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Scholar

“Knowledge is power.”

Scholars are not front-line combatants. They’re not weapons experts, nor are they charismatic leaders. What they are, are adventurers who use their brains instead of their brawn, identifying enemy’s weaknesses, laying dangerous traps, and leveraging their diverse knowledge to turn the tide of battle. Scholars lack a wizard’s magical mastery to supplement their mind’s strength, relying instead on keen observation and mechanical mastery to win their battles.

Starting Wealth: 5d6 x 10 gp (average 175 gp) plus 1 healer’s kit. In addition, each character begins play with an outfit worth 10 gp or less.

Role: Scholars support their allies in combat by targeting enemy weaknesses and using powerful alchemical concoctions to help control the flow of battle. Out of combat, scholars are masters of any trade or skill they choose to undertake.

Alignment: Any.

Hit Die: d6

Class Skills

The scholar’s class skills are- Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), 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), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks Per Level: 8 + Int modifier.

Table: Scholar
Class Level Base Attack Bonus Fort Save Reflex Save Will Save Special Combat Talents
1 +0 +0 +2 +2 Careful packer, combat training, medical training, problem solver 0
2 +1 +0 +3 +3 Flashbangs, scholar’s knack 1
3 +1 +1 +3 +3 Material imposition 1
4 +2 +1 +4 +4 Scholar’s knack 2
5 +2 +1 +4 +4 Advanced medical training, material imposition 2
6 +3 +2 +5 +5 Scholar’s knack 3
7 +3 +2 +5 +5 Material imposition 3
8 +4 +2 +6 +6 Scholar’s knack 4
9 +4 +3 +6 +6 Expert medical training, material imposition 4
10 +5 +3 +7 +7 Scholar’s knack 5
11 +5 +3 +7 +7 Material imposition 5
12 +6/+1 +4 +8 +8 Scholar’s knack 6
13 +6/+1 +4 +8 +8 Material imposition 6
14 +7/+2 +4 +9 +9 Scholar’s knack 7
15 +7/+2 +5 +9 +9 Material imposition 7
16 +8/+3 +5 +10 +10 Scholar’s knack 8
17 +8/+3 +5 +10 +10 Material imposition 8
18 +9/+4 +6 +11 +11 Scholar’s knack 9
19 +9/+4 +6 +11 +11 Material imposition 9
20 +10/+5 +6 +12 +12 Mastered imposition, scholar’s knack 10

Class Features

Armor and Weapon Proficiencies

Scholars are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

Combat Training

A scholar may combine combat spheres and talents to create powerful martial techniques. Scholars are considered Proficient combatants and use Intelligence as their practitioner modifier.

Careful Packer

The scholar knows that being prepared for any eventuality with a variety of useful tools is essential to success. Starting at 1st level, her talents for organization allow her to treat the storage space of any backpack, pouch, or similar container as though it were twice its normal size, and she uses her Intelligence score in place of her Strength score when determining her carrying capacity.

Medical Training (Ex)

The scholar may use her Intelligence modifier in place of her Wisdom modifier as her associated ability score modifier with the Heal skill. In addition, the scholar may expend one use of a healer’s kit and make a special DC 15 Heal check on an ally as a standard action that provokes an attack of opportunity; if this check is successful, the ally recovers 1 hit point +1 for each point by which the scholar exceeds the DC. If the scholar has at least 5 ranks in the Heal skill, she may instead use this ability to restore 1 point of ability damage +1 point for every 5 points by which she exceeds this ability’s DC. The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1). Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total.

Problem Solver

A scholar gains the Alchemy and Scout spheres as bonus combat talents at 1st level. If she already has either of these talents from another source, she may instead gain any talent she qualifies for from the corresponding sphere.

Flashbangs (Ex)

At 2nd level, the scholar learns how to create unstable preparations using various salts and minerals that she can hurl at a creature as a ranged touch attack with a range of 30 ft. + 10 ft. per class level, dealing 1d4 bludgeoning, slashing, and piercing damage, and forcing the target to succeed on a Fortitude save (DC 10 + 1/2 the scholar’s class level + her Intelligence modifier) or be deafened and dazzled for 1d4 rounds; in addition, whenever a creature fails their saving throw against one of the scholar’s flashbangs, she may recover her martial focus as an immediate action. Preparing and throwing a flashbang is a standard action. If the scholar has at least 5 ranks in the Craft (alchemy) skill, the target takes 1d8 bludgeoning and piercing damage and is instead blinded and deafened for 1d4+1 rounds on a failed Fortitude saving throw.

