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Mentor School

Mentors revere learning and scholarship but consider teaching their highest calling. They value magic as a tool, something wonderful that helps them expand the frontiers of knowledge, yet never permit it to distract them from what truly matters: passing on what they learn.

All mentors struggle with finding a balance between discovery and education. Some are primarily explorers, braving unknown parts of the world or pushing against the unknown in laboratories, and more likely to write a book or treatise than address a classroom. Others are teachers first whether at a school, on the road, or as personal tutors to a single pupil or perhaps a small group with promise. Though their zeal and energy are great drivers they also put mentors at constant risk of losing sight of the big picture. For most, this simply makes them a little single-minded but some lose all perspective. These mentors might callously risk the health, sanity, or even lives of others in their research or embrace fear and pain as great motivators for their students.

Often, simple curiosity is enough to propel mentors into adventure.

They know every nook and cranny has something new to offer and are eager to get started. Others set forth in hopes of bringing enlightenment to people they meet, or perhaps their companions.

Some even have very practical goals like raising enough money to build a school or to discover a lost library.

School Powers

Mentors develop abilities that allow them to impress others with their learning, render someone who has failed either truly devastated or eager for another chance, and to make use of prepared spells without actually casting them.

Spellbinding Lecturer (Su)

Your magic gives you an instinctive ability to know not only what facts and anecdotes a particular creature might find appealing but also the best way to present them.

You can make a Knowledge check instead of a Diplomacy check when attempting to change a creature’s attitude or make a request. If your Knowledge check is based on the field of study relating to that creature’s type (e.g. Knowledge [nature] for fey) you gain a +1 bonus on this check. This bonus increases by an additional +1 for every five wizard levels you possess up to a maximum of +5 at 20th level. At 20th level, you can affect all creatures able to hear your voice with a single check. This is a language-dependant mind-affecting effect.

Chastise or Inspire (Sp)

A teacher’s words can either crush a spirit or turn the tide. If you see a creature fail at some task you can, as a standard action on your next turn, choose to scold or encourage her. If you scold her she takes 1d6 points of non-lethal damage, + 1 for every two wizard levels you possess (minimum of 1) and becomes shaken for 1 round. She can make a Will saving throw (DC equals 10 plus your Intelligence modifier plus 1/2 your wizard level) to avoid this.

If you choose to encourage the target you instead grant her a morale bonus equal to half your wizard level (minimum of 1) on a d20 roll made during her next turn but only if repeating her earlier failed action in hopes of succeeding this time. This is a language-dependant mind-affecting fear effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Advanced Tutorial (Su)

At 8th level, you can touch another creature and, for 1 round, grant her the benefits of one of your currently prepared spells without actually casting it. You cannot select a spell with an instantaneous duration or a spell that would not benefit the creature in some way if you cast it on her. This only affects the creature you touch no matter how many creatures it would normally affect. Each day you can dole out benefits from your spells for a total number of rounds equal to half your wizard level. You need not use these increments over successive rounds and you are free to choose any eligible spell each time you use this ability.

Mentor School Spells

Section 15: Copyright Notice

Lost Lore: Divine Hunters Copyright 2015 Frog God Games, LLC; Author John Ling