Post by king of hyrule on Aug 29, 2005 21:11:54 GMT -5
Academic
If knowledge is power, then academics are the most dangerous people in the world. They study a wide range of fields in their quest for knowledge, in a wide range of fields. Some are historians, studying history and Legends in their desire to learn about, or even return to, the past. Others study the sciences of technology and mechanics, trying to devise that next big invention.
There are biologists, who study the flora and fauna of the area, for their own purposes. Then there are those who
conspire to follow the arcane arts through science, and rob the Goddesses’ of their divine control over the elements.
Adventures: It is very rare that an academic
goes off to adventure. They would rather be in
their libraries, studying their specialist subjects.
However, sometimes the only remaining source
of a particular lore may be forgotten in the
bottom of a dusty dungeon, or they desire to see
the marvels of nature first hand to draw
inspiration. While they rarely go on adventures
for themselves, adventuring parties will often find
the academic a boon to their quests, as the
almost encyclopedic lore they possess can often
be all they need to solve that bothersome riddle
or quest.
Characteristics: Academics are intense and
usually solely motivated by their studies. Worldly
concerns matter little to the academic, and he
can often be found scribbling away in a journal
while the others are dividing the loot, unless
there happens to be something of interest. When
not studying, academics are often consumed with
wanderlust, itching to find something else to
study.
Focus: Academics can be of any alignment, but
most tend toward shadow. Knowledge can be
used for both the purposes of light and shadow,
and this goes equally for the academics that
possess it. It is known for an academic to assist a
villain without realizing it, but often they turn
sides when they discover their misuse of that
knowledge. Very few academics lean towards
darkness. Academics care little for religion and
theology, unless this happens to be one of their
specialist areas. An academic who studies the
Goddesses’ influence may even possess
knowledge to rival that of most of their clergy. Of
those that do worship the Goddesses, most make
minor devotions to Nayru, the Goddess of
Wisdom.
Background: Academics are usually full-time students in their field of study. Although it is very rare for there to be
organized places of study, this is not completely unheard of. Many academics reside in or near libraries, and often double a curators and librarians when they are not
studying.
Races: Academics can belong to almost any race. Hylians,
being the most civilized race tend to have more
academics in the traditional sense, which reside in
libraries, but most races will have some sort of lore keeper or storyteller to pass their traditions on to their young. Indeed, there are a few famous academics from nearly every race.
Other Classes: Academics rarely get on well
with other classes, since they are usually too
absorbed in their studies to cultivate such
relations. The exception of course is if that class
is related in part to their studies, in which case
that character can expect endless streams of
questions from the academic asking all sorts of
questions, personal or otherwise.
Game Rule Information
Abilities: Intelligence is obviously the most
important ability for Academics, since it governs
all Knowledge skills, and provides them with
additional skill points each level to put into this
Knowledge. Although their natures often show
otherwise, Wisdom and Charisma are often also
important to the academic, who is often
compelled to interview subjects or to observe live
specimens for their studies.
Hit Die: d4
Starting Rupees: 3d4 x 10
Class Skills
The academic’s class skills (and the key abilities
for each) are Appraise (Int), Craft (Int), Decipher
Script (Int), Gather Information (Cha),
Knowledge (All skills taken individually) (Int),
Profession (Wis), Speak Language (Int).
Skill Points at First Level: (8 + Int mod) x 4.
Skill Points at Each Additional Level: 8 + Int
mod.
Class Features
Weapon and Armor Proficiencies: The
academic is proficient in two simple weapons of
his choice. Most academics choose the sling and
quarterstaff. Academics are not proficient with
any armor or shields.
Versatility: The academic is a student in a vast
range of skills, from the practical to the
downright eclectic. Therefore, the academic can
allocate six extra skills to be class skills and an
extra skill every three levels after that.
Focused Learning: The academic follows an
intense training regimen that increases in
efficiency as they advance. At 2nd level, and
every five levels afterwards, the academic gains
a bonus to his skill points per level. Note that in
order to acquire the additional skill points, the
character must raise his academic class level to
acquire the skill points, though he may spend
them on skills acquired from multiclassing.
Obscure Lore: The academic conducts a great
deal of reading on many subjects. When
presented with a question on some extremely
obscure lore, or when attempting to piece
together fragments of knowledge or lore, the
academic may make an Intelligence check and
add his academic levels in order to see if he
knows anything about the specific subject.
Lateral Thinking: At 5th Level, and every five
levels after that, the academic may ask the GM
for a hint to solve a particular problem or
dilemma. The GM is not required to give the
academic the solution, just a hint of how to
proceed, or where to look for clues. The GM must
be careful in giving hints and clues with this
power. Any hints or clues must be alluded to in
game, thus preventing the GM or the player from
giving or receiving meta-game information. For
example, an academic and his two wilderfolk
companions are lost in an enormous underground
cavern with no idea of where their adversary has
fled. The academic could ask the GM for a clue,
and the GM could give information as to the
whereabouts of the adversary, how to exit the
cavern, where to find water or food, etc. The
academic cannot ask for more than one hint per
situation, and the GM can refuse to give the
Academic a hint should he feel the situation has
not changed enough to warrant one.
Sage: The academic is so widely versed in
knowledge that he always has something that
can apply to the situation. Starting at 9th level,
the academic can add his academic levels to any
Intelligence check or to any Intelligence-based
skill check.
Seer: The academic is always learning
something, even from everyday life. All this
experience allows the academic to add half his
academic level to any Wisdom check, or Wisdombased
skill check.
