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Scholar

In an age long past, when mankind flourished under the radiance of arcane mastery, the island of Vylbrand was home to a city-state called Nym. Though the history of that age tells of countless wars waged with earth-shattering incantations, it was the brilliant strategic maneuvering of Nym’s scholars that allowed their mundane army of mariners to throw back would-be conquerors time and again. These learned men and women defended the freedom of their tiny nation with their unique command over spell-weaving faeries, utilizing the creatures’ magicks to heal the wounded and bolster the strength of their allies.
Role: Scholars are military tacticians often served as high-ranking officers in allied forces across Vana’diel. Extensive knowledge of ancient martial theory granted them the ability to wield dual schools of magic, between which they would alternate depending on the situation at hand.
Alignment: Any
Hit Die: d6
Parent Classes: Black Mage and White Mage.
Starting Wealth: 2d6 × 10 gil (average 70 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
Class Skills
The scholar’s class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Points Per Level: 2 + Int modifier

Table: Scholar

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMPSpell Level
Type1/2BadBadGood
1st+0+0+0+2Spell Proficiency, Cantrips, Grimoire, Sprite Familiar, Light Arts/Dark Arts, Limit Breaks11st
2nd+1+0+0+3Arcane Reservoir, Scholar Exploit21st
3rd+1+1+1+3Light Arts: Penury (3/day), Dark Arts: Parsimony (3/day)31st
4th+2+1+1+4Scholar Exploit52nd
5th+2+1+1+4Consume MP82nd
6th+3+2+2+5Scholar Exploit102nd
7th+3+2+2+5Light Arts: Accession (3/day), Dark Arts: Manifestation (3/day)133rd
8th+4+2+2+6Scholar Exploit183rd
9th+4+3+3+6Eldritch Surge223rd
10th+5+3+3+7Scholar Exploit, Sublimation (3/day), Clear Mind264th
11th+5+3+3+7Light Arts: Celerity (3/day), Dark Arts: Alacrity (3/day)334th
12th+6/+1+4+4+8Advanced Scholar Exploit394th
13th+6/+1+4+4+8Improved Surge445th
14th+7/+2+4+4+9Advanced Scholar Exploit535th
15th+7/+2+5+5+9Light Arts: Rapture (3/day), Dark Arts: Ebullience (3/day)615th
16th+8/+3+5+5+10Advanced Scholar Exploit676th
17th+8/+3+5+5+10Greater Surge786th
18th+9/+4+6+6+11Advanced Scholar Exploit886th
19th+9/+4+6+6+11Bottomless Well996th
20th+10/+5+6+6+12Advanced Scholar Exploit, Magical Supremacy1056th

Class Features

All of the following are class features of the scholar.

Weapon and Armor Proficiency

Scholars are proficient with the dagger, sling, power rod, power staff, and quarterstaff, but not with any type of armor or shield. Heavier armor interferes with a scholar’s movements, which can cause her spells with somatic components to fail.

Limit Breaks (Su)

At 1st level, the scholar receives the Limit Breaks (From Dusk Til Dawn and Tabula Rasa).

From Dusk Til Dawn (Su): This Limit Break allows the scholar to use any White Mage Limit Break while under Light Arts and any Black Mage Limit Break while under Dark Arts. If a limit break has a duration, it lasts for 1 round + 1 round per four scholar levels after 1st. Action required for this limit break is copied from the limit break the scholar has chosen.

Tabula Rasa (Su): This Limit Break allows the scholar to use both Light Arts and Dark Arts with all the bonuses but without penalties for a duration of 1 round + 1 round per four scholar levels after 1st. This limit break requires only a swift action.

Spells

A scholar casts black magic and white magic spells which are drawn the black mage and white mage spell lists. A scholar begins play with 1 1st level black magic spell and 1 1st level white magic spell of her choice. At each new scholar level, she gains one new spell of any spell level or levels that she can cast (based on her new scholar level). Like most mages, a scholar can find or purchase scrolls with spells to add to her repertoire.

To learn or cast a black magic spell, the scholar must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a scholar’s black magic spell is 10 + the spell level + the scholar’s Intelligence modifier. In addition, a scholar gains additional MP for having a high attribute (Intelligence).

To learn or cast a white magic spell, the scholar must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a scholar’s white magic spell is 10 + the spell level + the scholar’s Wisdom modifier. In addition, a scholar gains additional MP for having a high attribute (Wisdom).

Spell Proficiency (Ex)

Scholars are considered to have the Precise Shot feat while casting spells or using any magical items (including her grimoire) that require ranged touch.

