Job Information
Main Abilities
Innate Ability: Libra
After using a Standard action to make a successful Lore check regarding one enemy, monster, or creature, the Scholar learns the complete list of all their attacks, abilities, and spells, their attribute values, and they may also choose to learn what item can be Stolen from the enemy if they so choose. After making such a successful Lore check against a creature, the Scholar also gains a +2 bonus on all opposed rolls against that target and other creatures of the same exact type for the rest of the campaign. Using this ability again on a creature you have already made a successful Lore check against in this way automatically succeeds.
Defining Ability: Extend Spell
Spells that cause status effects for 4 rounds now cause those status effects to last until the end of combat.
Defining Ability: High Magic
The Scholar gains 1 Superior and 1 Ancient spell of their choice as bonus spells. When spending MP they may now choose to spend Destiny as well, reducing the MP cost of a spell by 100 MP for each point of Destiny spent.
Defining Ability: Sage Advice
By spending a point of Destiny the Scholar can interject advice as an Instant action to aid an ally when they are making a skill check. The Scholar makes a Lore check appropriate to the task at hand, that check’s result is then added to the ally’s check. If the Lore check results in a complication, the skill check immediately fails. Sage advice may only be used once per roll.
Ultimate Ability: Astral Conduit
All Destiny requirements are halved for the Scholar (to a minimum of 1).
After using a Standard action to make a successful Lore check regarding one enemy, monster, or creature, the Scholar learns the complete list of all their attacks, abilities, and spells, their attribute values, and they may also choose to learn what item can be Stolen from the enemy if they so choose. After making such a successful Lore check against a creature, the Scholar also gains a +2 bonus on all opposed rolls against that target and other creatures of the same exact type for the rest of the campaign. Using this ability again on a creature you have already made a successful Lore check against in this way automatically succeeds.
Defining Ability: Extend Spell
Spells that cause status effects for 4 rounds now cause those status effects to last until the end of combat.
Defining Ability: High Magic
The Scholar gains 1 Superior and 1 Ancient spell of their choice as bonus spells. When spending MP they may now choose to spend Destiny as well, reducing the MP cost of a spell by 100 MP for each point of Destiny spent.
Defining Ability: Sage Advice
By spending a point of Destiny the Scholar can interject advice as an Instant action to aid an ally when they are making a skill check. The Scholar makes a Lore check appropriate to the task at hand, that check’s result is then added to the ally’s check. If the Lore check results in a complication, the skill check immediately fails. Sage advice may only be used once per roll.
Ultimate Ability: Astral Conduit
All Destiny requirements are halved for the Scholar (to a minimum of 1).
Job Abilities
Ability: Aetherpact
The Scholar chooses a single Individual Esper at the time they choose this ability. They gain access to that Esper and the Destiny cost to summon it is reduced by 1. If the Esper now costs 0 Destiny to summon the Scholar also gains the ability to unite the Esper and an ally as a Slow action, fusing them together. While fused in this way the ally gains access to all of the Esper’s HP, spells, and abilities in addition to their own. Ending this union is a Standard action and happens automatically if the Scholar or ally are rendered unconscious. When unfused, the Scholar chooses how much of the total remaining HP pool goes to the Esper and how much of it goes to the ally. An ally may only be fused to a single Esper at any given time.
This ability may be taken multiple times, either choosing a different Esper or reducing the Destiny cost to summon the same Esper by an additional 1.
Ability: Arithmetics
When casting a spell the Scholar may choose to make that spell have a target of Local - hitting allies and enemies alike. They next choose a single attribute and either 3, 4, or 5. Everyone who has a score in that attribute that isn’t a multiple of that number is immune to that spell. For example, if 3 is chosen and PWR is chosen, the only targets hit by the spell are those with 3 PWR, 6 PWR, 9 PWR, etc.
Ability: Celestial Stasis
By taking a Standard action and making a successful opposed Force roll once per chapter, the Scholar can transport one ally or enemy into the vacuous space outside of time. The chosen creature becomes untargetable, immune to all damage and effects, afflicted by Stun even if they’d normally be immune to its effects, and ultimately removed from combat. The Scholar may use the Standard action on each of their turns to maintain this; the turn after they choose not to do so the creature comes staggering back into reality, ending the effect and automatically inflicting them with the Confuse status.
Creatures who have spent a large amount of time either time traveling, traveling through dimensions, being summoned by others, or existing outside of time are generally immune to this effect.
