IK Classes
Base Classes
- Berserker (IK Barbarian, see IK Charakter Guide)
- Druid
- Fighter
- Gifted (IK Sorcerer, see IK Charakter Guide)
- Priest (IK Cleric, see IK Charakter Guide)
- Rouge
- Scout (IK Ranger, see IK Charakter Guide)
- Templer (IK Paladin, see IK Charakter Guide)
- Wizard
Variant Classes
- Idrian Shaman (see Complete Divine p. 14)
- Swashbuckler (see Complete Warrior p. 11)
IK Classes
- Arcane Mechanik (see Liber Mechanika)
- Bodger (see IK Charakter Guide)
- Combat Alchemist (see No Quarter #20)
- Fell Caller (Trollkin class, see IK Charakter Guide)
- Gun Mage (see IK Charakter Guide)
- Knight Exemplar (see No Quarter #8)
- Scholar (IK PC Expert, see below)
- Stone Scribe (Trollkin class, see below)
Prestige Classes
- Archmage
- Duelist
- Dwarven Defender
- Hierophant
- Loremaster
Complete Prestige Classes
- Bounty Hunter (see Complete Adventurer "Bloodhound")
- Dread Pirate (see Complete Adventurer)
IK Prestige Classes
- Adventuring Scholar (see Monsternomicon)
- Agent (Spy) [7]
- Amethyst Rose Gunmage [3]
- Arcane Tempest Gunmage [3]
- Battle Chaplain
- Blackclad
- Bone Grinder (see Monsternomicon)
- Caber Thrower (Trollkin PrC, see below)
- Card Shark (see below)
- Dire Berserker (Trollkin PrC, see below)
- Enforcer [7]
- Field Mechanik [1]
- Infernalist [6]
- Ironhead [1]
- 'Jack Marshal (see below)
- Long Rider (Trollkin PrC, see below)
- Mage Hunter
- Marshal (see below)
- Preceptor of Cyriss [1]
- Malefactor of Thamar [7]
- Mechanist [1]
- Monster Hunter (see Monsternomicon)
- Pistoleer
- Pyremancer (Trollkin PrC, see below)
- Rifleman
- Runeshaper (Trollkin PrC, see below)
- Scrutator [4]
- Second-story Man
- Slag Master (Trollkin PrC, see below)
- Trollkin Champion (Trollkin PrC, see below)
- Warcaster
- Warlock
- Winter Heart (Trollkin PrC, see below)
[1] In Liber Mechanika. [2] In Monsternomicon Volume 1. [3] In No Quarter #16. [4] In No Quarter #8. [5] In No Quarter #20. [6] In No Quarter #14. [7] In Five Fingers: Port of Deceit.
NPC Classes
- Lay (IK Adept)
- Aristocrat
- Commoner
- Expert
New Class Descriptions
Base Classes
Scholar
- Alignment: Any
- Hit Die: d6
Class Skills: The Scholar's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft [any] (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge [any; bought separately] (Int), Profession [any] (Wis), Search (Int), Sense Motive (Wis)
- Skill Points at 1st Level: 6 + Int modifier x4
- Skill Points at Each Level: 6 + Int modifier.
