Scholar Class

Homebrew and House Rules

Someone on the boards is a Doctor Who fan and wanted a class that was a non magickal non fighter Hero, so her is a first go at it :) Bear in mind this is not trying to make a Galifrayan Timelord...

The Scholar is the person who loves to go exploring as much as she loves to teach at the University giving lectures to students. He is a vast intellect with many skills, able to take command of the situation and reason his way through almost any problem. She is the quintessential archaeologist, the Doctor, the indefatigable Jungle explorer, The Professor. There are many wonders in the pages of old books, in runes carved on stone found in far away lost cities, or in cogs and gears.

Role in the party: As a leader, an advance scout, someone to help disarm traps and decipher languages, and translate what the local tribe is saying.


Alignment: Any

Hit Die: D8

Starting Wealth: 3D6 * 10

Class Skills: The Scholar’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

They automatically have Perform Oratory.

Skill Ranks Per Level: 8 + Int modifier.


1 0 0 +2 +2 Bardic Knowledge, Bardic
Distraction, Inspire Courage,
Cause Doubt -2, Bonus Feat.
2 +1 0 +3 +3 Versatile Performanc(Oratory),
3 +2 +1 +3 +3 Bonus Feat, Inspire
Competence +2
4 +3 +1 +4 +4 Bonus Language
5 +3 +1 +4 +4 Inspire Courage +2 Loremaster
6 +4 +2 +5 +5 Bonus Feat, Cause Doubt -3,
Greater Lore
7 +5 +2 +5 +5 Inspire Competence +3
8 +6/+1 +2 +6 +6 Bonus Language
9 +6/+1 +3 +6 +6 Inspire Greatness,
10 +7/+2 +3 +7 +7 Jack of All Trades,
11 +8/+3 +3 +7 +7 Inspire competence +4, inspire
courage +3, lore master 2/day,
12 +9/+4 +4 +8 +8 Bonus Feat, Legend Lore,
13 +9/+4 +4 +8 +8 Cause Doubt -4,
14 +10/+5 +4 +9 +9 Charm Person, Cause Fear
15 +11/+6/+1 +5 +9 +9 Inspire competence +5, inspire
16 +12/+7/+2 +5 +10 +10 Bonus Feat
17 +12/+7/+2 +5 +10 +10 Inspire courage +4,
lore master 3/day
18 +13/+8/+3 +6 +11 +11 Bonus Feat
19 +14/+9/+4 +6 +11 +11 Inspire competence +6
20 +15/+10/+5 +6 +12 +12 True Lore

Class Features

All of the following are class features of the Scholar.

Weapon and Armor Proficiency: A Scholar is proficient with all simple weapons, plus the longsword, rapier, staff, short sword, short bow, and whip. Scholars are also proficient with light armor and shields (except tower shields).

Bardic Knowledge (Ex)
A Scholar adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance
A Scholar is trained to use the Perform skill (Oratory) to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a Scholar can use bardic performance for 2 additional rounds per day.

Starting an Oratory performance is a standard action, but it can be maintained each round as a free action. A Oration cannot be disrupted, but it ends immediately if the Scholar is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round.

At 7th level, a Scholar can start a Oration as a move action instead of a standard action. At 13th level, a Scholar can start a Oratory performance as a swift action.

An Oration is audible, the targets must be able to hear the Scholar for the performance to have any effect, and such performances are language dependent. A deaf Scholar has a 20% change to fail when attempting to use a bardic performance (Oratory). If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

Sanctuary: Starting at 1st level while using Bardic Performance the Scholar is under the effects of a sanctuary spell, for the duration of the oration.

Bonus Feats: Bonus Feats must be picked from this list: Additional Traits, Alertness, Altitude Affinity, Animal Affinity, Cosmopolitan, Deceitful, Deft Hands, Diehard, Dilettante, Endurance, Experienced Vagabond, Extra Performance, Improved Iron Will, Iron Will, Leadership, Persuasive, Run, Skill Focus, Sneaky Vagabond, Urbane Forager, Fast Healer, Improved Initiative, Defensive Combat Training,

Bonus Languages: Any

Cause doubt: (Su): The Scholar can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (Scholar’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This lasts for a number of rounds equal to 3 + the Scholar’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Distraction (Su)
At 1st level, a Scholar can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (oratory) skill check. Any creature within 30 feet of the Scholar (including the Scholar himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the Scholars Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the Scholars Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su)
At 1st level, a Scholar can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Scholar, and capable of paying attention to him. The Scholar must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Scholar has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the Scholar’s level + the Scholar’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the Scholar continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su)
A 1st level Scholar can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the Scholar’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six Scholar levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The Scholar must choose which component to use when starting his performance.

Versatile Performance (Ex)
At 2nd level, a Scholar can use his Perform (Oratory)skill in place of his (Diplomacy, Sense Motive) skills, When substituting in this way, the Scholar uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill.

Well-Versed (Ex)
At 2nd level, the Scholar becomes resistant to the bardic performance of others, and to sonic effects in general. The Scholar gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Inspire Competence (Su)
A Scholar of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Scholar. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the Scholar’s performance. This bonus increases by +1 for every four levels the Scholar has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Lore Master (Ex)
At 5th level, the Scholar becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A Scholar can choose not to take 10 and can instead roll normally. In addition, once per day, the Scholar can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Greater Lore (Ex)
At 6th level, a Scholar gains the ability to understand magic items. Whenever a loremaster examines a magic item to determine its properties, he gains a +10 circumstance bonus on his Spellcraft skill check.

Inspire Greatness (Su)
A Scholar of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a Scholar attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Jack of All Trades (Ex)
At 10th level, the Scholar can use any skill, even if the skill normally requires him to be trained. At 16th level, the Scholar considers all skills to be class skills. At 19th level, the Scholar can take 10 on any skill check, even if it is not normally allowed.

Frightening Preasance (Sp)
A Scholar of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the Scholar perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the Scholar’s level + the Scholar’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the Scholar's performance. Frightening Presance relies on audible components.

Inspire Heroics (Su)
A Scholar of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three Scholar levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the Scholar. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

True Lore (Ex)
At 20th level, a Scholar's knowledge becomes vast indeed. Once per day a Scholar can use his knowledge to gain the effect of a legend lore spell or an analyze dweomer spell. If used to create a legend lore effect, this ability has a casting time of 1 minute, regardless of how much information is already known about the subject in question.

Scarab Sages

So... It's an Oratory Bard swapping Spells for Sanctuary when using bardic performance?

Yeah, ok...

Actually, the feats were the last thing I thought of... I was going through Lormaster and Bard, and Even Witch and trying to figure out what I could dothat would give the character something that would simulate how people like Dr. Who, and Captain Kirk can Talk Sentient Monsters, Gods and Marauding Armadas from attacking and decide to give up and go home, while making their friends and side kicks become emboldend and feal great about themselves and become the people they can be... This was the beta version, while I was half asleep. The monk gave me the Idea for the feats, and I guess they were the swap for the spells... :) I have already changed things, as I realized now that I am awake that charm and fear are more first level things and so forth... and am going bardish as people like the Doctor tend to Talk their enemies to a stupor ;) and once they start talking no one can seem to hurt them...

Any chance you'd like to post this at the Pathfinder Database?

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