Ability: Collective Unconsciousness
The Scholar and all of their allies may communicate telepathically with one another as long as they are conscious, in the same time period, in the same reality, and on the same planet.
Ability: Encyclopedic
The Scholar may invest points into a unique skill known as Lore (Everything) so long as they remain a Scholar, which they may roll in place of any specialized type of Lore check. This allows them to have knowledge of things that they must have researched or heard of somewhere - even if it isn’t normally feasible for them to know it.
Ability: Eukrasia
As a Standard action the Scholar absorbs latent aether to enhance their magic. The next spell the scholar casts before the end of combat deals additional steps of healing or damage equal to the tier of the scholar's equipped weapon and a single die rolled for that spell may be rerolled.
Ability: Green Magic
Some Scholars are known as Green Mages, masters of enfeebling magic. By taking this ability the Scholar gains the Poison, Sleep, and Bind spells as bonus spells they know. When they gain the ability to cast Intermediate spells they automatically gain the Bio, Zombie, and Seal spells as bonus spells. When they gain the ability to cast Expert spells they automatically gain the Berserk, Confuse, and Transform spells as bonus spells.
The Scholar also gains a +4 bonus to opposed rolls when attempting to inflict a status effect against a creature studied through the Libra ability (instead of +2).
Ability: Grimoire
As a Slow action the Scholar may read from the Black Grimoire or White Grimoire. Doing so allows them to augment spells of that school at the cost of additional MP in any or all of the following ways, determined whenever they cast an appropriate spell:
Ability: Kardia
As an Instant action the Scholar marks one party member with Kardion. Whenever the Scholar deals damage using spells their Kardion target regains HP equal to 10% of the total damage dealt by that spell. The Scholar may only have one Kardion target at a time.
Ability: Levitate
The Scholar receives the effects of Flight at all times, even when unconscious. This prevents the Scholar from taking falling damage as well as negating damage and effects from Earth-based spells and abilities.
Ability: Mana Shield
The Scholar may use an Instant action to have an attack damage their MP instead of their HP which must be decided upon before the roll for the attack is made. Once their MP is at 0, any remaining damage must be dealt to HP instead.
Ability: Mind Over Matter
The Scholar may use their Finesse score in place of their Force score for the purposes of calculating maximum Destiny, for all opposed checks, and when interacting with objects – moving, throwing, or breaking them, and so on.
Ability: Peep
When the Scholar successfully uses Libra they also learn what status conditions are currently affecting the target. They may also choose to remove any or all of those status effects upon learning of them (except for unconsciousness).
Ability: Precognition
The Scholar can see brief glimpses into the future, granting a +2 bonus to AVD and Awareness. In addition, once per chapter the Scholar can declare that an action they have just taken did not happen, even after that action’s results are known. They may then choose to immediately take a different action. Any followup actions or requirements of the original action, such as Instant actions, counterattacks, Destiny expenditure, and MP use, are all reverted as well.
Ability: Prescience
Aura and Regen granted by the Scholar immediately take effect when cast, healing one additional time compared to normal as soon as they are inflicted. In addition the Scholar may immediately cast a spell targeting an ally as an Instant action whenever a combat begins.
Ability: Ruin
Any spells the Scholar casts may deal Non-Elemental damage instead of their usual type. In addition the Scholar may use Finesse instead of Force to move and destroy objects.
Ability: Salve
The Scholar may spend 25% of their total MP as a Standard action in combat to create a Potion or Ether and immediately use it on a single ally. If the item is unused it disappears at the end of combat.
In addition the Scholar gains a +2 bonus on Synthesis: Alchemy skill checks.
Ability: Shift Arcanum
As a Slow action by spending 1 point of Destiny while an Individual Esper is summoned the Scholar can temporarily transform that Esper into a stronger summoned creature. For the next three rounds their Individual Esper becomes a Party Esper of the Scholar’s choosing that is one rank higher than their normal rank but it retains its current HP, maximum HP, and still uses the Scholar’s MP to cast spells. After three rounds pass or the Party Esper’s Astral Flow ability is used the Esper returns to its normal Individual Esper state.
When summoning a Party Esper the Scholar can spend additional destiny to empower its attacks, making it deal two extra steps of damage and healing while summoned per point of destiny spent.
Ability: Sage’s Diagnostics
When using a white magic spell that heals targets the Scholar may convert up to 50% of that healing into temporary hit points.
