Academ Class

From Aparsus

The Academ
Level		Base Attack Bonus		Base Defense		Class Abilities
1			+0				+0			Inspiration Pool, Cunning
2			+1				+1			Arcane Lore
3			+2				+2			Mind Over Matter
4			+3				+3			-
5			+3				+3			Eldritch Aspect
6			+4				+4			Cunning
7			+5				+5			Bonus Feat
8			+6/+1				+6			-
9			+6/+1				+6			Eldritch Aspect
10			+7/+2				+7			Secret Wisdom
11			+8/+3				+8			Cunning
12			+9/+4				+9			-
13			+9/+4				+9			Eldritch Aspect
14			+10/+5			        +10			Secret Wisdom
15			+11/+6/+1			+11			Cunning
16			+12/+7/+2			+12			-
17			+12/+7/+2			+12			Bonus Feat
18			+13/+8/+3			+13			Greater Eldritch Aspect
19			+14/+9/+4			+14			Secret Wisdom
20			+15/+10/+5			+15			Brilliance


Academ Feat Masteries
Level			Lore 		Tactics	        Social			Others
1			2		1		1			-
2			2		1		1			-
3			3		2		2			-
4			3		2		2			-
5			4		3		3			1
6			4		3		3			1
7			5		4		4			2
8			5		4		4			2
9			6		5		5			3
10			6		5		5			3
11			7		6		6			4
12			7		6		6			4
13			8		7		7			5
14			8		7		7			5
15			9		8		8			6
16			9		8		8			6
17			10		9		9			7
18			10		9		9			7
19			10		9		9			7
20			10		9		9			7

Academs are wise men, lorekeepers and “wizards”. Though they possess little “real” magic, they make up for it with a combination of skill, knowledge and courage, making them a terrible foe for any sorcerer to face. Knowledge, and – as a result – Intelligence are most important to Academs, who are often – mistakenly – believed to be magicians and arcanists, even though their study of the lore of magic is limited. An Academ learns how to use this false reputation to his advantage, however, as the threat of magical retaliation is often far more effective than the retaliation itself.
All that said, the path of the Academ is one of knowledge and they seek out knowledge of the arcane just as they would seek out any other knowledge. Unlike most magicians, who draw their power from the spirits of the world, Academs have learned to harness the power of magic directly, giving them a number of useful – albeit minor – abilities to supplement their natural talents.
Hit Die: d4 + 4

Skill Groups Academs get access to the Academia, Mysticism, Social and Arcane (see below) skill groups. Additionally, they often seek out skills that better aid them in the pursuit of knowledge – such as Hide, Move Silently, Climb, and Disable Device. Academs often find themselves in need of a wide variety of skills in order to succeed at their endevours.
Skill Points at 1st level: (8 + Intelligence modifier) x 4
Skill Points at each additional level: (8 + Intelligence modifier)

Class Features
Weapon Proficiencies: With their mind focused in more intellectual areas, Academs have little time for other studies, and have only proficiency in simple weapons. That said, they understand that they are best served by a good defense, and so are proficient in light armors, though not with shields.

Inspiration Pool: Academs have an Inspiration Pool which represents their pool of knowledge and wide range of experience and learning. Academs use this token pool to fuel their special class abilities like Secret Wisdom, Eldritch Aspect and Cunning. Further, an Academ may use an Inspiration token to buy a token in any token pool provided by a Lore, Tactics or Social feat, at a rate of 1:1 for Lore, and 1:2 for Tactics and Social based tokens.

Academs start each day with a pool of tokens equal to ½ their maximum. Additionally, they receive a number of tokens equal to their Intelligence modifier at the beginning of each encounter. More tokens can be acquired through careful study. By spending time studying, an Academ may make a Knowledge (any) check (DC 15) and, if successful, gains one Token for each half-hour spent in study.

The maximum number of Tokens available at any one time is equal to 10 + the Academ's class level.

Cunning: Academs are not trained for combat. They are scholars and loremasters first, and fighters a very distant second – if at all. That said, they are not fools, and the world is a dangerous place, and though they lack in combat training, they certainly make up for it in ingenuity. At 1st, 6th, 11th and 15th level, the Academ may choose one of the following Cunning abilities, which the character may then use by spending Inspiration tokens.

