Post your Scholars, please.

Erebus

Mongoose
Putting together a good scholar NPC is very time consuming. Picking schools, spells, story, skills, this class seems to take the most work. If anybody has some scholars made up for their campaign I, among others too I'm guessing, would appreciate the post. My characters are getting to be around 3rd to 5th level and haven't really had to match wits and steel with a Sorcerer and his henchmen. Any that could be posted would be appreciated :D .
 
Here's a few of mine. Their full allotment of feats and their skills aren't shown here, but hopefully they will be of assistance.

Mursheth
Zamorian Scholar 5
HD 5d6
HP: 18
Dodge: 12
Parry: 9
DR: 0
Initiative: +2
Move: 30’
Attack: +4F Stiletto 1d4-2, x4
6PP, MAB +3
Counterspells: Warding, Rune of Jhebbal Sag, Incantation of Almaric’s Witchman
Divination: Astrological Prediction, Psychometry, Mind-Reading, Visions
Summonings: Demonic Pact
Deceitful, Ritual Sacrifice
Fort +1, Ref +2, Will +7
Str 7, Dex 13, Con 10, Int 16, Wis 13, Cha 13

Mirza Tavith
Turanian Scholar 3/Nomad 2
Robes, Scale Corslet, Steel Cap, Tulwar, Hyrkanian Bow, Dagger
3d6+2d10+5 HD
30hp
Dodge 13
Parry 13
DR 6
Initiative +5
Move 25’
Attack: +6 Tulwar 2d8+1, AP4, 18-20/x2, +5F Dagger 1d4+1, AP2, 19-20/x2, +5 Hyrkanian Bow, 1d10+1, AP4, 19-20/x2, 100’
7PP, MAB +2
Curses: Lesser Ill-Fortune, Ill Fortune
Mounted Combat, Weapon Focus: Tulwar, Far Shot, Knowledgeable, Iron Will
Fort +5, Ref +5, Will +7
Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 11


Cult Brother
Zamorian Scholar 3
3d6 HD
10 hp
Dodge 12
Parry 10
DR 0
Initiative +2
Move 30’
Attack +3F Dagger 1d4-1, 19-20/x2
Priest, Negotiator
Fort +1, Ref +2, Will +4
Str 9, Dex 13, Con 10, Int 12, Wis 12, Cha 14

Cult Priest
Zamorian Scholar 5
5d6 HD
18hp
Dodge 12
Parry 10
DR 0
Initiative +2
Move 30’
Attack +4F War Spear, 1d10-1, x2, +4F Dagger 1d4-1, 19-20/x2
Priest, Great Fortitude, Ritual Sacrifice
Hypnotism: Entrance, Hypnotic Suggestion, Torment
Nature Magic: Summon Beast, Gtr Summon Beast, Children of the Night
Fort +3, Ref +2, Will +8
Str 9, Dex 13, Con 10, Int 13, Wis 14, Cha 16

Onkesh
Zamorian Scholar 2/ Thief 1
Dagger, Robes
2d6+1d8 HD
12hp
Dodge 13
Parry 9
DR 0
Inititative +2
Move 30’
Attack +3F Dagger 1d4-1, 19-20/x2
+1d8 Sneak Attack (Dagger), +1d6 Sneak Attack
Hypnotism: Entrance
5PP, MAB +2
Dodge, Diligent, Knowledgeable, Stealthy
Alchemy +8; Hide, Move Silent, Sleight, Decipher +10
Str 8, Dex 14, Con 10, Int 14, Wis 10, Cha 12
 
Your two Zamorian cultists cannot have the Priest feat. The first one cannot have it because it requires Scholar level 4. Interestingly, the second one cannot have it for the same reason. Without multiclassing or using a favoured class, a Zamorian scholar cannot take it until he earns a feat at level 6.
 