In addition the Scholar gains a +2 bonus on Healing skill checks.
Ability: Stormsurge
When the Scholar uses a spell that costs 100 MP or more they gain a surge of energy, making their spells do an additional two steps of damage, an additional two steps of healing, and granting them a +2 bonus on opposed rolls until the end of the next round.
Ability: Stratagem
After using Libra on a target the Scholar may choose a single attack or spell that the target knows that isn’t their basic attack. The target cannot use that attack or spell for the next 4 rounds. The target may choose to spend 1 point of Destiny to ignore this effect and become immune to Strategem for the rest of combat.
Ability: Tabula Rasa
By spending 3 points of Destiny the Scholar grants all allies access to their magical knowledge until the end of combat. All allies may cast spells that the Scholar knows, however they still must use their own MP to do so.
Ability: Thread Magic
The Scholar learns how to weave their magic into different patterns, allowing spells that normally have a Medium Range to be cast against enemies within a Long Range. If the Scholar knows offensive spells of different Elements they may also combine those spells into new general use effects and spells that cost MP and do damage based on the highest tier spell that is being combined. These spells deal damage to targets based on which element the target is more vulnerable to. For example, the Scholar can combine Stone and Fire to create a Magma spell that deals either Earth or Fire damage depending on what the target is more vulnerable to or use the same Magma spell to prevent a volcano from erupting outside of combat. Some examples of combinations are Earth and Water to revitalize plantlife, Earth and Fire to create magma, Water and Lightning to call a thunderstorm, or Ice and Fire to manipulate temperature.
Ability: Telekinesis
The Scholar can use their telekinesis to physically interact with non-sentient objects up to a Medium Range away as a Standard action – so they could, for example, flip a switch from across the room, but they could not attempt to use his telekinesis to ‘hold’ someone in place with an opposed Force check or lift themselves off the ground, since the latter two would both be sentient targets.
The Scholar may also use their Telekinesis to attack enemies with weapons or objects (in which case they become Improbable weapons) at up to a medium range away. Such attacks calculate damage with the MND attribute instead of their default, and the Scholar does not suffer penalties to their rolls for attempting to use Improbable weapons without the Brawl ability. Remember that the Scholar must still be able to ‘lift’ an object with a Force roll to use it as an Improbable weapon, and such improvised attacks usually come with additional effects as decided by the GM (such a gigantic boulder having Earth Strike or a storm of feathers Blinding the target).
Ability: Time Magic
Some Scholars focus on manipulating the aspects of time. By taking this ability the Scholar gains the Bind, Enervate, and Quickening spells as bonus spells they know. When they gain the ability to cast Intermediate spells they automatically gain the Escape, Life, and Quick spells as bonus spells. When they gain the ability to cast Expert spells they automatically gain the Haste, Slow, and Teleport spells as bonus spells. In addition the Scholar’s lifespan increases dramatically, becoming able to live for hundreds of years beyond what they normally would.
Ability: World Clock
The Scholar alters time for all objects and creatures (allies and enemies alike) within Long range as an Instant action, inflicting them with Haste or Slow with no opposed roll until the ability is disabled. This effect remains centered on the Scholar, dispelling itself on creatures as they leave the area near the Scholar. This effect ends when the Scholar is reduced to 0 HP, when the Scholar ends this with a Standard action, or when the Scholar is inflicted with a status effect that would prevent them from taking actions.
The Scholar chooses a single Individual Esper at the time they choose this ability. They gain access to that Esper and the Destiny cost to summon it is reduced by 1. If the Esper now costs 0 Destiny to summon the Scholar also gains the ability to unite the Esper and an ally as a Slow action, fusing them together. While fused in this way the ally gains access to all of the Esper’s HP, spells, and abilities in addition to their own. Ending this union is a Standard action and happens automatically if the Scholar or ally are rendered unconscious. When unfused, the Scholar chooses how much of the total remaining HP pool goes to the Esper and how much of it goes to the ally. An ally may only be fused to a single Esper at any given time.
This ability may be taken multiple times, either choosing a different Esper or reducing the Destiny cost to summon the same Esper by an additional 1.
Ability: Arithmetics
When casting a spell the Scholar may choose to make that spell have a target of Local - hitting allies and enemies alike. They next choose a single attribute and either 3, 4, or 5. Everyone who has a score in that attribute that isn’t a multiple of that number is immune to that spell. For example, if 3 is chosen and PWR is chosen, the only targets hit by the spell are those with 3 PWR, 6 PWR, 9 PWR, etc.
