Chapter 1 - Class - Character Kits - Wizard Kits
Academician
The Academician is a learned scholar whose love of knowledge is
matched only by his preoccupation with research. He is fascinated by magic in all its
forms and enjoys nothing more than poring over arcane texts and experimenting with
exotic magical devices.
The Academician spends so much time involved in intellectual pursuits that he tends
to neglect his physical skills. He is not a particularly good fighter and avoids combat
when he can, preferring negotiation and parley to violence. Still, he recognizes the
necessity of combat in certain instances, and will fight valiantly when required.
Academicians can be found in virtually any culture, but they are most likely to come
from large urban areas that provide ready access to libraries, museums, laboratories, and
other resources.
A character must have a minimum Intelligence of 13 and a minimum Wisdom of 11 to
become an Academician.
There are no special rules for abandoning this kit. An Academician who becomes
disillusioned with the academic life or loses interest in intellectual pursuits can choose to
neglect his studies or research, but he is free to resume them at any time.
Preferred Schools: The Academician is intrigued by all the schools of magic, but is
especially drawn to schools with a wide range of spells, including alteration, illusion, and
invocation/evocation.
Barred Schools: There are no barred schools for the Academician.
Role: In his homeland, the Academician is a respected member of society, valued for
his skills as a teacher and advisor as well as for his seemingly endless store of knowledge
on a variety of subjects. Most likely, he will fill similar roles in a campaign.
In spite of his somewhat sedentary background, the Academician welcomes the chance
to join an adventuring party. For him, it is an unparalleled opportunity to experience new
cultures, acquire new devices, and acquire first-hand information about people, places,
and creatures he may have only read about.
Secondary Skills: Required: Scribe.
Weapon Proficiencies: Required (the player may choose from the following):
Dagger, Dart, Knife, or Sling.
Nonweapon Proficiencies: Bonus Proficiency: Reading/Writing.
Recommended:
(General) Artistic Ability, Etiquette, Heraldry, Languages (Modern); (Wizard) Ancient
History, Astrology, Herbalism, Languages (Ancient), Spellcraft; (Priest) Local History.
Special Benefits: The Academician receives both of the following benefits:
Special Hindrances: Academicians lack the training and instinct to make good handto-hand fighters. When attacking with any type of melee weapon, the Academician
always has a -1 penalty to hit on his first blow. Subsequent blows-- when the
Academician has had an opportunity to size up his opponent and adjust his attacks
accordingly-- are made without this penalty. However, if the Academician attacks a
different opponent, his first blow against his new victim is also made at -1.
Academicians tend to be know-it-alls, and unhesitatingly offer their opinions even on
matters they know little about. Whenever the party needs to make a decision, theAcademician should offer his opinion; for effective role-playing, the player should have
his player speak his mind with unshakable confidence. If other player characters disagree,
the Academician might lecture them on the error of their ways, welcome the opportunity
for a spirited argument, or roll his eyes at his companion's blatant display of ignorance.
Wealth Options: The Academician receives the normal (1d4 +1) x 10 gp as starting
money.
Races: No restrictions
Table 5: Ability Check Bonuses for Academicians
Intelligence | Wisdom | ||
Race | Age | Check Bonus | Check Bonus |
Elf | 100-175 | +1 | 0 |
176-233 | +2 | +1 | |
234-350 | +3 | +2 | |
351+ | +4 | +3 | |
Gnome | 60-100 | +1 | 0 |
101-133 | +2 | +1 | |
134-200 | +2 | +2 | |
201+ | +3 | +2 | |
Half-Elf | 15-62 | +1 | 0 |
63-83 | +2 | +1 | |
84-125 | +2 | +2 | |
126+ | +3 | +2 | |
Human | 15-45 | +1 | 0 |
46-60 | +1 | 1 | |
61-90 | +2 | +1 | |
91+ | +2 | +2 |