PRIEST-CLERIC KIT Scholar Description: A priest of this kit is generally more interested in research and experimentation than adventuring, and so will usually be encountered as NPCs. Those Scholars who do take up the adventuring lifestyle, however, do so out of a thirst for knowledge and to learn about how their faith fits into the religious structure of the world. They are first and foremost experts in their own religion's most obscure tenets, but they also seek to learn about the theology and ritual of other faiths whenever possible in the course of their research into anything and everything they encounter in their travels. As a general rule, Scholars tend to be sedentary and travel only when they must, keeping mostly to urban areas (for better access to libraries, sages, and other research facilities), but they can occasionally be found living alone in the wilderness. Scholars serve the missionary function of the church by ensuring the spread of information and the ethos of the church to the intellectual community at large, entering the views and teachings of the church into debate and discourse among learned folk all over the world and spreading the word of their deity through the application of logic, reason, and good teaching. Scholars can be of any alignment and of any race except half-ogres. A priest wishing to become a Scholar must have Intelligence and Wisdom scores of at least 14. Weapons & Armor: As usual for their deity. Special Benefits: Scholars gain the usual spheres of spell access and granted powers appropriate for their chosen deity, and in addition they have an array of other intellectual abilities: Community of Learners: Scholars often maintain extensive correspondence with scholars throughout the world. The Scholar's scholarly bearing and reputation is impressive to others who are authors, journalists, teachers, scholars, researchers, or simply intellectuals, gaining a +3 reaction bonus with people of this type. They are also able to use their connections to receive a 10% discount on costs related to magical research or study (including materials and reference books), sage consultations, spell components, and the like, though this requires a successful Charisma check with a -1 bonus per three levels of the Scholar (rounding up). A similar Charisma check can usually get the Scholar free food and lodging at any center of learning. Food and lodging for characters travelling with the Scholar can usually also be arranged, either free or for a nominal fee. Linguistics: Because they must frequently correspond with learned folk from other cultures and must peruse dusty tomes filled with dead languages, Scholars apply themselves assiduously to the study of languages. When learning ancient or modern languages, a Scholar need spend only half the usual number of proficiency slots. In addition, they the equivalent of the Rogue's Read Languages ability with a base score of 20 percent, plus 5 percent per level after 1st. Scholarship: A Scholar gains a +1 bonus on all Intelligence checks and a +1 bonus on all Wisdom checks whenever such a check is called for, including using non-weapon proficiencies depending on these two ability scores. In addition, Scholars study constantly, and this allows them to gain additional non-weapon proficiency slots every two levels of experience, and it takes them only half the normal amount of time to pick up a new proficiency. Their efficient study also allows them to reduce the cost of magical research (spell or magical item) by 10%. Scholars also are able to focus and concentrate their study in great detail on specific topics. As a result, if a library is available to study in the Scholar can gain a +1d4 bonus to any non-weapon proficiency check for every day spent studying, up to a maximum of +5. The Scholar must choose a specific proficiency to study, and the bonus (which can only be used once) must be used within 1 day per level of the Scholar. Teaching: A Scholar can also temporarily impart any non-weapon proficiency he or she knows upon another character with one day of instruction. Once this instruction has been completed, the Scholar should make a proficiency check and the student must attempt an Intelligence check. If both fail, the attempt fails and the Scholar cannot teach that proficiency to that character until he or she advances a level, at which point another attempt can be made. If one of the two rolls fails, another day of instruction can be spent and the process repeated. If both rolls succeed, the student learns the proficiency and can use it normally. The base proficiency target score is either the Scholar's own score or the score that would apply based on the student's own ability score, whichever is lower, and it is usable at this level for one day per level of the Scholar, after which the target score will decrease by 1 every day until it reaches 0, at which point effective memory of the teaching fades and the temporary proficiency is lost. A student can retain one temporary proficiency for every five points of Intelligence (rounding up). A Scholar can maintain a number of students equal to the 'Maximum Henchmen' number allowed for his or her Charisma score, plus one additional student per level of experience. Special Hindrances: Those who are not part of a Scholar's Community of Learners tend to consider the Scholar pompous, verbose, pedantic, and rather irritating, resulting in a -2 reaction penalty with respect to any such creature who has to listen to the Scholar speak for more than one round. In addition, if the Scholar converses with any similar scholarly NPC there is a 10% chance that the Scholar will inadvertently impugn some pet opinion of the NPC, resulting in a new reaction roll with a -6 penalty. As a general rule, Scholars are too busy pondering weighty intellectual and philosophical questions to want to be bothered with managing the day to day affairs of others. As a result, they never attract henchmen, though they may hire assistants if they wish. Similarly, they will never attract a cadre of followers, nor do Scholars ever care to build castles or fortifications of any sort (though a Scholar might prevail upon a friendly Cleric to set aside room for an extensive library in a temple fortress he or she might be constructing). Scholars delve deeply into history and theology but really have little to do with the day-to-day operations of the church, forgoing the Ceremony, Inspire, and Church Affiliation abilities of a typical Cleric. In addition, the Scholar's focus on study leaves him or her rather untrained in combat, resulting in a -1 penalty to hit, and a Scholar gains only a single weapon proficiency at 1st level. Further, he or she gains new weapon proficiencies at half the normal rate (i.e., every eight levels, rather than every four). Further, the Scholar's sedentary lifestyle results in a habitual lack of physical conditioning and endurance, and this applies a -2 penalty to any Strength or Constitution ability checks, including non-weapon proficiencies based on these abilities. Scholars are also very uncomfortable in heavy armor, suffering double the normal Dexterity check penalties from wearing heavy armor and also suffering a penalty to all attack rolls equal to the normal Dexterity check penalty for the armor type being worn. In addition to the above, all but one non-weapon proficiency slot at 1st level must be spent on the Preferred Proficiencies below. Bonus Proficiencies: Reading/Writing, Religion Required Proficiencies: Debate, Teaching Preferred Proficiencies: Alchemy, Ancient History, Artistic Ability, Astronomy, Bookbinding, Bureaucracy, Ecology, Cartography, Celestology, Demonology, Etiquette, Heraldry, Herbalism, Language (Ancient), Language (Modern), Law, Local History, Medicine, Monster Lore, Musical Instrument, Necrology, Papermaking, Planology, Poetry, Research, Rune Lore, Scribe, Singing, Spellcraft, Supernumerate