Some material impositions grant secondary effects that have the [explosive] descriptor; these impositions allow the scholar to expend her martial focus when using a flashbang to add additional effects as described in their entry. You can only add one [explosive] to a given flashbang.

Scholar’s Knack (Ex)

At 2nd level and at every two levels thereafter, the scholar gains a scholar’s knack from the below list. Unless otherwise noted, all scholar’s knacks are extraordinary abilities.

Academic Knowledge: 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: 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 resulsts 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.

If the scholar is at least 10th level, her gliders instead grant a fly speed of 60 ft. with good maneuverability, and may now stay aloft during a single use for a number of hours equal to 1/2 the scholar’s class level (rounded down).

Amateur Arcanist [CS]: The scholar gains the Basic Magical Training and Advanced Magical Training feats, using her Intelligence modifier as her casting ability modifier.

Animal Training, Large: 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.

The scholar must have the small animal training knack to select this knack.

Animal Training, Small: 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.

Arcane Studies [CS]: The scholar furthers her magical studies. Each time the scholar takes this knack, she gains three bonus magic talents; these bonus talents may spent on any talent she qualifies for, or to gain one or more new base magic spheres. The scholar may take this knack up to a total of three times. The scholar must have the amateur arcanist knack to select this knack.

Astrology: 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.

Crafting Genius [CS]: The scholar gains one of the following crafting feats: Brew Potion, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, or Forge Ring. The scholar uses her class level as her caster level but must otherwise meet the prerequisites of the chosen feat (so a 4th level scholar could take Brew Potion or Craft Wondrous Item with this knack, but not take Craft Rod until she was at least 9th level).

In addition, the scholar gains a bonus equal to 1/2 her class level on all skill checks made as part of the crafting process, and can bypass the normal restrictions for spell prerequisites on potions, spell trigger, and spell completion items by adding 3 + the level of the prerequisite spell (or 3 + 1/2 the caster level of the ability to be added if using a magic sphere effect) to the crafting DC. The scholar always treats her class levels as caster levels when determining the effects of items she crafts herself.

This knack may be taken multiple times, granting an additional feat from the above list each time but providing no further benefits.

The scholar must have the amateur arcanist knack to take this knack.

Cunning Socialite: 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.

Cunning Attacker: 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, plus an additional +1 at 5th level and every five levels thereafter.

Experimental Evolution: 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: 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: 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. The scholar must have the small animal training knack to select this knack.

Lightning Rod: 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: 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. The scholar must have the lightning rod knack to select this knack.

Liquefying Injections: 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.

Scholars must be at least 6th level to select this knack.

Martial Study: 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: 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 7th 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: 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: 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).

Ritual Crafter [CS]: The scholar gains the Craft Rituals feat even if she does not qualify for it and may use her class level in place of her caster level when researching rituals. The scholar may research rituals even if she does not possess the required spheres. This stacks normally with caster levels gained from other sources.The scholar must have the ritual student knack to select this knack.

Ritual Student [CS]: The scholar gains the Ritual Caster feat even if she does not qualify for it and may use her class level in place of her caster level when performing rituals. This stacks normally with caster levels gained from other sources. In settings where rituals are tied to specific traditions, the scholar chooses a number of traditions equal to her practitioner modifier and counts as possessing those traditions for the purposes of performing rituals.

Studied Technique: 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: The scholar may move through any sort of non-magical 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: 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.

Material Imposition

Starting at 3rd level, the scholar has learned that certain mundane materials, plants, or even creatures, properly utilized, can have unusual effects on magical energies. The scholar learns one material imposition from the below list, plus an additional one at 5th level and every two levels thereafter. Unless stated otherwise, activating an imposition is a standard action that provokes attacks of opportunity and expends the scholar’s martial focus. A scholar damaged by an attack of opportunity while activating an imposition must make a concentration check adding her class level and Intelligence modifier to a d20 roll (DC 12 + damage dealt) or she fails to activate the ability and the action is wasted. Feats and abilities that normally improve concentration checks, such as the Combat Casting feat, also apply to scholar’s using material impositions. If the imposition grants a save, the DC is equal to 10 + 1/2 the scholar’s class level + her Intelligence bonus.