Cantrips

Scholars learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Scholars begin with 2 0-level spells from either the black mage or white mage spell list and gain an additional 0-level spell every four levels after 1st level.

Grimoire (Su)

Beginning of 1st level, books and tomes become deadly weapons in the hands of a scholar. Functioning only in the hands of a scholar, a book or tome read by a scholar deals 1d4 + Intelligence modifier points of shadow damage while under Dark Arts and 1d4 + Wisdom modifier points of holy damage while under Light Arts. The scholar must make a ranged touch attack that has a range of 25 feet + 5 feet per two scholar levels.

Sprite Familiar (Ex)

At 1st level, a scholar forms a close bond with a sprite familiar, a creature that helps to guide her along her path. Sprite familiars also aid a scholar by casting healing, defensive, and enhancement based spells depending if the scholar has activated Light Arts or Dark Arts.

Familiar Basics

Use the basic statistics for a sprite (http://www.d20pfsrd.com/bestiary/monster-listings/fey/sprite), but with the following changes.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all her classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to calculate the familiar’s melee attack bonus with natural weapons.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +0, Reflex +2, Will +2) or the master’s (as calculated from all her classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for a sprite or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Familiar Ability Descriptions

All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

Table: Scholar's Familiar

Master Class LevelNatural Armor AdjustmentIntelligenceSpecial
1st–2nd+18Alertness, empathic link, improved evasion,
share spells, cantrips
3rd–4th+291st spell-like ability, Deliver touch spells
5th–6th+310
7th–8th+4112nd spell-like ability
9th–10th+512
11th–12th+6133rd spell-like ability
13th–14th+714Spell Resistance
15th–16th+8154th spell-like ability
17th–18th+916
19th–20th+1017
Natural Armor Adjustment: The number noted here is in addition to the familiar’s existing natural armor bonus.

Intelligence: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Empathic Link (Su): The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The scholar may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself.

Cantrips (Sp): At 1st level, the familiar gains the ability to cast cantrips from the scholar’s available cantrips at will.

1st Spell-Like Ability (Sp): If a scholar is 3rd level or higher, the familiar gains the ability to cast Embrace (while the scholar is under Light Arts) or Fey Blast (while the scholar is under Dark Arts). Embrace functions like Cure except uses the scholar’s Wisdom modifier. Fey BlastAero, Blizzard, Dark, Fire, Stone, Thunder, or Water spells. The familiar may choose which spell to emulate and uses the scholar’s Intelligence modifier. Each time the familiar uses this spell-like ability, it costs the scholar 1 MP.

At 7th level, Embrace and Fey Blast functions like their 2nd level spell equivalents and costs the scholar 2 MP per usage.

At 11th level, Embrace and Fey Blast functions like their 3rd level spell equivalents and costs the scholar 3 MP per usage.

Deliver Touch Spells (Su): If a scholar is 3rd level or higher, her familiar can deliver touch spells for her. If the scholar and the familiar are in contact at the time the scholar casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the scholar would. As usual, if the scholar casts another spell before the touch is delivered, the touch spell dissipates. She does not have to be in contact with the familiar to use this ability.

2nd Spell-Like Ability (Sp): If a scholar is 7th level or higher, the familiar gains the ability to cast Whispering Dawn (while the scholar is under Light Arts) or Slow Dusk (while the scholar is under Dark Arts). Whispering DawnRenew. Slow Dusk functions like Slow. Each time the familiar uses this spell-like ability, it costs the scholar 3 MP.

At 15th level, Whispering Dawn functions like Renew II and Slow Dusk functions like Slowga. Each costs the scholar 6 MP per usage.

3rd Spell-Like Ability (Sp): If a scholar is 11th level or higher, the familiar gains the ability to cast Fey Covenant (while the scholar is under Light Arts) or Fey Glow (while the scholar is under Dark Arts). Fey Covenant functions like Protectra. Fey Glow functions like Haste. Each time the familiar uses this spell-like ability, it costs the scholar 3 MP.

At 17th level, Fey Covenant functions like Protectra IIFey Glow functions like Hastega. Each costs the scholar 6 MP per usage.

Spell Resistance (Ex): If the master is 13th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

4th Spell-Like Ability (Sp): If a scholar is 15th level or higher, the familiar gains the ability to cast Fey Illumination (while the scholar is under Light Arts) or Fey Explosion (while the scholar is under Dark Arts). Fey Illumination functions like Cura. Fey Explosion functions like Aera, Blizzara, Darkra, Fira, Stonera, Thundara, or Watera spells and the familiar may choose which spell to emulate. Each time the familiar uses this spell-like ability, it costs the scholar 3 MP.

