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Xuldarinar
2016-10-30, 01:41 PM
ERUDITE

Through intense study, there are those who learn to tap into the deeper recesses of their minds, a practice normally reserved for the inherently psychically attune. Scholarly and self-reflective, an erudite is capable of studying a vast array of psychic abilities, and training their minds to unleash these abilities.
Role: While lacking the moment to moment adaptability of most psychic spellcasters, an erudite makes up for it in their sheer day to day versatility. If it exists it can be studied, it can be learned, and it can be repeated.
Alignment: Any.
Hit Die: d6.
Parent Classes: Psychic and wizard.
Starting Age: Complex Class.
Starting Wealth: 2d6 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

CLASS SKILLS
The erudite's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.



Saves

Spells Per Day

Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Eidetic reservoir, knacks, school of thought 3 1 - - - - - - - -
2nd +1 +0 +0 +3 Eclectic learning 4 2 - - - - - - - -
3rd +1 +1 +1 +3 4 2 1 - - - - - - -
4th +2 +1 +1 +4 Eclectic learning 4 3 2 - - - - - - -
5th +2 +1 +1 +4 4 3 2 1 - - - - - -
6th +3 +2 +2 +5 Eclectic learning 4 3 3 2 - - - - - -
7th +3 +2 +2+5 4 4 3 2 1 - - - - -
8th +4 +2 +2+6 Eclectic learning 4 4 3 3 2 - - - - -
9th +4 +3 +3+6 4 4 4 3 2 1 - - - -
10th +5 +3 +3+7 Eclectic learning 4 4 4 3 3 2 - - - -
11th +5 +3 +3+7 4 4 4 4 3 2 1 - - -
12th +6/+1 +4 +4+8 Eclectic learning 4 4 4 4 3 3 2 - - -
13th +6/+1 +4 +4+8 4 4 4 4 4 3 2 1 - -
14th +7/+2 +4 +4 +9 Eclectic learning 4 4 4 4 4 3 3 2 - -
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1 -
16th +8/+3 +5 +5 +10Eclectic learning 4 4 4 4 4 4 3 3 2 -
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Eclectic learning 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Eclectic learning 4 4 4 4 4 4 4 4 4 4


CLASS FEATURES
The following are class features of the erudite.
Weapon and Armor Proficiencies: Erudites are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. They are not proficient with any type of armor or shield. Armor interferes with an erudite's movments, which can cause his spells with somatic components to fail.

Spells: An erudite casts psychic spells drawn from the psychic spell list. An erudite, unlike most psychic spellcasters, must choose and prepare his spells ahead of time and utilize somatic components but not emotion components.

To learn, prepare, or cast a spell, the erudite must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an erudite's spell is 10 + the spell level + the erudite's Intelligence modifier.

An erudite can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Erudite. In addition, he receives bonus spells per day if he has a high Intelligence score.

An erudite may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour in study and contemplation. While studying, the erudite decides which spells to prepare.

Starting Spells: An erudite begins play knowing all 0-level psychic spells (except those from his opposed schools, if any; see School of Thought) plus three 1st-level spells of his choice. The erudite also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to his repertoire. At each new erudite level, he gains two new spells of any spell level or levels that he can cast. At any time, an erudite can also add spells found in scrolls, the minds of other willing psychic characters, and from the minds of unwilling unconscious psychic characters (see Adding Spells below).

Spells Gained at a New Level: Erudites perform a certain amount of spell research between adventures. Each time a character attains a new erudite level, he gains two spells of his choice to add to his repertoire. The two free spells must be of spell levels he can cast.

Knacks: Erudites can learn a number of knacks, or 0-level spells. These spells are cast like any other spell, but they don't consume any spell slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal. An erudite can prepare a knack from an opposition school, but it uses up two of his available slots (see below).

Eidetic Reservoir (Su): An erudite has a pool of supernatural energy, forming mental images and instructions he can draw upon to utilize abilities granted to him by merit of his school of thought. The maximum number of points in an erudite's eidetic reservoir is equal to 1/2 his erudite level + his Wisdom modifier, to a minimum of 1. The eidetic reservoir is replenished each morning while the erudite prepares their spells.

These points can be gained, and lost through the following abilities.

--Remember Spell (Su): An erudite can, as a standard action, spend a number of points from their Eidetic Reservoir to regain the use of a spell they have already cast that day. The spell is prepared again, just as if it had not been cast. Spells belonging to an opposed school cost twice as many points to remember.