Impositions with activated abilities can interfere with each other’s energies and effects; if the scholar uses the activated ability of a material imposition while another activated ability is still in effect, the previous effect immediately ends. Impositions which do not require activation do not interfere with other imposition’s effects. Activating a material imposition consumes raw materials, but generally the cost of these materials is insignificant — comparable to the valueless material components of most spells. A scholar can assume she has all materials necessary to use her material impositions unless otherwise noted as long as she has a designated belt pouch or spell component pouch in her possession. Unless otherwise noted, material impositions are extraordinary effects.

Ammonium Nitrate

Advanced research into various chemical reactions has taught the scholar how to create a substance that can drastically lower temperatures, or even freeze an opponent solid. The scholar may activate this imposition in two ways:

First, she may use it to lower the ambient temperature in an area, protecting herself and every creature within 30 ft. from the effects of extreme heat, such as heat exhaustion and nonlethal damage for 10 minutes; this cooling effect can even protect the scholar and her allies from the heat of lava, cooling molten stone within the radius of the effect and allowing the scholar and her allies to safely traverse it. Creatures within the radius of this effect also gain fire resistance equal to the scholar’s class level, or increase any fire resistance they currently possess by the same amount.

Secondly, she may make a single ranged touch attack against an opponent within 30 ft.; on a successful attack the opponent takes 1d8 cold damage for every five class levels the scholar possesses (rounded down, minimum 1d8), and must make a Fortitude save or be frozen solid in a block of ice for 1 round, plus 1 round per class level. (this ability can affect objects and undead). While trapped in the ice, the creature is paralyzed but does not need to eat or breathe for the duration of the effect, and any physical attack or damaging spell deals damage to the ice first and cannot harm the trapped creature until the ice is destroyed, which ends all other effects of this ability. The ice has 20 hit points and hardness 0.

  • Glacial Percussion [explosive]: Mixing various freezing compounds into her flashbangs, the scholar allows them to deal an additional 1d6 cold damage per two class levels she possesses, and creatures that fail their Fortitude save are staggered for 1d4 rounds in addition to the flashbang’s normal effects. If the scholar hits a target that is already staggered with this effect, the target is instead paralyzed for 1 round.

Aspect Infusion

The scholar learns how to combine a small sample of a chosen element with other materials to grow a living elemental that they can keep in a small container, such as a bottle or potion vial. When this imposition is chosen, the scholar selects one of the following: air, earth, fire, or water.

The scholar may grow a small elemental of this type during an 8 hour rest; at 5th, 10th, 15th, and 20th level, the scholar increases the size and power of the elemental she can grow in this way by 1 step (medium, large, huge, greater). The scholar may activate this imposition to release the elemental from the vial, allowing it to aid her on and off the battlefield. The elemental understands the scholar and follows her commands to the best of its ability. If the elemental moves more than 100 ft. away from the scholar, it disperses 1d4 rounds later, regardless of whether or not it returns to the scholar’s side during that time. The scholar cannot have more than one elemental active with this ability at a time, and activating another imposition dismisses the elemental, causing it to return to its vial. As long as the elemental is not destroyed, banished, or dispersed, it can be reclaimed into its vial as a swift action. Elementals conjured in this way are treated as summoned creatures for spells and effects.

  • Elemental Enhancement [explosive]: As long as the scholar is adjacent to an active elemental from this imposition’s primary effect, she may use it to augment her flashbangs with elemental power, allowing them to deal damage of the type matching her elemental. Targets must make a Reflex save instead of the normal Fortitude save; in addition to the normal effects of the flashbang, the scholar deals an amount of additional damage of the chosen element type (air deals electricity damage, water deals cold damage, earth deals acid damage, and fire deals fire damage) equal to 1d6 per scholar level. Creatures who succeed on their Reflex save take 1/2 damage and are not subject to the flashbang’s normal effects.

Special: The scholar may choose this imposition more than once, selecting a different element each time.