At 20th level, Fey Illumination Bless and Fey Explosion functions like Aeroga, Blizzaga, Darkga, Firaga, Stonega, Thundaga, or Waterga spells and the familiar may choose which spell to emulate. Each costs the scholar 6 MP per usage.

Light Arts/Dark Arts (Su)

Starting at 1st level, as a standard action, a scholar can activate or deactivate the Light Arts or Dark Arts. She may only use Light Arts or Dark Arts abilities while in the Light/Dark Arts. While in either Light/Dark Arts, she gains the bonuses as dictated in the “Bonuses” column of the following table, but she also has penalties when casting spells associated with the opposite art. This is indicated in the “Penalties” column of the following table:

Table: Light Arts/Dark Arts Bonuses

Current FormBonusesPenalties
Light ArtsAll healing spells are increased by 1 extra die of the appropriate type.

All enhancing spells' durations are increased by 1 per four scholar levels.

All light spells' caster level are increased by 1 per four scholar levels.

The save DC for all white magic spells is increased by 1 per four scholar levels.

The caster level checks made to overcome a creature's spell resistance is increased by 1 per four scholar levels for white magic spells.
All elemental spells are decreased by 1 die of the appropriate type to a minimum of 1. If there is only 1 die, then it is subject to a -1 penalty per four scholar levels on damage.

All enfeebling spells' durations are decreased by 1 per four scholar levels to a minimum of 1.

All dark spells' caster level are decreased by 1 per four scholar levels.

The save DC for all black magic spells is decreased by 1 per four scholar levels.

The caster level checks made to overcome a creature's spell resistance is decreased by 1 per four scholar levels for black magic spells.
Dark ArtsAll elemental spells are increased by 1 extra die of the appropriate type.

All enfeebling spells' durations are increased by 1 per four scholar levels.

All dark spells' caster level are increased by 1 per four scholar levels.

The save DC for all black magic spells is increased by 1 per four scholar levels.

The caster level checks made to overcome a creature's spell resistance is increased by 1 per four scholar levels for black magic spells.
All healing spells are decreased by 1 die of the appropriate type to a minimum of 1. If there is only 1 die, then it is subject to a -1 penalty per four scholar levels on healing.

All enhancing spells' durations are decreased by 1 per four scholar levels to a minimum of 1.

All light spells' caster level are decreased by 1 per four scholar levels.

The save DC for all white magic spells is decreased by 1 per four scholar levels.

The caster level checks made to overcome a creature's spell resistance is decreased by 1 per four scholar levels for white magic spells.

At 7th level, a scholar can switch between Light Arts and Dark Arts as a move action instead of a standard action. At 13th level, a scholar can switch between Light Arts and Dark Arts as a swift action.

Arcane Reservoir (Su)

Beginning of 2nd level, a scholar has an innate pool of magical energy that she can draw upon to fuel her scholar exploits and enhance her spells. The scholar’s arcane reservoir can hold a maximum amount of magical energy equal to her Intelligence or Wisdom (whichever is higher) modifier + the scholar’s level. Each day, after resting 8 hours, the scholar’s arcane reservoir fills with raw magical energy, gaining a number of points equal to her Intelligence or Wisdom (whichever is higher) modifier + half of her scholar’s level. Any points she had from the previous day are lost. She can also regain these points through the consume MP class feature and some scholar exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the scholar reservoir are used to fuel many of the scholar’s powers. In addition, the scholar can expend 1 point from her arcane reservoir as a free action whenever she casts a spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Scholar Exploits

By bending and sometimes even breaking the rules of magic, the scholar learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 2nd level and every 2 levels thereafter, the scholar learns a new scholar exploit selected from the following list. A scholar exploit cannot be selected more than once. Once a scholar exploit has been selected, it cannot be changed. Most scholar exploits require the scholar to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for a scholar exploit is equal to 10 + half of the scholar’s level + her Intelligence or Wisdom (whichever is higher) modifier.

Light Arts: Penury (Su)

At 3rd level, 3 times per day, as a move action, a scholar may reduce the MP cost of her next White Magic spell to 0.

Dark Arts: Parsimony (Su)

Also at 3rd level, 3 times per day, as a move action, a scholar may reduce the MP cost of her next Black Magic spell to 0.

Consume Spells (Su)

At 5th level, a scholar can expend MP up to the maximum she can spend as a move action. Doing this adds a number of points to her arcane reservoir equal to MP consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

Light Arts: Accession (Su)

At 7th level, 3 times per day, as a move action, a scholar may double the duration of her next Enhancing White Magic spell.

