Scholar

Favored Class Bonuses

Aasimar: Add +1 to Heal checks made when using your medical training, advanced medical training, or expert medical training class features.

Alraun: Gain 1/6th of an Alchemy sphere talent from the (poison) package.

Cecaelia: +1 foot range when using tentacle sense. This option has no effect unless the scholar has selected it five times (or another increment of five).

Cuazaj: +1/2 use of cuazaj lightning per day.

Dwarf: Gain +1/8 of a scholar’s knack.

Elf: Treat your Intelligence as +1/4 point higher when determining your carrying capacity with careful packer, and when determining the save DCs for your material impositions.

Gnome: Add +1/2 to all Disable Device and Use Magic Device checks made to control, manipulate, or sabotage a clockwork device or creature.

Goblin: Add +1/2 points of damage to the damage dealt by your flashbangs.

Halfling: Gain +1/8 of a material imposition.

Hobgoblin: Choose one combat sphere; gain a +1/8 bonus to hit, combat maneuver bonus, combat maneuver defense, ability DCs, and all other functions of the sphere normally determined by your base attack bonus when using talents or abilities granted by that sphere. You may select a different sphere each time you gain this benefit.

Human: Increase the save DC and damage of your flashbangs by +1/5.

Leshy: +1/5 bonus from ancestral memory.

Tatulani: Increase bonus from technological by +1/4th.

Tiefling: Add +1/2 fire damage to your flashbangs; if you know the Brimstone material imposition, increase the saving throw DC for your sulfuric detonations by +1/4.


Class Equipment

The following magical items are especially appropriate for scholars.

Advanced Study Guide [TS:WAT]

Aura moderate Divination; CL 8th
Slot none; Price 40,000 gp; Weight 3 lbs.

This thick book is too technical for any but the most well-read individuals to parse. When read for one hour by a creature with the scholar’s knack class feature, that creature gains knowledge of one additional scholar’s knack, chosen when this item is made. This knowledge remains until the creature rests for 8 hours (or the equivalent, if they do not need to rest normally), or for 24 hours, whichever comes first. A creature cannot benefit from more than one advanced study guide at a time, and reading a different guide replaces the effects of the previous one. Any ongoing effects immediately end whenever the reader loses access to the knack.

Construction Requirements
Craft Apparatus, Divination sphere, creator must have the scholar’s knack being added to this item; Cost 20,000 gp

Explosive Chemicals Kit [TS:WAT]

Aura faint Destruction; CL 6th
Slot none; Price 3,000 gp; Weight 2 lbs.

This metal kit contains additional materials that are useful for enhancing certain types of chemical explosives. When used to create a flashbang through the scholar class feature, this kit expands the target of the flashbang’s effect to a 5-foot cube if the flashbang’s attack roll is successful. This allows the flashbang to affect swarms and similar creatures (including those larger than a 5-foot cube), although it does not automatically bypass any other special defenses such creatures may have (unless another appropriate effect would allow that).

Construction Requirements
Smith Magical Weapons And Armor, Destruction sphere (Explosive Orb (blast shape)), creator must have the flashbangs class feature; Cost 1,500 gp

Hazsit Tools [TS:WAT]

Aura moderate Life; CL 7th
Slot none; Price 8,000 gp; Weight 15 lbs.

This heavy set of medical tools for hazardous situations folds into a relatively small bundle when not in use. A creature with the medical training class feature can use these tools while attempting a Heal check (including to activate their medical training ability) to take 10 on the check, even if they are threatened or in a hazardous situation.

Construction Requirements
Craft Apparatus, Quicken Spell, Life sphere, creator must have the medical training class feature; Cost 4,000 gp


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