Belladonna Barrier

The scholar activates this imposition by quickly mixing a piece of belladonna root with several other herbs and minerals and then ingesting it or feeding it to an adjacent ally. This mixture protects the target from being subjected to the belladonna’s poison, and confers several of its properties to them. First, the target is immune to lycanthropy; if the target has already been afflicted with lycanthropy, they cannot be affected by or benefit from any of its effects for the duration of this ability. Secondly, the target gains a circumstance bonus to their armor class against all natural attacks equal to the scholar’s Intelligence bonus. These effects last for a number of rounds equal to the scholar’s Intelligence bonus. In addition, her work with belladonna has made the scholar particularly adept at treating and preventing poisoning; whenever the scholar uses her medical training, advanced medical training, or expert medical training on a creature, the subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the effect’s duration does not affect the subject until the effect’s duration has expired, though the duration of the effect continues to expire as normal; this does not reverse instantaneous effects of poison that have already occurred, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.

  • Belladonna Bursts [explosive]: The scholar may enhance her flashbangs with crushed belladonna, causing targets who fail their save to take 1d6 points of Strength damage, plus an additional 1d6 points of Strength damage at 8th and 16th level, in addition to the normal effects. This is a poison effect, and creatures with resistance to poison apply that resistance to their save against the flashbang’s effects.

Black Cat

Familiars belonging to scholars with this ability always take the form of a black cat and cannot be exchanged for other creatures with the Improved Familiar feat or large animal training knack unless that creature is also feline in appearance in its natural form (such as a cait sith or panther); if the scholar had an animal other than a cat as her familiar before gaining this imposition her connection with it is broken and the black cat drives it away. The scholar can activate this imposition to cause her black cat to set off a series of minor events that result in remarkably bad luck for anyone affected; all creatures within 20 ft. of the black cat other than the scholar take a -2 penalty on attack rolls, Dexterity-based skill checks, and Perception checks for a number of rounds equal to the scholar’s Intelligence bonus (minimum 1); this penalty increases by an additional -1 at 5th level and every 5 levels thereafter. The scholar must have the small animal training scholar’s knack or have gained a familiar from another source to select this imposition.

Brimstone

Brimstone, also known as sulfur, has effects that can ward off illness and disease when used in small and controlled amounts. The scholar may activate this imposition by snapping a small piece of brimstone in two and placing it in a vest pocket or pouch resting between the nose and heart of a target creature within reach, granting a +1 competence bonus to Fortitude saves, +1 per 5 class levels she possesses. This bonus lasts for a number of minutes equal to 1 + her Intelligence modifier. While a creature is benefiting from this imposition, any time a creature attempts a bite or swallow whole against them, that creature must succeed at a Fortitude saving throw or be nauseated for 1 round.

  • Sulfuric Detonations [explosive]: The scholar may enhance her flashbangs with large doses of brimstone, causing them to smoke and burn. In addition to the flashbang’s normal effects, the target also takes 1d6 points of fire damage per 2 class levels the scholar possesses; creatures who succeed on their Fortitude save against the flashbang take 1/2 damage from this effect. In addition, noxious smoke fills a radius around the target equal to 5 ft. + 5 ft. per four class levels the scholar possesses, causing any creature that is in the smoke to make a Fortitude save against the flashbang’s original DC or be sickened for as long as they remain in the effect and for 1d4 rounds thereafter. The smoke dissipates naturally after 1 minute, and is dispersed in 1 round by strong or stronger winds.

Circle of Salt

The scholar carefully lays out an unbroken circle of salt, creating a protective circle around herself and up to 1 adjacent ally per 2 class levels (minimum 1) that lasts for a number of rounds equal to the scholar’s Intelligence bonus (minimum 1). If a protected ally moves outside of the square they occupied when the circle was created, the protective energy is disrupted and the effect immediately ends. While within this circle, the scholar and protected allies gain a circumstance bonus to saving throws against spells, spell-like abilities, and supernatural effects equal to the scholar’s Intelligence bonus (minimum 1). Whenever the scholar succeeds on a saving throw against such an effect while protected by the circle, she immediately regains her martial focus if it is currently expended.

In addition, while within the circle, the scholar and affected allies are also protected from bodily contact by summoned creatures and incorporeal undead. This causes the natural weapons and touch attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection ends if the warded creature takes any hostile action against a blocked creature, and that creature may pass through the barrier (though other creatures are still warded as normal).