--Undercast: At 3rd level, an erudite gains the ability to undercast spells. Unlike most psychic spellcasters, erudites are prepared spellcasters. However, an erudite can still choose to undercast a prepared spell. When casting a spell at a lower level than the form they prepared, they gain a number of points difference between the level of the spell it is prepared at, and the level it is instead cast at. A spell undercast still expends the spell slot it was prepared in. Any points gained above the maximum of their eidetic pool are lost.

--Overcast: Starting at 3rd level, if an erudite prepares a spell with multiple levels, in other words one in a line eligible for undercasting, they can also choose to overcast the spell, paying the difference in level in points from their eidetic reservoir. They cannot cast a spell in this way of a level they would not otherwise be able to cast. Spells belonging to an opposed school cost twice as many points to overcast.

-Eidetic Metamagic (Su): Starting at 5th level, an erudite can expend points from their eidetic reservoir to apply metamagic feats to prepared spells. The number of points expended is equal to the level increase of the metamagic feat. Even though this does not increase the level slot required to cast the spell, given that it is already prepared in a slot, this cannot be used to apply metamagic feats to spells that you would otherwise be incapable of applying.

School of Thought: An erudite must choose to specialize in one school of magic, gaining additional spells and powers based upon the school. This choice must be made at 1st level, and once made, it cannot be changed. Unlike wizards, an erudite cannot choose to not take a school and become a universalist.

When selecting a school of magic as their specialization, an erudite must also select two schools of magic as opposed schools. These schools representing knowledge gained and sacrificed, and ideas embraced and ideas rejected. An erudite who prepares spells from his opposed schools must use two spell slots of that level to prepare the spell.

Each school of magic offers the erudite powers as they normally do for wizards, however an erudite uses Wisdom for their school powers instead of Intelligence.

Eclectic Learning: At 2nd level, and every 2 levels thereafter, an erudite can learn a single spell of their School of Thought's school from the Cleric/Oracle, Sorcerer/Wizard, or Witch spell list. This spell can be up to 1 level lower than the highest level the erudite can cast, and is added to their spells known.

Repertoire: An erudite must study and reflect upon his repertoire each day to prepare his spells. He cannot prepare any spell not within his repertoire, except for read magic, which all erudites can prepare from memory.

An erudite begins play with a repertoire consisting of all 0-level psychic spells (except those from his opposed schools, if any; see School of Thought) plus three 1st-level spells of his choice. The erudite also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to his repretoire. Unlike most prepared spellcasters who do not know their entire lists, an erudite stores their spells within their mind rather than separate of themselves.

Adding Spells to an erudite's repertoire: Erudites can add new spells to their repertoire through several methods. An erudite can only learn new spells that belong to the psychic spell list.

Spells Gained at a New Level: Erudites perform a certain amount of spell research between adventures. Each time a character attains a new erudite level, he gains two spells of his choice to add to his repertoire. The two free spells must be of spell levels he can cast.

Spells Copied from Scroll or the Mind of Another: An erudite can also add a spell to his repertoire whenever he encounters one on a magic scroll or within the mind of a psychic spellcaster. The erudite must first decipher the magical writing, or make mental contact with the spellcaster from whom he will learn the spell from. This requires 1 round of physical contact, and the target spellcaster being willing or unconscious. Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). The DC of this is increased by 2 if they are learning the spell from an unconscious subject. An erudite who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.

Xuldarinar
2016-11-04, 11:04 AM
After some feedback, it seems that Remember Spell is a bit on the strong end. I've created some options for ways to balance it. So, here is the ability, and some options. Pick one, discuss several, or even throw out one not present. Feedback on the rest of the class is of course welcome as well.





Remember Spell (Su): An erudite can, as a standard action, spend a number of points from their Eidetic Reservoir to regain the use of a spell they have already cast that day. The spell is prepared again, just as if it had not been cast. Spells belonging to an opposed school cost twice as many points to remember. (?)

(1A) Regardless of how many points an erudite possesses in their eidetic reservoir, an erudite can only use this ability a number of times per day equal to his Wisdom modifier (minimum 1).

(1B) Regardless of how many points an erudite possesses in their eidetic reservoir, an erudite can only use this ability a number of times per day equal to his Wisdom modifier + x.

(2) Regardless of how many points an erudite possesses in their eidetic reservoir, an erudite can only use this ability x/day. At ?th level, this increases to y/day. (ect.)

(3A) Each time an erudite uses this ability, the cost to remember a spell increases by 1. This is reset the next time the erudite prepares their spells.

(3B) Each time an erudite uses this ability, the cost to remember a spell increases by 1. The cost to remember spells of an opposed school instead increase by 2, and remembering spells belonging to the erudite's chosen school only increase by 1 for every 2 spells remembered. This is reset the next time the erudite prepares their spells.