- Table: The Scholar
Level | Bab | Fort | Ref | Will | Special | Arcane Sage CL/Max SL |
1st | +0 | +0 | +0 | +2 | Higher Learning, Literacy, University Education | 1/1 |
2nd | +1 | +0 | +0 | +3 | Wealth of Knowledge | 2/1 |
3rd | +2 | +1 | +1 | +3 | Higher Learning | 3/2 |
4th | +3 | +1 | +1 | +4 | Bonus Language | 4/2 |
5th | +3 | +1 | +1 | +4 | Higher Learning | 5/2 |
6th | +4 | +2 | +2 | +5 | Expert Advisor | 5/3 |
7th | +5 | +2 | +2 | +5 | Higher Learning | 6/3 |
8th | +6/+1 | +2 | +2 | +6 | Confound, Exploit Weakness | 7/3 |
9th | +6/+1 | +3 | +3 | +6 | Higher Learning | 8/4 |
10th | +7/+2 | +3 | +3 | +7 | Scholarly Work | 9/4 |
11th | +8/+3 | +3 | +3 | +7 | Advanced Lore | 10/4 |
12th | +9/+4 | +4 | +4 | +8 | Bonus Language | 10/5 |
13th | +9/+4 | +4 | +4 | +8 | Advanced Lore | 11/5 |
14th | +10/+5 | +4 | +4 | +9 | Plan | 12/5 |
15th | +11/+6 | +5 | +5 | +9 | Advanced Lore | 13/6 |
16th | +12/+7 | +5 | +5 | +10 | Bonus Language | 14/6 |
17th | +13/+8 | +5 | +5 | +10 | Advanced Lore | 15/6 |
18th | +13/+8 | +6 | +6 | +11 | Arcane Lore | 15/7 |
19th | +14/+9 | +6 | +6 | +11 | Advanced Lore | 16/7 |
20th | +15/+10 | +6 | +6 | +12 | Knowledge of the Ages | 17/7 |
- Class Features
All of the following are Class Features of the Scholar class.
- Weapon and Armor Proficiency: Simple Weapons, Light armor
- Higher Learning: Having studied within learned institutions, scholars may pick up all manners of knowledge from a wide range of topics. At 1st level and every two levels up to level 9, a scholar selects one of the following traits or feats, as a result of their studies: Advanced Synthesis, Aurum Omnius Alchemist, Craft Blasting Powder, Skill Focus [any], Maximize Synthesis
- Arcane Sage: As the Combat Alchemist class feat of the same name. The scholar does not learn to cast spells, but the arcane theory underpinning these spells. The Scholar also qualifies with and may implement his spells to the following feats, which normally require caster levels: Brew potion, Craft Blasting Powder, Craft Wonderous Item. The scholar uses the Arcane Catalyst Spell List.
- Field of Study: Most Scholars spend time researching and studying in a very specific field of their much broader knowledge. When a scholar selects this higher learning, choose a specific topic that falls under a Knowledge skill (such as creature lore under Knowledge [nature]). Any equipment, enhancement, or other external boni the character receives for this field of study specialty is doubled, when applicable to that specialty. The character gains a +1 synergy bonus to any skill check (other than the selected knowledge itself), save, attack or damage roll that directly applies to the field of study. This Higher learning may be selected more than once.
- Instant Mastery: The character has broadenend his horizons and quickly mastered numerous topic he decided to study. Select any non-class skill in which the character has no ranks in. He immediately gains 4 skill ranks in that skill. The selected skill now counts as a class skill of the character. This Higher learning may be selected more than once.
- Logical Conclusion: The character may apply his knowledge to better solve practical situations. When selected choose a specific Knowledge skill. The associated skill gains a synergy bonus equal to half the character's Scholar class levels. Knowledge [arcana] - Spellcraft or Craft [alchemy], Knowledge [engineering] - Craft [mechanika], Knowledge [geography] - Survival or Profession [miner], Knowledge [history] - Gather Information, Knowledge [law] - Diplomacy or Intimidate, Knowledge [local] - Sense Motive, or Gather Information, Knowledge [mechanika] - 'Jack Handling, Knowledge [medicine] - Heal, Knowledge [nature] - Survival, Knowledge [politics] - Diplomacy or Knowledge [history], Knowledge [religion] - Profession [preacher] or Intimidate, Knowledge [tactics] - Intimidate. This Higher learning may be selected more than once, each time applied to a new Knowledge skill.
- Savant: The character becomes adapt at a specific skill. He may add half his Scholar class level to any check with that skill as a competence bonus. The chosen skill has to be a Scholar class skill. This Higher learning may be selected more than once, each time applied to a new skill.
