is ever broken or destroyed, the scholar cannot use the abilities granted by this knack (or the improved lightning rod knack) until she spends 8 hours modifying another quarterstaff of at least masterwork quality.
The scholar can spend an immediate action whenever she would be damaged by an attack dealing electricity damage to negate an amount of electricity damage up to 5 x her class level.
In addition, the scholar can spend a full-round action while wielding her lightning rod quarterstaff to create a small localized storm that creates a bolt of lightning targeting one enemy within 60 ft. of the scholar and dealing 1d6 per class level electricity damage (Reflex halves, DC 10 + 1/2 scholar’s class level + her Intelligence modifier). The scholar can maintain this effect each round as a standard action, generating a new bolt of lightning each time she does so.
Lightning Rod, Improved
Benefit: The scholar must have the lightning rod knack to select this knack.
The scholar’s understanding of atmospheric phenomenon and ability to control and manipulate atmospheric conditions with her lightning rod quarterstaff reaches new heights.
The scholar can spend a standard action while carrying or wielding her quarterstaff to raise or lower the temperature within 30 ft. around herself by up to 5 degrees Fahrenheit per class level, simultaneously granting herself and any allies within the affected area fire resistance (if she increases the temperature) or cold resistance (if she lowers the temperature) equal to her class level. The scholar and any allies granted resistance by this ability are also immune to nonlethal damage due to exposure to extreme temperatures.
In addition, the scholar can spend 1 minute focusing on nothing but activating her lightning rod to change the weather in the local area over a 1 mile radius centered on her. She can call forth weather appropriate to the climate and season of the area she is in, and can also use this ability to cause the weather in the area to become calm and normal for the season.
Season | Possible Weather |
---|---|
Spring | Tornado, thunderstorm, sleet storm, or hot weather |
Summer | Torrential rain, heat wave, or hailstorm |
Autumn | Hot or cold weather, fog, or sleet |
Winter | Frigid cold, blizzard, or thaw |
Late Winter | Hurricane-force winds or early spring |
The scholar can control the general tendencies of the weather, such as the direction and intensity of the wind. She cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. The weather continues as the scholar left it for up to one hour, or until she uses this ability to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.
Liquefying Injections
Benefit: Scholars must be at least 6th level to select this knack.
The scholar may deliver one poison she has prepared or knows an Alchemy talent for as a melee touch attack; this poison is treated as being a contact poison even if it normally would not be.
In addition to the poison’s normal effects, targets who fail their saving throw begin to liquefy. The first time a target fails a saving throw from a poison delivered by this ability, they take a -5 penalty to their natural armor (minimum 0) for 24 hours. The second time a target fails a saving throw against a poison delivered by this ability, they take 5 points of Dexterity and Strength damage. The third time a target fails a save against a poison delivered by this ability, they are permanently transformed into an ochre jelly, gaining the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own and losing all class abilities, racial abilities, and other class or level benefits.
Multiple instances of this ability throughout the day stack, though any ability that would cure the initial poison also removes all effects of this ability except for the final transformation. Creatures transformed into an ochre jelly revert to their original form upon death, but can otherwise only be restored to their original form via a miracle, wish, or similar effect. This is a polymorph effect.
Martial Study
Benefit: The scholar chooses a single combat sphere she possesses; she may use her class level in place of her base attack bonus when determining her bonus to hit, combat maneuver bonus, combat maneuver defense, ability DCs, and all other functions of the sphere normally determined by her base attack bonus when using talents or abilities granted by that sphere.
The scholar may take this knack multiple times, choosing a different combat sphere each time. The scholar may not select the Equipment sphere with this knack.
Nautical Exploration
Benefit: The scholar has learned how to construct a basic nautical apparatus that can be quickly assembled and disassembled for easy use. It takes the scholar 1 hour to assemble or disassemble the nautical apparatus, and it has a number of hit points equal to the scholar’s class level and hardness equal to twice her Intelligence bonus (minimum 2), and weighs a total of 40 lbs.
The nautical apparatus is capable of transporting up to 2 + the scholar’s Intelligence bonus Medium creatures underwater with a swim speed of 60 ft., and contains enough air to allow up to the maximum number of passengers to breathe for 1 hour per class level. Small creatures take up half the space and air of a Medium creature, while Large creatures take up twice the amount of space and air.
Scholars of 6th level or higher can treat the gadget with special materials, allowing it to be used safely in virtually any liquid, including harmful substances like acid or lava. Creatures inside the gadget are protected from the effects of exposure to such materials as long as they remain inside.
Opening or sealing the nautical apparatus requires a move action. Only the scholar can pilot this gadget; if anyone else attempts to pilot it, it requires a DC 15 Intelligence or Profession (sailor) check each round; failure means the gadget does not move in a desired direction and instead sinks 10 ft., or the distance to the first surface capable of sustaining its weight, whichever is closer.
In addition, the gadget takes 1 point of damage each round someone other than the scholar who created it attempts to pilot it due to the fragile nature of some of the control mechanisms.
Poisoncraft
Benefit: The scholar has trained and studied in the arts of preparing and handling poisons. The scholar never risks accidentally poisoning herself when applying poison to a weapon or trap, and may apply poison to a weapon or trap as a move action.
If the scholar is at least 6th level, she also adds 1/2 her class level to the DC of any non-Alchemy sphere poison she prepares herself, and she may now apply poisons to her weapons and traps as a swift action.
Rapid Alchemy
Benefit: The scholar’s research has taught her speedy and efficient techniques for creating various alchemical items.
The scholar may craft any single alchemical item worth 150 gp or less (such as a vial of alchemist’s fire, smokestick, or tanglefoot bag) in half an hour; she must still succeed at a Craft (alchemy) check and pay all material costs as normal. The scholar cannot decrease this time any further by increasing the Craft DC.
If the scholar knows the formulae for an improved version of an alchemical item worth 150 gp or less (such as the improved alchemist’s fire formulae) she reduces the crafting time to 15 minutes instead of half an hour.
In addition, the scholar adds her Intelligence modifier to the DC of any alchemical item she crafts herself (this does not include improved alchemical items made with the Alchemy sphere).
Studied Technique
Benefit: The scholar formulates and masters a unique combat style or technique she can use to defeat her foes.
Each time the scholar takes this knack, she gains three bonus talents; these bonus talents may be spent on any talent she qualifies for, or to gain one or more new base combat spheres.
The scholar may take this knack up to a total of three times.
Survival Training
Benefit: The scholar may move through any sort of nonmagical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
If the scholar is at least 6th level, this extends to areas of thorns and other natural impediments that have been magically manipulated to impede motion.
In addition, the scholar leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Trick Arrows
Benefit: Scholars with this knack learn how to affix their flashbangs to bolts or arrowheads. As part of an attack action made with a ranged weapon, the scholar can affix a flashbang to her weapon, causing any creature struck by it to be treated as though it had also been struck by one of the scholar’s flashbangs. Flashbangs whose effects would affect an area larger than a single target treat the target of the scholar’s attack as the center of their effect.