  • Dispelling Detonations [explosive]: The scholar adds a mixture of silver, salt, lead, and other materials which naturally disrupt magical energies to her flashbangs. Creatures that fail their save against the flashbang’s initial effect are also subject to a targeted dispel magic spell, using the scholar’s level as the caster level. This cannot be used to target a specific spell effect. If the scholar also possesses the silver material imposition, this instead acts as a targeted greater dispel magic effect.

Crystalline Focus

Some crystals are believed to assist with clarity, memory, and mental focus. The scholar learns to create small amulets or charms incorporating such crystals using crystals or precious gemstones, costing 8 hours and 100 gp times the scholar’s class level to create. A crystalline focus may be sold for 1/2 its crafting cost, as long as it is currently functioning. As long as the scholar or an ally is wearing this amulet, they gain an insight bonus to concentration checks and Sense Motive checks equal to 1/2 the scholar’s class level (minimum 1), as determined at the time the amulet or charm was created. The scholar may rework a crystalline focus after leveling up to increase its bonus based on her current class level by paying the difference between its original crafting cost and the cost of creating one based on her current level. These charms do not occupy an item slot, but wearing more than one has no additional effect.

The exact cleanliness, positioning, and presentation of the crystals to receive these benefits is very important, and extremely distressing events that would jostle or damage the charm, such as the wearer failing a Reflex saving throw or suffering a critical hit, have a 50% chance of throwing the charm out of alignment, breaking it and ending its benefits until the scholar spends at least 1 hour re-attuning it. A scholar who would lose a crystalline focus she is wearing in such a manner may expend her martial focus as an immediate action to prevent the charm from breaking. The scholar may create a purposely weaker foci, in which case the cost and bonuses are both reduced.

Dowsing Rod

The scholar’s studies have taught her how to identify objects that serve as natural dowsing rods capable of leading her towards a person, place, or thing. The scholar must have seen the thing she seeks or an accurate representation of it (such as a detailed portrait) in order for this ability to work. If searching for a non-specific type of thing (such as the nearest body of water, the nearest city, etc.) the scholar need not have seen it or a representation before, but the rod becomes much less accurate, and may lead to something other than what she seeks (for example, a scholar seeking the nearest body of water could be led to a puddle or the ocean, and one seeking the nearest city could be led to a bustling metropolis or the ruins of an ancient civilization). Once activated, the dowsing rod will always point towards the desired target, though it gives no indication as to the target’s distance and always points directly towards it, regardless of obstacles. If the target is protected by a nondetection spell or similar effect, the scholar uses her class level as her caster level when determining if her dowsing rod can pierce the effect. This is a supernatural effect, except for when using it to locate the nearest body or source of water, in which case it can be used as an extraordinary ability.

Gold

Gold is the metal most closely associated with the sun, willpower, and vitality. By following a carefully designed formula and creating a small structure in an adjacent square using at least 50 gp worth of gold, the scholar and all allies in a 30 ft. radius of the structure are protected from the powers of negative energy and undeath, gaining a +2 morale bonus to saving throws against death effects, disease, and paralysis effects for a number of minutes equal to 1/2 her class level (minimum: 1). This bonus increases by +2 for every five class levels the scholar possesses. In addition, any undead creature attempting to enter the protected radius of the structure must succeed on a Will save or find itself prevented from entering. The structure can be destroyed if it takes a number of points of damage equal to 5 times the scholar’s class level; as long as the structure is not destroyed, the scholar can retrieve it and recoup the gold used in its construction as a move action.

  • Purifying Detonations [explosive]: The scholar learns how to mix small amounts of gold flakes and holy water into her flashbangs, allowing her to damage undead with positive energy in addition to the flashbang’s normal effects, though the target must make a Will save instead of the Fortitude save normally granted. Undead creatures targeted by this ability take 1d6 points of positive energy damage per class level the scholar possesses. This ability has no effect on living creatures, unless they are also damaged by positive energy, such as most dhampirs. Undead who succeed on their Will save take 1/2 damage from this effect.