- School of War: The character studies the ways of combat with academic acuity. Select one of the following feats as a bonus feat: Agile riposte, Armor Proficiency [heavy], Armor Proficiency [medium], Combat Expertise, Exotic Weapon Proficiency [small arms], Improved Disarm, Improved Grapple, Improved Unarmed Strike, Martial Weapon Proficiency, Mounted Archery, Mounted Combat, Shield proficiency, Two-Pistol Fighting, Two-Weapon Defense, Two-Weapon Fighting, Weapon Specialty or Weapon Focus. This Higher Learning may be selected more than once.
- Student of the Magical Arts: The character continues his training in previous arcane studies. This Higher Learning may be selected more than once. Each time it is selected, the character gains new spells per day (and spells known, if applicable) in a previous taken arcane spellcasting class, as if he had gained a level in that class.
- Literacy: A scholar automatically learns the written form of any language he knows in addition to the spoken form.
- University Education: At 1st level a Scholar gains University education as a bonus feat.
- Wealth of Knowledge: In their pursuit of knowledge, scholars become veritable fonts of information. The scholar gains the Bardic Knowledge ability.
- Bonus Language: The scholar learns a new language.
- Expert Advisor: With a mind full of useful information the character may assist others more effectively, or better focus his attention on a specific task. The character provides +4 instead of +2 on a successful aid another action. The scholar also gains a +2 competence bonus on any skill check he takes a 10 on, and a +4 competence bonus on any skill check he takes a 20 on.
- Confound: The Scholar has the ability to temporarily confuse a target through the use of ploy and deception or just plain intellectual babble. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the character, and must be able to hear and understand the character. The character must use a full-round action and make an Intelligence check (DC 15), adding half his or her Scholar level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + half Scholar's class level + Scholar’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for (1 + Scholar’s Int bonus) rounds. This ability can only be played on a particular target once per encounter. After the first attempt in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.
- Exploit Weakness: After 1 round of combat, the Scholar can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Scholar uses a move action and makes an Intelligence check (DC 15) with a bonus equal to half his or her Scholar level. If the check succeeds, for the rest of the combat the Scholar uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the character finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
- Pen Scholarly Work: It is expected of scholars to eventually contribute to their institutions and the general academic community by writing scholastic texts. The scholar may write texts that grant a circumstance bonus to skill checks (typically Knowledge) that apply to the topic of the tome. The scholar spends a length of time to create the tome based on how much the text covers. This time is spent doing research, writing the actual work, as well as any experimentation that might be required. This may be made while adventuring although the character requires at least six hours devoted to her work during each day. If eventual experimentation, research and writing is incorporated into the adventure by the player the length of time of the roll is decreased by one step. At the end of that period, the scholar makes a Craft [writing] check at a DC set based on the level of the tome; if the scholar is trained in the skill in which they are writing about, they receive a +2 synergy bonus to their Craft [writing] check to make a tome for that skill. Failure means that the work cannot be finished at this time and the scholar must wait until they gain at least 1 rank in the Knowledge or skill which applies to the topic before trying again (see table below). Depending on the level of the tome, the DM should grant additional benefits for the completion of a scholarly work. Such benefits can range from a reputation increase to positions in a university to sponsorship from an institute for another work or project. Normal: characters without this talent are able to write texts at primer level. Texts of primer level give no bonus, but reduce untrained penalties for skill checks completely, if consulted before any eventual roll.
Level of Tome | Bonus | Craft DC | Length of Time | Example |
Primer | +0 | 15 | 2 weeks | Essay, paper, trivial literature |
Basic | +1 | 20 | 1 months | Manual, textbook, storybook |
Advanced | +2 | 25 | 3 months | Technical book, story collection |
Master | +3 | 30 | 6 months | Reference work, thesis |
Grand Master | +4 | 35 | 1 year | Encyclopedia, grimoire |
Legendary | +5 | 40 | 3 years | Grand grimoire, holy book |
- Plan: Prior to an encounter the Scholar can develop a plan of action to handle the situation. Using this talent requires preparation; a Scholar cannot use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute. It provides a bonus according to the table below. This bonus can be applied to all skill checks and attack rolls made by the Scholar and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.
