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Old 08-28-2017, 10:23 AM   #1
Davies
 
Join Date: Aug 2004
Location: Edmonton, AB
Default [DFRPG] The Scholar, Revised Again

Scholar

Attributes: ST 10 [0]; DX 12 [40]; IQ 16 [120]; HT 12 [20].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 15 [-5]; Per 15 [-5]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].
Advantages: Eidetic Memory [5]; Intuition [15]; and Scholarly Improvisation 1 [30]. • A further 30 points chosen from among the following:
ST +1 to +3 [10/level]
DX +1 [20]
IQ +1 [20]
HT +1 to +3 [10/level]
Will +1 to +5 [5/level]
Per +1 to +5 [5/level]
Absolute Direction [5]
Acute Senses (any) [2/level]
Book-learned Wisdom [7/level]
Fearlessness [2/level] or Unfazeable [15]
Higher Purpose (Seek Knowledge) [5]
Jack-of-all-Trades [10/level]
Language Talent [10]
Language [3 or 6 per language]
Luck [15] or Extraordinary Luck [30]
Scholarly Improvisation 2 [30]
Signature Gear [1/item]
Wealth (Comfortable, Wealthy or Very Wealthy) [10, 20 or 30]
Disadvantages: Curious (12) [-5] • Another -10 points chosen from among the following:
Curious (9) [-7] or (6) [-10]‡
Obsession (learn something dangerous) [-5*]
Obsession (prove heretical theory) [-10*]
Overconfidence [-5*]
Truthfulness [-5*]
Xenophilia [-10*]
• A further -25 points chosen from among the following:
Absent-Mindedness [-15]
Bad Temper [-10*]
Clueless [-10]
Hard of Hearing [-10]
Jealousy [-10]
No Sense of Humor [-10]
Oblivious [-5*]
Odious Personal Habit [-5]
Post-Combat Shakes [-5*]
Sense of Duty (Companions) [-5]
Skinny [-5]
Stubbornness [-5]
Skills: One of these 12 point melee weapon packages:
1. Weapon and Shield: Any one of Broadsword-14 [8], Rapier-14 [8], Saber-14 [8], Shortsword-14 [8], Smallsword-14 [8], or Whip-14 [8], and also one of Cloak-13 [4], Shield-14 [4], or Shield (Buckler)-14 [4].
2. Weapon: Any one of Broadsword-15 [12], Rapier-15 [12], Saber-15 [12], Shortsword-15 [12], Smallsword-15 [12], Staff-15 [12], or Whip-15 [12].
• One of these ranged weapon skills.
Crossbow-14 [4]
Lasso-13 [4]
Sling-12 [4]
Throwing-13 [4]
• All of these skills:
Cartography-16 [2]
Hidden Lore (first choice)-16 [2]
Hidden Lore (second choice)-16 [2]
Hidden Lore (third choice)-16 [2]
Observation-14 [1]
Research-16 [2]
Scrounging-15 [1]
Search-14 [1]
Speed-Reading-16 [2]
Teaching-15 [1]
Writing-15 [1]
• Seven of these skills:
Alchemy-13 [1]
Architecture-14 [1]
Climbing-11 [1]
Connoisseur (Art)-15 [1]
Connoisseur (Luxuries)-15 [1]
Diagnosis-14 [1]
First Aid-16 [1]
Hazardous Materials-15 [1]
Heraldry-15 [1]
Hidden Lore-15 [1]†
Hiking-11 [1]
Meditation-14 [1]
Naturalist-14 [1]
Navigation-15 [1]
Occultism-15 [1]
Pharmacy-14 [1]
Physiology-14 [1]†
Poisons-14 [1]
Prospecting-15 [1]
Psychology-14 [1]†
Riding-11 [1]
Savoir-Faire-16 [1]
Stealth-11 [1]
Strategy-14 [1]
Surgery-13 [1]
Survival-15 [1]†
Thaumatology-13 [1]
Theology-14 [1]†
Traps-14 [1]
Veterinary-14 [1]
Weather Sense-15 [1]
* Multiplied for self-control number; see Adventurers p. 55.
† Requires a specialty, see Adventurers p. 72.
‡ Take cost difference from required trait.

Special Scholar Traits

All these traits have the special prerequisite that they cannot be purchased by someone with Illiteracy.

Book-learned Wisdom - 7 points per level

By reading suitable manuals, you can temporarily learn IQ-, Will-, or Per-based skills. You can acquire spells and special skills if you have appropriate manuscripts, but you aren’t exempt from their prerequisites – including Magery and other spells – so mundane knowledge is usually more worthwhile.

Each Book-Learned Wisdom level allows you to hold one piece of knowledge at a time, equivalent to one character point in that skill. To gain that knowledge, you must study a suitable work for two hours. A Speed-Reading roll halves study time, but the GM rolls in secret and any failure means your memory fails you the first time you try to use your newfound wisdom for an adventuring task!

Given the time requirement, memorizing new abilities is typically done in camp. In light of the weight of books, it might even be best to prepare whatever you think you’ll need before you leave town! Still, there will be times when it’s sensible for the whole party to pause while you refresh your memory on obscure lore from a book in your pack.