If knowledge is power, then academics are the most dangerous people in the world. They study a wide range of fields in their quest for knowledge, in a wide range of fields. Some are historians, studying history and Legends in their desire to learn about, or even return to, the past. Others study the sciences of technology and mechanics, trying to devise that next big invention.
There are biologists, who study the flora and fauna of the area, for their own purposes. Then there are those who
conspire to follow the arcane arts through science, and rob the Goddesses’ of their divine control over the elements.
Adventures: It is very rare that an academic
goes off to adventure. They would rather be in
their libraries, studying their specialist subjects.
However, sometimes the only remaining source
of a particular lore may be forgotten in the
bottom of a dusty dungeon, or they desire to see
the marvels of nature first hand to draw
inspiration. While they rarely go on adventures
for themselves, adventuring parties will often find
the academic a boon to their quests, as the
almost encyclopedic lore they possess can often
be all they need to solve that bothersome riddle
or quest.
Characteristics: Academics are intense and
usually solely motivated by their studies. Worldly
concerns matter little to the academic, and he
can often be found scribbling away in a journal
while the others are dividing the loot, unless
there happens to be something of interest. When
not studying, academics are often consumed with
wanderlust, itching to find something else to
study.
Focus: Academics can be of any alignment, but
most tend toward shadow. Knowledge can be
used for both the purposes of light and shadow,
and this goes equally for the academics that
possess it. It is known for an academic to assist a
villain without realizing it, but often they turn
sides when they discover their misuse of that
knowledge. Very few academics lean towards
darkness. Academics care little for religion and
theology, unless this happens to be one of their
specialist areas. An academic who studies the
Goddesses’ influence may even possess
knowledge to rival that of most of their clergy. Of
those that do worship the Goddesses, most make
minor devotions to Nayru, the Goddess of
Wisdom.
Background: Academics are usually full-time students in their field of study. Although it is very rare for there to be
organized places of study, this is not completely unheard of. Many academics reside in or near libraries, and often double a curators and librarians when they are not
studying.
Races: Academics can belong to almost any race. Hylians,
being the most civilized race tend to have more
academics in the traditional sense, which reside in
libraries, but most races will have some sort of lore keeper or storyteller to pass their traditions on to their young. Indeed, there are a few famous academics from nearly every race.
Other Classes: Academics rarely get on well
with other classes, since they are usually too
absorbed in their studies to cultivate such
relations. The exception of course is if that class
is related in part to their studies, in which case
that character can expect endless streams of
questions from the academic asking all sorts of
questions, personal or otherwise.
Game Rule Information
Abilities: Intelligence is obviously the most
important ability for Academics, since it governs
all Knowledge skills, and provides them with
additional skill points each level to put into this
Knowledge. Although their natures often show
otherwise, Wisdom and Charisma are often also
important to the academic, who is often
compelled to interview subjects or to observe live
specimens for their studies.
Hit Die: d4
Starting Rupees: 3d4 x 10
Class Skills
The academic’s class skills (and the key abilities
for each) are Appraise (Int), Craft (Int), Decipher
Script (Int), Gather Information (Cha),
Knowledge (All skills taken individually) (Int),
Profession (Wis), Speak Language (Int).
Skill Points at First Level: (8 + Int mod) x 4.
Skill Points at Each Additional Level: 8 + Int
mod.
Class Features
Weapon and Armor Proficiencies: The
academic is proficient in two simple weapons of
his choice. Most academics choose the sling and
quarterstaff. Academics are not proficient with
any armor or shields.
Versatility: The academic is a student in a vast
range of skills, from the practical to the
downright eclectic. Therefore, the academic can
allocate six extra skills to be class skills and an
extra skill every three levels after that.
Focused Learning: The academic follows an
intense training regimen that increases in
efficiency as they advance. At 2nd level, and
every five levels afterwards, the academic gains
a bonus to his skill points per level. Note that in
order to acquire the additional skill points, the
character must raise his academic class level to
acquire the skill points, though he may spend
them on skills acquired from multiclassing.
Obscure Lore: The academic conducts a great
deal of reading on many subjects. When
presented with a question on some extremely
obscure lore, or when attempting to piece
together fragments of knowledge or lore, the
academic may make an Intelligence check and
add his academic levels in order to see if he
knows anything about the specific subject.
Lateral Thinking: At 5th Level, and every five
levels after that, the academic may ask the GM
for a hint to solve a particular problem or
dilemma. The GM is not required to give the
academic the solution, just a hint of how to
proceed, or where to look for clues. The GM must
be careful in giving hints and clues with this
power. Any hints or clues must be alluded to in
game, thus preventing the GM or the player from
giving or receiving meta-game information. For
example, an academic and his two wilderfolk
companions are lost in an enormous underground
cavern with no idea of where their adversary has
fled. The academic could ask the GM for a clue,
and the GM could give information as to the
whereabouts of the adversary, how to exit the
cavern, where to find water or food, etc. The
academic cannot ask for more than one hint per
situation, and the GM can refuse to give the
Academic a hint should he feel the situation has
not changed enough to warrant one.
Sage: The academic is so widely versed in
knowledge that he always has something that
can apply to the situation. Starting at 9th level,
the academic can add his academic levels to any
Intelligence check or to any Intelligence-based
skill check.
Seer: The academic is always learning
something, even from everyday life. All this
experience allows the academic to add half his
academic level to any Wisdom check, or Wisdombased
skill check.