Scholars are drawn to the discovery of hidden knowledge, artifacts and relics of great power, the mysteries buried in the past or even originating from/residing on other realms/planes(though some orders exist to hide, obfuscate, or eliminate such knowledge). In addition, all scholars will have specialized training according to the purposes of their respective orders. For example, an order dedicated to healing and medicine might have their scholars trained as physicians or the like. An order dedicated to ancient technologies would have training in the construction and operation of such devices as well as in the physical sciences.

If the Scholar belongs to an order which worships or venerates a particular deity/powerful being/pantheon, they are considered "Clerics" and may also receive several spells or spell-like abilities from the being(s), as a side effect of their interactions, or because of their deep belief in that being. The exact powers and casting methodologies will differ from group to group (and possibly even from cleric to cleric). For instance, a cleric of Zeus might be able to cast Lightning Bolt and Polymorph Self, a cleric of Hephaestus would know the secret of constructing Javelins of Lightning, and a cleric of Ares might wear bronze armor, wield a war spear and be able to Cause Fear in their enemies, etc. Clerics whose patron deity is affiliated with death or who belong to a "cult of death" may be able to CONTROL undead(or even be able to create them). Most Clerics will also have simple ritual spells such as Bless, Sanctuary, Augury, etc.

* Not all scholars belong to an order. Some are individuals who have uncovered and collected secret knowledge or esoteric lore and used it to gain power and augment their natural attributes and abilities. This lore may have been discovered through research, exploration, or fortunate happenstance. Warlocks and those who have found(or been found by) ancient beings and forged pacts with them are one example. Each of these will have a distinct array of spells, invocations, and physical or mental augmentations granted or shown to them by their patron as well as diverse occult knowledge.

* Armor depends on what is useful and practical or upon the order to which the scholar belongs, if he belongs to one, and its goals and skillsets. Only a scholar involved with the study/worship of warfare would be likely to wear heavy armor.

* Scholars are limited by whatever weapons they have found training in or to those weapons which are allowed by their order and are useful to their mission. If a scholar belongs to an order, it will have certain weapons it trains its members in. (Note that some healing orders may train in only empty-hand techniques)

* Hp = D6 per level. 2pts/level after 9th level.

* Attacks and Saves as a Cleric.

* Because of their knowledge and the dark places they often haunt in order to secure this knowledge, Scholars have learned how to protect themselves from the undead. (See Undead Turning Table)

* Scholars can use magical scrolls as well as most magical items. Items with spells of detection or which enable travel across vast distances or to other planes are highly sought after.

* Scholars know alchemy

* Languages: Double language bonuses for INT higher than 10

* Read Languages: 1(D6) chance to decipher coded maps, ancient or dead languages, magical writings, technical schematics, etc. 1-2 at level 5, 1-3 at level 9 and 1-4 at level 13, 1-5 at level 17+.

* Sage Ability: Chance to know the answer to a specific question about history, theology, geography, law, customs, music, math, philosophy, gaming, medicine, martial theory, local fables, heraldry, science, literature, etc. is 1(D6) at level 1, 1-2 at level 5, 1-3 at level 9 and 1-4 at level 13, 1-5 at level 17+.

* Scholars can create professional maps and illuminated manuscripts, write calligraphy, make detailed sketches and technical drawings, and copy handwriting and magical scrolls.

* 1 in 6 chance to detect magic nearby. Becomes 2 in 6 chance at level 9.


* ARCHITECTURE(Chance to detect sloping passages, shifting walls, trick rooms, pits, new construction, when actively examining them) = 1-4 on D6