Medium Zamorian Scholar 15/Noble 1
Hit Dice: 10d6+10+5+2 (52 hit points)
Initiative: +8 (+3 Dex, +5 Ref)
Speed: 30 ft.
DV Dodge: 18 (+3 Dex, +5 base)
DV Parry: 14 (-1 Str, +5 base)
BAB/Grapple: +11/+10
Attack: Dagger +14 melee finesse
Full Attack: Dagger +14/+9/+4 melee finesse
Damage: 1d4-1/ 19-20 x2 / AP 1
Space/Reach: 5 ft (1)/5 ft (1)
Special Attacks: Sorcery
Special Qualities: Zamorian traits, base power points, scholar, background (pact), knowledge is power, +4 power points, increased maximum power points (quadruple), title, rank hath its privileges, wealth
Saves: Fort +6, Ref +8, Will +14
Abilities: Str 9, Dex 17, Con 13, Int 19, Wis 17, Cha 20
Skills: (NB. In urban environments also has +1 circumstance bonus to Climb, Hide, Listen, Move Silently and Spot) Bluff +10, Craft (alchemy) +12, Craft (herbalism) +12, Craft (doll-making) +21, Decipher Script +12, Disable Device +5, Diplomacy +20, Gather Information +22, Intimidate +22, Knowledge (arcana) +22, Knowledge (local) +17, Knowledge (history) +17, Knowledge (nobility) +12, Knowledge (religion) +9, Open Locks +5, Perform (ritual) +24, Perform (horn) +15, Perform (song) +15, Sense Motive +23, Sleight-of-Hand +6
Feats: Focused Magical Link, Hexer, Negotiator, Ritual Sacrifice, Summoner, Tortured Sacrifice
Magical Attack: +12 (+7 level, +5 Cha) (+2 more if it is a curse)
Base Power Points: 11 (44 maximum)
Sorcery Styles Known: Summonings, Counterspells, Hypnotism, Curses, Necromancy
Spells Known: Agonising Doom, Black Plague, Demonic Pact, Domination, Death Touch, Dread Serpent, Enslave, Entrance, Greater Demonic Pact, Greater Ill-Fortune, Hypnotic Suggestion, Ill-Fortune, Lesser Ill-Fortune, Mass Hypnotic Suggestion, Raise Corpse, Ranged Hypnotism, Savage Beast, Summon Demon, Summon Elemental, Torment, Warding
Corruption: 8
Insanities: Games Master's discretion
Code of Honour: None
Reputation: 20 (villain)
Leadership:
Allegiances: Games Master's Discretion
Possessions: Horn, Doll-Effigy of someone important to the adventure, clothing, dagger (with a hilt designed like an octopus and with a spider design engraved on the blade).
 
VincentDarlage said:
Your two Zamorian cultists cannot have the Priest feat. The first one cannot have it because it requires Scholar level 4. Interestingly, the second one cannot have it for the same reason. Without multiclassing or using a favoured class, a Zamorian scholar cannot take it until he earns a feat at level 6.

Yeah, I noticed that with regard to the junior cultists just after I'd posted it. I was too lazy to actually check and see if I'd made a mistake, so thanks for pointing that out.

The Cult Priest, however, is correct, having taken the feat in lieu of a new sorcery style at fourth level.
 
Stygian Sorcerer ,Medium Stygian (Scholar 7)
Hit Dice: 7d6 (34 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
DV (Dodge): 13 (+2 level, +1 Dex)
DV (Parry): 11 (+2 level, -1 Str)
DR:
Base Attack/Grapple: +5/+4
Attack: Akbitanan Dagger +4 melee (1d4-1/19-20/x2/AP 2) or Stygian Bow +7 ranged (1d12/19-20/AP 1)
Full Attack: Akbitanan Dagger +4 melee (1d4-1/19-20/x2/AP 2) or Stygian Bow +7 ranged (1d12/19-20/AP 1)
Special Attacks: New Sorcery Style (x3), Advanced Spell x5, Bonus Spell x2
Special Qualities: Stygian qualities, scholar, lay priest background, knowledge is power
Space/Reach: 5 ft. (1)/5 ft. (1)
Saves: Fort +2, Ref +3, Will +12 (+10 vs. Corruption)
Abilities: Str 9, Dex 13, Con 11, Int 16, Wis 14, Cha 16
Skills: Bluff +13, Concentration +10, Craft (alchemy) +15, Craft (herbalism) +13, Decipher Script +13, Sleight of Hands +9, Handle Animal +5, Intimidate +13, Knowledge (arcane) +15, Perform (ritual) +18, Profession (priest) +7, Search +13, Sense Motive +12
Feats: Exotic weapon proficiency (Stygian bow), Iron Will, Ritual Sacrifice, Tortured Sacrifice, Hexer, Skill Focus (perform), No Honour
Reputation: 10
Magical Attack Bonus: +6/+8 (+3 base, +3 Charisma modifier/+2 when casting Curses)
Power Points: 8 (24 max)
Sorcery Styles: Prestidigitation, Curses, Counterspells
Spells Known: Conjuring, Lesser Ill Fortune, Telekinesis, Warding, Greater Telekinesis, Ill Fortune, Greater Ill Fortune, Burst Barrier, Curse of Broken Blood, Raise Dead
 