Dark Arts: Manifestation (Su)

Also at 7th level, 3 times per day, as a move action, a scholar may double the duration of her next Enfeebling Black Magic spell.

Eldritch Surge (Su)

At 9th level, a scholar can, as a swift action, pour more power into her spells and abilities. She can add 2 to the caster level and DC of a spell, or increase her effective scholar level by 2 when using a scholar exploit. She becomes fatigued upon using this ability. If she is already fatigued, she becomes exhausted. If she’s already exhausted, or something would prevent her from becoming fatigued or exhausted, she cannot use this ability. This ability does not stack with spending points from her arcane reservoir to increase the spell’s caster level or DC (as the arcane reservoir class feature).

Sublimation (Su)

At 10th level, 3 times per day, as a swift action, a scholar may activate this ability which lasts 1 round per scholar level. Each round, the scholar is drained of 4 HPs and gains 1 MP. Once activated, it cannot be stopped and either runs its course, or the caster falls unconscious, which cancels this ability.

Clear Mind (Ex)

At 10th level, a scholar can regain her MP quicker. The scholar must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. The scholar regains MP equaling her Intelligence or Wisdom (whichever is higher) modifier per hour.

Light Arts: Celerity (Su)

At 11th level, 3 times per day, a scholar may cast a White Magic spell as a swift action.

Dark Arts: Alacrity (Su)

Also at 11th level, 3 times per day, a scholar may cast a Black Magic spell as a swift action.

Advanced Scholar Exploits

At 12th level and every 2 levels thereafter, a scholar can choose one of the following advanced scholar exploits in place of a scholar exploit.

Improved Surge (Su)

At 13th level, a scholar can use her eldritch surge ability to reroll an attack roll associated with a spell or scholar exploit, or to reroll all of the damage dice associated with a spell or scholar exploit. In the case of attack rolls, this ability must be used after the die is rolled but before the results are revealed. The scholar must take the results of the reroll, even if they are lower.

Light Arts: Rapture (Su)

At 15th level, 3 times per day, as a move action, a scholar may maximize her next healing type white magic spell.

Dark Arts: Ebullience (Su)

At 15th level, 3 times per day, as a move action, a scholar may maximize her next elemental type black magic spell.

Greater Surge (Su)

At 17th level, a scholar can use her eldritch surge ability to force a creature to reroll a saving throw against one spell or scholar exploit and take the lower value. The scholar must declare the use of this ability before the result of that creature’s saving throw is revealed. If the spell or scholar exploit affects more than one target, only one target is affected by this ability.

Bottomless Well (Su)

At 19th level, a scholar can spend 1 hour studying her grimoire to refuel herself. Doing so allows her to regain MP as if resting for 8 hours and regain points of arcane reservoir equal to half her scholar level. She can use this ability multiple times per day, however she still only regains MP once per day.

Magical Supremacy (Su)

At 20th level, the scholar learns how to convert her arcane reservoir into spells and back again. She can cast any spell she knows by expending a number of points from her arcane reservoir equal to 1 + the level of the spell to be cast instead of expending MP. When she casts a spell in this fashion, she treats her caster level as 2 higher than normal, and the DCs of any saving throws associated with the spell increase by 2. She cannot further expend points from her arcane reservoir to enhance a spell cast in this way nor can metamagic feats be applied.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have archer as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Dwarf: Add +1/4 to the scholar’s effective class level when determining the effects of the arcane barrier and arcane weapon scholar exploits.
  • Elvaan: Increase total number of points in the scholar’s arcane reservoir by 1.
  • Galka: Gain a +1 bonus on concentration checks made due to taking damage while casting spells.
  • Hume: Add one spell from the scholar spell list to the scholar’s spellbook. The spell must be at least 1 spell level below the highest level the scholar can cast.
  • Kojin: Add 1 spell from the black mage or white mage spell lists to the scholar’s known spells. This spell must be at least 1 spell level below the highest level the scholar can cast.
  • Mithra: Add +2.5 feet to the distance the scholar can move when using the dimensional slide exploit, up to a maximum of 1.5 times the usual distance she could move at her given level. This option has no effect unless the scholar has selected it twice (or possesses increments evenly divisible by 5); a distance of 12.5 feet is effectively the same as a distance of 10 feet, for example.
  • Moogle: Gain 1/6 of a new scholar exploit.
  • Nu Mou: Increase total number of points in the scholar’s arcane reservoir by 1.
  • Tarutaru: Add 1/6 to the number of points the scholar gains in her arcane reservoir each day.

Archetypes