Howling Herbology

The mandrake root is feared in myth and legend for its ability to rend the life from mortals with its banshee-like wail. The scholar knows that while much of this is simply myth, the root does contain certain properties that gave rise to the legends. By ingesting a small portion of ground mandrake root mixed with various catalyzing agents, the scholar is able to unleash a piercing scream that deals an amount of sonic damage equal to 1d4 per class level to all creatures within a 30 ft. radius (Fortitude save for half). This ability affects objects and undead. The scholar herself is immune to the damage from this effect.

  • Sonic Shriekers [explosive]: Scholars with the howling herbology material imposition may enhance their flashbangs with mandrake root, granting them thunderous power. In addition to the flashbang’s normal effects, the target also takes 1d6 points of sonic damage per class level the scholar possesses, and the DC for Fortitude saves against flashbangs modified with this imposition increases by 1, +1 for every 5 class levels the scholar possesses. Creatures who succeed on their Fortitude save against the flashbang take 1/2 damage from this effect. The damage and effects from this ability apply to objects and undead.

Lead

Lead is a metal particularly problematic for practitioners of divination magic, foiling the magical emanations they rely upon. When the scholar first gains this imposition she learns how to craft a thin helmet liner that must use at least 10 sp worth of lead and costs 1 hour and a total of 100 gp times the scholar’s class level to create. A lead helmet liner crafted in this manner may be sold for 1/2 its crafting cost, as long as it is currently functioning.

As long as the scholar or an ally is wearing this helmet liner, any effect of the Divination school or the Divination sphere that targets or would reveal information about them requires the caster to make a caster level check (if using traditional casting) or an MSB check (if using Spheres of Power) against a DC of 11 + the scholar’s class level or have the effect fail. These liners do not occupy an item slot, but wearing more than one has no additional effect. Because they are not true magic items but rather science and geometry applied in a way that interferes with divination magic, these liners are somewhat fragile, and they cease to function after they have forced casters to attempt a caster level check or MSB check a number of times equal to the scholar’s Intelligence modifier (minimum 1), as determined at the time the liner was crafted. Once this limit has been reached, the liner ceases to function until the scholar spends at least 1 hour re-attuning it. As an immediate action, the scholar may expend their martial focus to quickly adjust the liner, causing a caster level or MSB check to not consume one of its uses.

  • Erratic Detonations [explosive]: The scholar adds a mixture of lead, silver, salt, and other materials which naturally disrupt magical energies to her flashbangs. The flashbang creates a cloud of fine dust with a radius of 5 ft. plus 5ft. per 5 class levels that persists a number of rounds equal to the scholar’s Intelligence modifier. Creatures within this cloud suffer a 50% increase to wild magic chance. This cloud does not obscure vision. A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round. Any creature that leaves an affected square suffers a wild magic increase equal to half this amount until they spend a standard action or two move actions brushing the clinging dust off. If the scholar also possesses the circle of salt or silver material impositions, this wild magic chance increases by 25%, or by 50% if both are possessed.

See Also: Wild Magic

Lodestone

Lodestone’s unusual properties often seem like magic to the uninitiated, but to the scholar, it is a predictable and reliable tool. The scholar may activate this imposition in one of two ways: firstly, the scholar may draw one primarily metal item or creature within 60 ft. + 10 ft. per class level directly towards herself. This item or creature cannot weigh more than 50 lbs. per class level the scholar possesses, and if it is a living creature or an item held by a living creature, the scholar must succeed on a combat maneuver check against the opponent’s CMD, using her class level in place of her base attack bonus and her Intelligence modifier in place of her Strength modifier for the check. Upon a successful use of this ability, the targeted creature or item is moved up to 10 ft. per class level directly towards the scholar; if this ability is used on a creature, this movement provokes attacks of opportunity.

Secondly, the scholar may use this ability to repel all metal creatures or objects within a 30 ft. radius; this ability cannot effect a single item or creature whose weight is more than 50 lbs. per class level the scholar possesses. Any unattended metal objects within the radius of this effect are immediately moved directly away from the scholar to the first legal square outside of the effect’s radius; when the scholar activates this ability, she makes a single combat maneuver check using her class level in place of her base attack bonus and her Intelligence modifier in place of her Strength modifier and compares the result against the CMD of all metal creatures or creatures wielding metal equipment within the area’s effect, moving any creature whose CMD her check exceeds directly away to the first legal square outside of the effect’s radius. Creatures wielding metal weapons may choose to drop them rather than be subject to this ability’s effects, but creatures wearing metal armor are treated as metal creatures for determining this ability’s effects.

