Alabaster Academy: Magic School (as in Inner Sea Magic)


Hell's Rebels


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Would someone like to give me advice regarding my idea to make the Alabaster Academy worth trying to attend?

Please feel free to give any advice regarding power-level, cost, rewards etc.

Spoiler:
Alabaster Academy
In Kintargo’s scholastic center, Villegre, stands one of Cheliax’s more distinguished universities, the Alabaster Academy, its gleaming white towers stretching higher than any other structure in the settlement. Students once came from throughout Cheliax and beyond to attend classes at Alabaster Academy, but in 4599 AR, one of the academy’s most beloved professors was exposed as the Temple Hill Slasher, Kintargo’s most notorious killer. The academy might have recovered from this scandal had not the Chelish Civil War wreaked such havoc. Today, Alabaster Academy’s enrollment is less than a third of its capacity, but the school and its professors stubbornly soldier on. The academy focuses on teaching botany, medicine, zoology, and other natural sciences, and produces some of Avistan’s most promising apothecaries, healers, and researchers. Under the guidance of headmaster Iylvana Desdoros, the academy has expanded its lessons to include arcane magic, and has resisted all attempts by the church of Asmodeus to introduce diabolic elements into its curriculum.

LOCATION Kintargo (Cheliax)
REQUIREMENTS
Entrance Fee 100 gp
Entrance Exam DC 17 Knowledge (nature) check
Tuition 50 gp/semester
EDUCATION
Education Checks Craft (alchemy), Knowledge (nature), Heal
Semester 3 months
Flunk 3 consecutive failed Education checks
EXTRACURRICULAR TASKS
Outback Expedition (+1 Fame) Twice per year, you may participate in an expedition to the wildlands—especially to the Ravounel Forest, the Menador Mountains, or the North Plains—to gather samples of rare herbs, animal specimens, and other natural ingredients for healing or alchemical supplies. You can make a DC 20 Knowledge (nature) check to gather some relevant ingredients and garner 2 Fame points. Alas, as the outback isn’t that peaceful, there is a 5% chance on each expedition that you take 2d6 points of damage due to natural hazards (dangerous animals, geological hazards, or just an unlucky accident).
Invent New Alchemical Formula (+X Fame [varies]) Once per semester, you can take a month off to rent a crafting space at the academy to invent a new alchemical formula and craft a new alchemical item. To invent a new alchemical item, you must first propose a new receipt and then succeed at a Craft (alchemy) check with a DC set by the GM, according to the alchemical item’s function. If you succeed at the skill check, you garner Fame points according to the DC of the item you’ve invented, as follows: DC 10-19 (+0 Fame), DC 20-29 (+1 Fame), DC 30+ (+2 Fame).
AWARDS
Supply Surplus (3 PP) You can buy either raw material for crafting alchemical items or healing magic at a 20% reduced cost or you can buy those supplies at a 10% reduced cost.
Sturdy Companion (5 PP) If you are looking for a really sturdy and healthy animal companion, familiar, or special mount, you can get one of those rare specimens at the academy. Your acquired animal companion, familiar, or special mount gains Toughness as a bonus feat and a +2 inherent bonus on Charisma. Transformation (25 Fame, 15 PP) As the current headmistress focuses on transmutation spells and polymorphic magic, you can learn the secrets of multimorphing. When you cast a spell of the polymorph subschool on yourself or use your wild shape, you may expend 1 minute of the spell’s duration or one hour of your wild shape as a standard action to assume another form allowed by the spell or wild shape. You can do this as often as you like, subject to the duration of the spell or your wild shape’s duration.

Thanx for proof reading, too.

Best, Scharlata

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