Cunning Insight: Sometimes, an Academ learns, it's not how hard you strike but where. By spending 1 Inspiration Token, the Academ can get a competency bonus equal to his Intelligence modifier on any one attack roll, saving throw or damage roll. This bonus may also be applied directly to the Academ's skills for purposes of stunts and challenges.
Cunning Defense: Academs are rarely offensive fighters, preferring instead to keep their own heads firmly attached to their bodies, rather than trying too hard to remove their foes'. By spending 1 Inspiration Token, the Academ gets a bonus to his active Defense equal to his Intelligence against one opponent's attacks for 1 round. This ability can be taken up to three times. The second time it is taken, the Academ's bonus applies to all attacks made against him during the round. The third time, the bonus becomes passive, applying even if the Academ is caught flat-footed or would otherwise be denied his active Defense.
Cunning Dodge: An Academ knows trouble when he sees it, but the easiest way to stay out of trouble is to avoid it before you see it. By spending 2 Inspiration Tokens, the Academ may make a Reflex save with a DC of 10 when caught flat-footed. If successful, the Academ is not considered flat-footed even if he would normally be, and may act normally. This ability may be taken twice. If taken a second time, the Academ also becomes more adept at avoiding traps, and may spend 1 Token to negate half the damage done by any trap.
Cunning Strike: An Academ can strike precisely, though perhaps not as ably as some, but many corpses would say (if they could) that there's not much difference. By spending 1 Inspiration Token when attacking a flat-footed opponent, the Academ may gain 1d6 sneak attack bonus to his damage. All the normal rules for sneak attacks apply. This ability may be taken up to three times, increasing the sneak attack damage by 1d6 each time. Alternately, the Academ may sacrifice the extra sneak attack damage and instead select one category of opponent that would normally be immune to sneak attacks. This category is not immune to the Academ's Cunning Strike.
Cunning Surge: Academs have spent long hours studying battles, both historical and hypothetical. They know best when to press the attack and when to run away. By spending a number of Tokens up to half his class level, the Academ may add 5' per Token spent. This ability can be taken twice. The second time, the Academ may spend 3 Tokens in order to take an additional standard action on his turn.

Arcane Lore: Academs become quite adept in the use of magical items, understanding such vessels of magical energy almost intuitively. The Arcane Lore ability represents this, giving them a number of abilities in relation to magical items. By spending 1 Inspiration Token, the Academ can Aid Another on a Use Magic Device check, offering helpful pointers and tips to assist them. By spending 5 Tokens and taking a move action, the Academ may Take 10 on a Use Magical Device roll made to activate a magical item. Finally, if the Academ has spent no less than an hour studying a magical device, and makes a successful Use Magical Device (DC 20) check, then the next time he activates that device, the Academ will not suffer the normal drawbacks associated with the device's use and, further, may spend 2 Inspiration Tokens to activate the device without a roll.

Mind Over Matter: At 3rd level and beyond, the Academ may spend an Inspiration Token to add his Intelligence as a competence bonus to any skill check.

Eldritch Aspect: As Academs pursue their studies, they often learn to deal with the arcane in subtle ways. At 5th, 9th and 13th levels, the Academ acquires an Eldritch Aspect, a semi-magical arcane ability fueled by the Academ's own knowledge of magical energy. At level 18, the Academ may choose one of these abilities to be upgraded to its Greater form. The nature of Greater Eldritch Aspects is listed in the description of each aspect, below.