  • Magnetic Bursts [explosive]: Scholars with the lodestone material imposition may enhance their flashbangs with lodestone flakes that cling to the target, making it easier for metallic weapons, or weapons whose primary damage- dealing apparatus is composed of metal, such as spear or arrowheads, to hit the target. For the next 1d4 rounds, any attack made with a metal weapon against a target who has failed their save against a flashbang modified with this explosive gains a +1 circumstance bonus to the attack roll, +1 for every 3 class levels the scholar possesses.

Magnesium

The scholar has learned to distill magnesium into a highly reactive material that, when ignited, burns at extreme temperatures and sheds a brilliant white light. Activating this imposition gives the scholar a brilliant magnesium torch that can be wielded as a light weapon the scholar is proficient with, dealing 1d6 fire damage with an 18-20/x2 critical range and multiplier. This torch sheds bright light to a range of up to 30 ft., +5 ft. per 2 class levels, and increases the light level by one step within twice that range. This effect automatically dispels any darkness effect within its area whose spell level is equal to or less than half the scholar’s class level (rounded down), as well as any darkness effects from the Dark sphere whose effective caster level is lower than the scholar’s class level. Whenever the scholar confirms a critical hit against a target with this weapon, they catch fire, taking 1d6 points of fire damage each round.

A creature ignited by this ability is entitled to a Reflex saving throw at the start of their turn each round to attempt and extinguish the flame. If the fire is not extinguished, it burns out naturally after 1 minute. The scholar must have a hand free when she activates this imposition, otherwise the torch falls to the ground in an adjacent square, causing any unattended flammable items or substances in that square to catch fire.

  • Sun Flare [explosive]: The scholar mixes a blend of magnesium and phosphorescent materials into her flashbangs, allowing them to cause targets who fail their save against them to be blinded and shed bright light out to 30 ft. +5 ft. per two class levels for 1 round per class level. This effect automatically dispels any darkness effect within its area whose spell level is equal to or less than half the scholar’s class level (rounded down), as well as any darkness effects from the Dark sphere whose effective caster level is lower than the scholar’s class level. If the scholar’s flashbangs would normally be capable of blinding due to the scholar having at least 5 ranks in Craft (alchemy), the duration of this effect is doubled.

Ooze

The scholar’s alchemical studies branch out into learning how to cultivate, manipulate, and establish mastery over the strange creatures known as oozes. The scholar may grow a simple garden oozeB3 in a specially prepared vial during an 8 hour rest; at 5th level and every five levels thereafter she learns to cultivate a powerful ooze in the following order- ochre jellyB1, living mirageB5, gunpowder oozeB5, immortal ichorB4. The scholar may activate this imposition to release the ooze from the vial, allowing it to quickly reconstitute and aid her on the battlefield. The ooze understands basic commands such as “attack”, “defend”, or “move” from the scholar and follows them to the best of its ability. If the ooze moves more than 100 ft. away from the scholar, it begins to lose cohesion and dissolves 1d4 rounds later, regardless of whether or not it returns to the scholar’s side during that time. The scholar cannot have more than one ooze active with this ability at a time, and activating another imposition dismisses the ooze, causing it to return to its vial. The scholar can only have a total number of prepared or captured oozes equal to 1 + her Intelligence bonus. If an ooze is split by an attack, the scholar retains control of one of the oozes (chosen at the time the split occurs), but the other ooze becomes its own creature and acts according to its own impulses, as do any future oozes split off such an independent ooze. As long as the ooze is not destroyed, banished, or dispersed, it can be reclaimed into its vial as a swift action. Oozes conjured in this way are treated as summoned creatures for spells and effects.

  • Alchemical Solvent [explosive]: The scholar mixes special solvents into her flashbangs that dissolve the flesh of non-ooze creatures. In addition to the flashbang’s normal effects, the target takes 1d4 acid damage per class level the scholar possesses; creatures who succeed on their saving throw take half damage from this effect. When a flashbang modified with this explosive is used against a creature of the ooze type, instead of dealing additional acid damage the target takes a -5 penalty to its saving throw and is stunned for 1d4 rounds if it fails its saving throw. If the scholar does not have an ooze currently active through this imposition, she may spend a full-round action to attempt to capture the ooze inside an alchemical vial, though the ooze is entitled to a Fortitude saving throw (DC 10 + 1/2 scholar level + Intelligence modifier) to resist this effect; oozes whose CR is greater than the scholar’s class level are immune to this effect. Oozes who fail their saving throw are captured and may be used as though they were cultivated through the primary use of this imposition.