Check Result Bonus 9 or lower +0 (Check failed) 10-14 +1 15-24 +2 25 or higher +3
- Avanced Lore: The scholar delves deep into his studies, digging up all forms of useful lore. At 11th level and every tow levels thereafter, the scholar may select one of the following traits as a result of their studies.
- Additional Study: The scholar advances in his or her previous studies. The scholar may select any Higher Learning ability as an Advanced Lore selection. This Advanced lore may be selected more than once.
- Practical Applications: The Scholar gains any one of the following feats as a bonus feat: any Item Creation feat, any Metamagic feat, Surgery.
- Skill Mastery: The scholar selects a number of class skills equal to his Int modifier. When making a check with one of the selected skills, the scholar may take 10 on a roll at any time, even if stress and distractions would normally prevent him from doing so.
- Arcane Lore: The inquisitive nature of the character has uncovered much knowledge and understanding of magical items. If the character studies and examines an object for a full hour, he or she may determine all magical and mechanikal properties of the item, as if he or she had cast an Indentify spell.
- Knowledge of the Ages: Catalouging entire libraries in his mind, the character is able to provide the most obscure morsels of knowledge. Once per day the character may spend (10 - Int modifier) minutes of concentration upon a person, place or thing to gain the effect of a Legend Lore spell. The information gained is always accurate and as complete as possible. In addition the scholar may as a standard action, once per day, examine creatures and items for magical or mechanikal effects, as if he had cast an Analyze Dweomer spell of a caster level equal to his scholar class levels.
Stone Scribe
- Racial: Trollkin only
- Alignment: Any non-chaotic
- Hit Die: d6
Class Skills: The Stone Scribes class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft [Stoneworking] (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge [any; bought separately] (Int), Listen (Wis), Perform [Storytelling] (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex)
- Skill Points at 1st Level: 6 + Int modifier x4
- Skill Points at Each Level: 6 + Int modifier.
- Table: The Stone Scribe
Level | Bab | Fort | Ref | Will | Special | Recitations per day |
1st | +0 | +0 | +2 | +2 | Recitations, Runewise, Knowledge of Stones | 2 |
2nd | +1 | +0 | +3 | +3 | Rub Krielscroll, Fascinate, Inspire Courage +1 | 4 |
3rd | +2 | +1 | +3 | +3 | - | 6 |
4th | +3 | +1 | +4 | +4 | Inspire Competence | 8 |
5th | +3 | +1 | +4 | +4 | Shield Other (1/day) | 10 |
6th | +4 | +2 | +5 | +5 | Suggestion | 12 |
7th | +5 | +2 | +5 | +5 | - | 14 |
8th | +6/+1 | +2 | +6 | +6 | Inspire Courage +2 | 16 |
9th | +6/+1 | +3 | +6 | +6 | - | 18 |
10th | +7/+2 | +3 | +7 | +7 | Shield Other (2/day) | 20 |
11th | +8/+3 | +3 | +7 | +7 | Inspire Greatness | 22 |
12th | +9/+4 | +4 | +8 | +8 | - | 24 |
13th | +9/+4 | +4 | +8 | +8 | - | 26 |
14th | +10/+5 | +4 | +9 | +9 | Inspire Courage +3 | 28 |
15th | +11/+6 | +5 | +9 | +9 | Shield Other (3/day) | 30 |
16th | +12/+7 | +5 | +10 | +10 | Inspire Heroics | 32 |
17th | +13/+8 | +5 | +10 | +10 | - | 34 |
18th | +13/+8 | +6 | +11 | +11 | - | 36 |
19th | +14/+9 | +6 | +11 | +11 | Mass Suggestion | 38 |
20th | +15/+10 | +6 | +12 | +12 | Inspire Courage +4, Shield Other (4/day) | 40 |
- Class Features
All of the following are Class Features of the Stone Scribe class.