King of the Winds: By subtly influencing the air currents, the Academ can hasten his movements, muffle the sound of his step and distract watchers. To activate this ability, the Academ spends 3 Tokens. The ability remains active for a number of hours equal to the Academ's Intelligence. While active, the ability addsthe Academ's class level to all Move Silently checks. As a Greater Aspect, this ability applies to all Dexterity- based skill checks, as well as to the Jump skill.
Dread Gaze: The Academ learns to use arcane energies to enhance physical presence. To activate this ability, the Academ spends 3 Inspiration Tokens. While active, the ability grants the Academ a competancy bonus to all Intimidation rolls equal to his class level. The ability lasts for a number of hours equal to the Academ's Intelligence modifier. As a Greater Aspect, the Dread Gaze becomes the Mask of Glory, and applies to all Charisma-based skill checks.
Eldritch Dart: When the Academ takes this ability, he chooses one elemental effect: fire, ice, sonic, force, acid, and so on. By spending 3 Tokens, the Academ can produce a magical bolt formed of this element and hurl it at an enemy. This is a ranged attack which uses the Academ's Intelligence rather than Dexterity. The dart deals damage of d4 + the Academ's Intelligence modifier + ½ the Academ's class level to its target, has a range of 10, and criticals on a 20. As a greater aspect, the darts range increases to 20, and its critical increases to either 19-20 or 20/x3, at the Academ's discretion.
Master of the Deeps: The Academ uses this ability to move freely in the water. By spending 3 Tokens, the Academ adds his class level to all Swim checks for a number of hours equal to his Intelligence modifier. As a Greater Aspect, this ability also allows the Academ to breathe and act normally underwater, even ignoring vision penalties imposed by the murk.
Stone-Shaping Genius: Under the Academ's hands, stone and earth become like soft clay, easily molded. By spending 3 Tokens, the Academ may add half his class level as a bonus to any crafting roll involving stone or earthworks. Alternately, he may add half his class level to any Climbing rolls he makes for a number of hours equal to his Intelligence modifier. As a Greater Aspect, this ability allows the Academ to draw strength from the bones of the earth. For the duration of its effect, he adds a bonus to all attempts to resist bull rushes, grapples and other such combat effects equal to half his class level.
Lord of Heat and Flame: With this ability, the Academ can summon flame into his very hands, creating a melee weapon of his choice. He spends 3 Tokens to do so, and may choose any weapon with which he is proficient. The weapon has all the normal traits of a weapon of its type, save that it is made from fire and may affect things appropriately. As a Greater Aspect, the weapon adds the Academ's Intelligence as a modifier to all damage rolls.

Secret Wisdom: The greatest secrets of the Academ are rare and wondrous gifts. They have nothing to do with magic, and everything to do with the Academ's understanding of the world around him. At 10th, 14th and 19th levels, the Academ gains access to this secret wisdom, selecting one of the abilities below.
Jack of All Trades: By spending 4 Tokens, the Academ may acquire a number of “phantom” skill ranks equal to his Intelligence modifier + his class level. These skills ranks last for up to 8 hours, and must be spent on skills which the Academ does not possess any natural ranks in. Once the skill ranks are used on a skill check, they vanish, and any remaining unused skill ranks vanish after 8 hours, but when these “phantom” skill ranks are placed in a skill, the Academ is treated for all intents and purposes as though he possessed that skill.
Situational Awareness: By spending 4 Tokens, the Academ may take 20 on any Search, Spot, or Listen check as a free action. Additionally, the Academ may use this ability to detect the presence of otherwise undetectable things, such as invisible opponents or magically concealed traps, but must make a normal Spot check (DC 20) to do so, and cannot take 10 or 20 on that check.
Loremastry: As a master of lore, the Academ becomes a walking encyclopedia. By spending 4 Tokens, he may take 20 on any Knowledge skill check as a Free Action. Additionally, if he does not possess a Knowledge skill appropriate to the situation, he can “make one up”, essentially discovering one fact (determined by the GM) that would be readily available knowledge to someone who had the appropriate skills.
Expert: By spending 4 Tokens, the Academ may acquire on Feat with the Lore, Tactics or Social descriptor. This feat works just like the Man-at-Arms Wild Card feat.

Brilliance – Ultimately, the Academ's greatest strength is observation. At 20th level, he gains the ability of Brilliance. In order to use this ability, he must spend 5 Tokens and spend a standard action to prepare himself. At the end of this action, he chooses one class ability available to any of his companions that they acquired at 15th level or lower. For the remainder of the day, the Academ possesses that class ability, and can use it just as though he were a member of that class.

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