Silver

Silver is the metal most closely related to the moon and is said to ward off bad luck and witchcraft. When the scholar first gains this imposition she learns how to craft a small amulet that must use at least 10 sp worth of silver and costs 1 hour and a total of 100 gp times the scholar’s class level to create. A silver amulet crafted in this manner may be sold for 1/2 its crafting cost, as long as it is currently functioning. As long as the scholar or an ally is wearing this amulet, they gain spell resistance equal to 10 + the scholar’s class level. These charms do not occupy an item slot, but wearing more than one has no additional effect. Because they are not true magic items but rather science and geometry applied in a way that interferes with magical energies, these amulets are exceedingly fragile, and they cease to function after they have forced casters to attempt a caster level check to overcome the granted spell resistance a number of times equal to the scholar’s Intelligence modifier (minimum 1), as determined at the time the amulet was crafted. Once this limit has been reached, the amulet ceases to function until the scholar spends at least 1 hour re-attuning it. As an immediate action, the scholar may expend their martial focus to quickly realign the amulet, causing a caster level check to not consume one of its uses.

  • Dispelling Detonations [explosive]: The scholar adds a mixture of silver, salt, lead, and other materials which naturally disrupt magical energies to her flashbangs. Creatures and objects that fail their save against the flashbang’s initial effect are also subject to a targeted dispel magic spell, using the scholar’s level as the caster level. This cannot be used to target a specific spell effect. If the scholar also possesses the circle of salt material imposition, this instead acts as a targeted greater dispel magic effect.

Advanced Medical Training (Ex)

From 5th level on, the scholar’s research has taught her advanced medical techniques for treating certain ailments; the scholar may expend 5 uses of a healer’s kit as a standard action that provokes attacks of opportunity and make a DC 20 Heal check to cure any one of the following conditions affecting a creature: blindness, deafness, paralysis, or poison. For each 10 points by which the scholar exceeds the DC of this check, she may cure an additional condition from the list that the target is suffering as part of the same check. If the scholar has at least 8 ranks in the Heal skill, she may instead use this ability to restore 1 point of ability drain +1 point for every 5 points by which she exceeds this ability’s DC.

The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1). Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total. In addition, the scholar increases healing done by the hit point healing option of the medical training class feature to 2 hit points +2 for each point by which the scholar exceeds the DC, and may activate it as a move action.

Expert Medical Training (Ex)

At 9th level, the scholar’s research has taught her rare and little known techniques for treating even the most virulent and uncommon ailments; the scholar may expend 10 uses of a healer’s kit as a standard action that provokes attacks of opportunity and make a DC 25 Heal check to cure any one of the following conditions affecting a creature: confusion, cursed, or disease (including magical diseases).

If the scholar has at least 11 ranks in the Heal skill, she may instead use this ability to attempt to heal an ally who has died within a number of rounds equal to her Intelligence bonus (minimum 1). If her check is successful, the ally is restored to life and consciousness at 0 hit points, +1 hit point for each point by which she exceeds this check’s DC. The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1).

Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total. In addition, the scholar increases healing done by the hit point healing option of the medical training class feature to 3 hit points +3 for each point by which the scholar exceeds the DC, may activate it as a swift action, and no longer provokes an attack of opportunity for using any of her medical training abilities.

Mastered Imposition

At 20th level, the scholar chooses any one material imposition she knows; the scholar no longer needs to expend her martial focus for uses of this imposition, never provokes an attack of opportunity for activating it, and may activate it as a swift action. If the scholar chooses a material imposition that grants an explosive option, any bonus damage it deals and the save DC for flashbangs modified by it are determined as though the scholar’s class level were 4 levels higher than it actually is.

Section 15: Copyright Notice

Spheres of Might, © 2017, Drop Dead Studios LLC; Authors: Adam Meyers, Michael Sayre, Andrew Stoeckle, N. Jolly