Ability: Celestial Stasis
By taking a Standard action and making a successful opposed Force roll once per chapter, the Scholar can transport one ally or enemy into the vacuous space outside of time. The chosen creature becomes untargetable, immune to all damage and effects, afflicted by Stun even if they’d normally be immune to its effects, and ultimately removed from combat. The Scholar may use the Standard action on each of their turns to maintain this; the turn after they choose not to do so the creature comes staggering back into reality, ending the effect and automatically inflicting them with the Confuse status.
Creatures who have spent a large amount of time either time traveling, traveling through dimensions, being summoned by others, or existing outside of time are generally immune to this effect.
Ability: Collective Unconsciousness
The Scholar and all of their allies may communicate telepathically with one another as long as they are conscious, in the same time period, in the same reality, and on the same planet.
Ability: Encyclopedic
The Scholar may invest points into a unique skill known as Lore (Everything) so long as they remain a Scholar, which they may roll in place of any specialized type of Lore check. This allows them to have knowledge of things that they must have researched or heard of somewhere - even if it isn’t normally feasible for them to know it.
Ability: Eukrasia
As a Standard action the Scholar absorbs latent aether to enhance their magic. The next spell the scholar casts before the end of combat deals additional steps of healing or damage equal to the tier of the scholar's equipped weapon and a single die rolled for that spell may be rerolled.
Ability: Green Magic
Some Scholars are known as Green Mages, masters of enfeebling magic. By taking this ability the Scholar gains the Poison, Sleep, and Bind spells as bonus spells they know. When they gain the ability to cast Intermediate spells they automatically gain the Bio, Zombie, and Seal spells as bonus spells. When they gain the ability to cast Expert spells they automatically gain the Berserk, Confuse, and Transform spells as bonus spells.
The Scholar also gains a +4 bonus to opposed rolls when attempting to inflict a status effect against a creature studied through the Libra ability (instead of +2).
Ability: Grimoire
As a Slow action the Scholar may read from the Black Grimoire or White Grimoire. Doing so allows them to augment spells of that school at the cost of additional MP in any or all of the following ways, determined whenever they cast an appropriate spell:
- By spending 20 additional MP they may increase the damage or healing of a spell in that school by a single step. This feature always applies before the other two for purposes of determining total MP cost.
- By doubling the MP cost of a spell in that school they may grant themselves a +2 bonus on opposed rolls with that spell.
- By tripling the MP cost of a single target spell in that school they may make that spell target the entire ally or enemy group.
Ability: Kardia
As an Instant action the Scholar marks one party member with Kardion. Whenever the Scholar deals damage using spells their Kardion target regains HP equal to 10% of the total damage dealt by that spell. The Scholar may only have one Kardion target at a time.
Ability: Levitate
The Scholar receives the effects of Flight at all times, even when unconscious. This prevents the Scholar from taking falling damage as well as negating damage and effects from Earth-based spells and abilities.
Ability: Mana Shield
The Scholar may use an Instant action to have an attack damage their MP instead of their HP which must be decided upon before the roll for the attack is made. Once their MP is at 0, any remaining damage must be dealt to HP instead.
Ability: Mind Over Matter
The Scholar may use their Finesse score in place of their Force score for the purposes of calculating maximum Destiny, for all opposed checks, and when interacting with objects – moving, throwing, or breaking them, and so on.
Ability: Peep
When the Scholar successfully uses Libra they also learn what status conditions are currently affecting the target. They may also choose to remove any or all of those status effects upon learning of them (except for unconsciousness).
Ability: Precognition
The Scholar can see brief glimpses into the future, granting a +2 bonus to AVD and Awareness. In addition, once per chapter the Scholar can declare that an action they have just taken did not happen, even after that action’s results are known. They may then choose to immediately take a different action. Any followup actions or requirements of the original action, such as Instant actions, counterattacks, Destiny expenditure, and MP use, are all reverted as well.
Ability: Prescience
Aura and Regen granted by the Scholar immediately take effect when cast, healing one additional time compared to normal as soon as they are inflicted. In addition the Scholar may immediately cast a spell targeting an ally as an Instant action whenever a combat begins.
Ability: Ruin
Any spells the Scholar casts may deal Non-Elemental damage instead of their usual type. In addition the Scholar may use Finesse instead of Force to move and destroy objects.