- Weapon and Armor Proficiency: Simple Weapons, Hammer, Light armor, Shields
- Recitations: Twice per day per level, a Stone Scribe can use his knowledge of trollkin sagas or any kriescroll he is carrying to produce magical effects on those around him (usually including himself, if desired). These can all be activated by reciting, chanting, or any other spoken performance. Each ability requires both a minimum Stone Scribe level and a minimum number of ranks in the Perform skill to qualify; if a Stone Scribe does not have the required number of ranks in at least one Perform skill, he does not gain the ability until he acquires the needed ranks. Starting a recitaion effect is a standard action. Some recitation abilities require concentration, which means the Stone Scribe must take a standard action each round to maintain the ability. Even while using recitations that doesn’t require concentration, a Stone Scribe cannot cast spells, activate magic items by spell completion (such as other scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Stone Scribe has a 20% chance to fail when attempting to use recitations. If he fails, the attempt still counts against his daily limit.
- Fascinate (Sp): A Stone Scribe with 3 or more ranks in his Perform skill can use his recitations to cause one or more humanoid creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Stone Scribe, and able to pay attention to him. The Stone Scribe must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Stone Scribe attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a Stone Scribe makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Stone Scribe cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the story, taking no other actions, for as long as the Stone Scribe continues to recite and concentrate (up to a maximum of 1 round per Stone Scribe level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
- Inspire Courage (Su): A Stone Scribe with 3 or more ranks in a Perform skill can use recitations to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Stone Scribe. The effect lasts for 5 + Stone Scribe level rounds after the Stone Scribe has finished telling his story. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 7th level, and every six Stone Scribe levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
- Inspire Competence (Su): A Stone Scribe of 4th level or higher with 6 or more ranks in a Perform skill can use his recitations to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Stone Scribe. The Stone Scribe must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the recitation. Certain uses of this ability are infeasible. The effect lasts as long as the Stone Scribe concentrates, up to a maximum of 2 minutes. A Stone Scribe can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
- Suggestion (Sp): A Stone Scribe of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Stone Scribe’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
- Inspire Greatness (Su): A Stone Scribe of 9th level or higher with 12 or more ranks in a Perform skill can use recitation to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Stone Scribe attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Stone Scribe must recite and an ally must be able to hear him. The effect lasts for 5 + Stone Scribe level rounds after the Stone Scribe has finished telling his story. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
- Inspire Heroics (Su): A Stone Scribe of 15th level or higher with 18 or more ranks in a Perform skill can use recitation to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Stone Scribe levels the character attains beyond 15th, he can inspire heroics in one additional creature. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for 5 + Stone Scribe level rounds after the Stone Scribe has finished telling his story. Inspire heroics is a mind-affecting ability.
- Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Stone Scribe of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
- Runewise: At 1st level he Stone Scribe learns to read and write the runes of molgur-trul.
- Knowledge of Stones: The Stone Scribe has learned some of the sagas of the trollkin and knows some of the sacred inscriptions of the krielstones. At 1st level he gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge.
- Rub Krielscroll: At 2nd level the Stone Scribe learns how to copy the sacred inscriptions from a krielstone and carry a small portion of its magical power with him.
- Shield Other: At level 5 a Stone Scribe gains the ability to shield their allies, or a krielstone carried by a group from harm. This functions similar to the Shield Other spell. It wards the designated subject or krielstone and creates a mystic connection between the character and the subject so that some of its damage is transferred to the character. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by the character. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with the character because it is not hit point damage. When the duration (1 hour per level) of this effect ends, subsequent damage is no longer divided between the subject and the character, but damage already split is not reassigned to the subject. If the character and the subject move out of range of each other (25 ft. + 5 ft./2 levels), the effect ends.