Higher Purpose (Seek Knowledge) - 5 points

You are a zealous seeker of knowledge. This advantage gives +1 to any roll made to bargain for books, decipher runes, communicate with sphinxes, and so forth. Unlike a Holy Warrior's Higher Purpose, this has only a single level. Just like a Holy Warrior's Higher Purpose, however, you cannot back down from an opportunity to gain knowledge, or you lose the benefit of this advantage until you make amends.

Jack-of-all-Trades - 10 points per level

The breadth of your knowledge allows you an understanding of tasks which you haven't truly studied in any detail. When you roll at default for any skill that permits such a roll, add this advantage's level (maximum three) to your effective level!

Scholarly Improvisation - 30 points per level

This is similar to Wild Talent (Adventurers, p. 54), but the breadth of your knowledge allow you to transcend certain of that ability's limitations. Chiefly, you do not need to have Trained by a Master to use chi skills, Magery or Bardic Talent to use wizardly spells, Power Investiture for clerical spells, or Power Investiture (Druidic) for druidic ones. You can take as many levels of this advantage as you can afford.

Last edited by Davies; 08-31-2017 at 01:00 PM.
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Old 08-28-2017, 02:11 PM   #2
sir_pudding
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Default Re: [DFRPG] The Scholar, Revised

I don't think I would play a scholar without Book-Learned Wisdom, otherwise they are pretty ineffective delvers, IME.
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Old 08-28-2017, 04:12 PM   #3
Davies
 
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Default Re: [DFRPG] The Scholar, Revised

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Originally Posted by sir_pudding View Post
I don't think I would play a scholar without Book-Learned Wisdom
Even though you wouldn't be able to use it to get Area Knowledge (Dungeon) anyway since Area Knowledge isn't a DFRPG skill?
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Old 08-28-2017, 04:41 PM   #4
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Default Re: [DFRPG] The Scholar, Revised

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Originally Posted by Davies View Post
Even though you wouldn't be able to use it to get Area Knowledge (Dungeon) anyway since Area Knowledge isn't a DFRPG skill?
Well that seems to make the scholar significantly less useful by itself, although getting Hidden Lore as appropriate is probably still useful.

The ability to duplicate a spell or skill once per day alone isn't really worth being unable to fight effectively.
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Old 08-28-2017, 04:57 PM   #5
Davies
 
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Default Re: [DFRPG] The Scholar, Revised

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Originally Posted by sir_pudding View Post
The ability to duplicate a spell or skill once per day alone isn't really worth being unable to fight effectively.
The profession's combat skills are on the same level as those of a bard or a thief. Are they ineffective in combat?

As to Hidden Lore, consider that since the character no longer needs to spend money on writings to support Book-learned Wisdom, they can spend quirk points to get many Hidden Lore skills.
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Old 08-28-2017, 05:17 PM   #6
sir_pudding
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Default Re: [DFRPG] The Scholar, Revised

Quote:
Originally Posted by Davies View Post
The profession's combat skills are on the same level as those of a bard or a thief. Are they ineffective in combat?
Mind control and sneak attacks are force multipliers. The new version of the bard is an effective party buffer as well. The scholar doesn't really have anything comparable (beyond being able to cast a spell or use an enthrallment skill once per day).

I know from when I played one, doing 1d-4 or whatever with a repeating crossbow is pretty non-contributory. Of course DFRPG doesn't even have repeating crossbows.

Quote:
As to Hidden Lore, consider that since the character no longer needs to spend money on writings to support Book-learned Wisdom, they can spend quirk points to get many Hidden Lore skills.
I'm just not sure why you would want to play one now. Without the modular ability, what makes them cool?

The problem with Wild Talent is that it makes you like a low level wizard in older versions of D&D (or the wizard in HeroQuest), once you pop your ability you are done, if that's the only effective thing you can do. Might as well go for a snack run for everybody else.
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Old 08-28-2017, 07:13 PM   #7
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Default Re: [DFRPG] The Scholar, Revised

Area Knowledge (Dungeon) is actually a thing? That seems pretty broad, unless there is one local mega dungeon, like Rappan Athuk.

It seems like Expert Skill (Dungeons) would be a better choice there.
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Old 08-28-2017, 07:18 PM   #8
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Default Re: [DFRPG] The Scholar, Revised

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Originally Posted by Stone Dog View Post
Area Knowledge (Dungeon) is actually a thing? That seems pretty broad, unless there is one local mega dungeon, like Rappan Athuk.
It is if you have a map.
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Old 08-28-2017, 08:16 PM   #9
Davies
 
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Default Re: [DFRPG] The Scholar, Revised

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Originally Posted by sir_pudding View Post
I'm just not sure why you would want to play one now. Without the modular ability, what makes them cool?
IQ one level above the Wizard at base and potentially IQ 17, making you one of your world's Leonardo da Vincis. Sign me up, signor.
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Old 08-28-2017, 08:22 PM   #10
sir_pudding
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Default Re: [DFRPG] The Scholar, Revised

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IQ one level above the Wizard at base and potentially IQ 17, making you one of your world's Leonardo da Vincis. Sign me up, signor.
I guess if being smart while being eaten by trolls is fun.
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