Ability: Salve
The Scholar may spend 25% of their total MP as a Standard action in combat to create a Potion or Ether and immediately use it on a single ally. If the item is unused it disappears at the end of combat.
In addition the Scholar gains a +2 bonus on Synthesis: Alchemy skill checks.
Ability: Shift Arcanum
As a Slow action by spending 1 point of Destiny while an Individual Esper is summoned the Scholar can temporarily transform that Esper into a stronger summoned creature. For the next three rounds their Individual Esper becomes a Party Esper of the Scholar’s choosing that is one rank higher than their normal rank but it retains its current HP, maximum HP, and still uses the Scholar’s MP to cast spells. After three rounds pass or the Party Esper’s Astral Flow ability is used the Esper returns to its normal Individual Esper state.
When summoning a Party Esper the Scholar can spend additional destiny to empower its attacks, making it deal two extra steps of damage and healing while summoned per point of destiny spent.
Ability: Sage’s Diagnostics
When using a white magic spell that heals targets the Scholar may convert up to 50% of that healing into temporary hit points.
In addition the Scholar gains a +2 bonus on Healing skill checks.
Ability: Stormsurge
When the Scholar uses a spell that costs 100 MP or more they gain a surge of energy, making their spells do an additional two steps of damage, an additional two steps of healing, and granting them a +2 bonus on opposed rolls until the end of the next round.
Ability: Stratagem
After using Libra on a target the Scholar may choose a single attack or spell that the target knows that isn’t their basic attack. The target cannot use that attack or spell for the next 4 rounds. The target may choose to spend 1 point of Destiny to ignore this effect and become immune to Strategem for the rest of combat.
Ability: Tabula Rasa
By spending 3 points of Destiny the Scholar grants all allies access to their magical knowledge until the end of combat. All allies may cast spells that the Scholar knows, however they still must use their own MP to do so.
Ability: Thread Magic
The Scholar learns how to weave their magic into different patterns, allowing spells that normally have a Medium Range to be cast against enemies within a Long Range. If the Scholar knows offensive spells of different Elements they may also combine those spells into new general use effects and spells that cost MP and do damage based on the highest tier spell that is being combined. These spells deal damage to targets based on which element the target is more vulnerable to. For example, the Scholar can combine Stone and Fire to create a Magma spell that deals either Earth or Fire damage depending on what the target is more vulnerable to or use the same Magma spell to prevent a volcano from erupting outside of combat. Some examples of combinations are Earth and Water to revitalize plantlife, Earth and Fire to create magma, Water and Lightning to call a thunderstorm, or Ice and Fire to manipulate temperature.
Ability: Telekinesis
The Scholar can use their telekinesis to physically interact with non-sentient objects up to a Medium Range away as a Standard action – so they could, for example, flip a switch from across the room, but they could not attempt to use his telekinesis to ‘hold’ someone in place with an opposed Force check or lift themselves off the ground, since the latter two would both be sentient targets.
The Scholar may also use their Telekinesis to attack enemies with weapons or objects (in which case they become Improbable weapons) at up to a medium range away. Such attacks calculate damage with the MND attribute instead of their default, and the Scholar does not suffer penalties to their rolls for attempting to use Improbable weapons without the Brawl ability. Remember that the Scholar must still be able to ‘lift’ an object with a Force roll to use it as an Improbable weapon, and such improvised attacks usually come with additional effects as decided by the GM (such a gigantic boulder having Earth Strike or a storm of feathers Blinding the target).
Ability: Time Magic
Some Scholars focus on manipulating the aspects of time. By taking this ability the Scholar gains the Bind, Enervate, and Quickening spells as bonus spells they know. When they gain the ability to cast Intermediate spells they automatically gain the Escape, Life, and Quick spells as bonus spells. When they gain the ability to cast Expert spells they automatically gain the Haste, Slow, and Teleport spells as bonus spells. In addition the Scholar’s lifespan increases dramatically, becoming able to live for hundreds of years beyond what they normally would.
Ability: World Clock
The Scholar alters time for all objects and creatures (allies and enemies alike) within Long range as an Instant action, inflicting them with Haste or Slow with no opposed roll until the ability is disabled. This effect remains centered on the Scholar, dispelling itself on creatures as they leave the area near the Scholar. This effect ends when the Scholar is reduced to 0 HP, when the Scholar ends this with a Standard action, or when the Scholar is inflicted with a status effect that would prevent them from taking actions.