BAB/Grapple: +11/+10
Attack: Dagger +14 melee finesse
Full Attack: Dagger +14/+9/+4 melee finesse

Vincent could you tell me how he got the third attack, I always believed multiple attacks were based on Base Attack Bonus and not modifed. I'm probably missing something on the sheet. Thanks.
 
I will post actual statistics later, but this is one of my favoured NPC:s; he is Prospero, an Aquilonian Noble 3/Scolar 5 and i am using his as my players "ally" in my campaign at pictish wilderness...
I am running a campaign that have some ideas from Howard's classic "Across the Black River" -story. The main villain of this campaign is a pictish shaman who was humiliated by aquilonians and is trying to raise pictish tribes to attack against Aquilonian settlers.

The pictish shaman was captured by my noble/scholar and his followers; this power hungry scholar had heard about the children of Jabbal Sag and wants to capture one for his studies. So, he hired a band of mercaniers to capture one...

My campaign began when this pictish shaman managed to escape and began his vendetta against all Aquilonians. At the same time our Scholar wants player characters to help him to re-capture his test subject.

Prospero will not care about problems he has caused at border-lands, for him re-capturing his test subject is more important than lives of those commoners living at borderlands. He is self-learned occultist and has been able to learn couple of spells, but thinks he is far more powerful than he actually is. He is all the time making such a comments like "Dont be afraid of that primitive tribal... My powers are more than enough to protect you against that poor witch-doctor's mumbo jumbo".

Ok, when they encountered the witch doctor first time, he actually was able to stop one of his spells with a warding... But it became clear for my players that he was actually no match against a shaman--- They were already quite pissed off on this guy and the only reason they could stand him was because they thought that he actually could be able to won the shaman and stop the war...
 
foxworthy said:
Vincent could you tell me how he got the third attack, I always believed multiple attacks were based on Base Attack Bonus and not modifed. I'm probably missing something on the sheet. Thanks.

Well, his BAB is +11/+6/+1. (the stat block just says +11, I know, but that just gives the highest BAB, useful for calculating Power Attack and stuff.)
 
Okay, now i have my notes available, so there are stats for my scholar. (And actually it seems he was Noble2/Scholar4, i did remember that incorrectly)

Prospero
Aquilonian noble and occultist
Noble - 2 / Scholar - 4

HD: 2d8+4d6-6 (21hp)
Initiative: +4 (+2lvl, +2dex)
Speed: 30ft
DV(dodge): 13 (+1lvl, +2dex)
DV(parry): 11 (+2lvl, -1str)
DR: 0 (unarmoured)
Attack: Broadsword (melee) +5
Damage: d10-1/19-20x2/AP2

Special Qualities:
Adaptable - Knowledge(Arcana), Decipher Script, Title - Lord, Rank hath it's privileges, Wealth, Special regional features + 1, Knowledge is power

Saves:
Fort 0, Ref +4, Will +8

Abilities:
Str 9(-1), Dex 14(+2), Con 9(-1), Int 15 (+2), Wis 12 (+1), Cha 14(+2)

Skills:
Bluff-8, Concentration-1, Craft(Alchemy)-7, Craft(Herbalism)-5, Decipher Script-6, Diplomacy-6, Gather Information-6, Heal-2, Hide-3, Intimidate-5, Knowledge(Arcana)-18, Knowledge(Local)-7, Knowledge(Nobility)-10, Knowledge(Religion)-8, Knowledge(Nature)-10, Knowledge(History)-10, Perform(Ritual)-6, Ride-5, Sense Motive-4, Sleight of Hand-8.

Feats:
Scill Focus(Arcana), Combat Expertice, Weapon Focus: Broadsword, Knowledgeable, Sorcerer's Boon

Spells:
Hypnotism: Entrance, Hypnotic Suggestion
Conjuring: Prestidigation, Animate Swords, Telekinesis, Greater Telekinesis
Counter spells: Warding
 
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