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 are nearly unique to Appollonia because of its large urban centers and relative access to peers of similar mindset. The College of Wizardry, the center of knowledge and leadership in Appollonia, has the highest concentration of Academicians in all of Alcirya (nearly 100%) and almost every Academician of merit has spent 1 or more years employed or studying within its walls.
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 (though they may find access to more obscure resources beyond their reach as their peers view them as less than serious).
Role
In Appollonia, the Academician is a respected member of society, valued for his skills as a teacher and adviser as well as for his seemingly endless store of knowledge on a variety of subjects.
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.
Distinctive Appearance
None
Special Benefits
The Academician receives the following benefits:
Academicians maintain an extensive correspondence with scholars throughout the world. Additionally, an Academician's reputation as a man of wisdom often precedes him. When encountering an NPC who is familiar with his reputation, who turns out to be one of his correspondents, who fancies himself an intellectual, or who is an author, researcher, teacher, journalist, or fellow scholar, the Academician receives a +3 reaction bonus.
The Academician receives a bonus to all Intelligence Checks and Wisdom Checks. The DM has two options for assigning this bonus. He may simply give the Academician a flat +1 to his Intelligence and Wisdom Checks, or he can consult Table 5, which takes the Academician's age and race into account; as the Academician ages, his bonuses increase. Once a method for assigning these bonuses is chosen, it cannot be changed later.
Special Hindrances
Academicians lack the training and instinct to make good hand-to-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, the Academician 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.
Class
Wizard
Attribute Requirements
Intelligence 13, Wisdom 11
Barred Beliefs
None
Race Requirement
None
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
Dagger, Dart, Knife, or Sling
Recommended Weapon Proficiencies
None
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Recommended Non-Weapon Proficiencies
Artistic Ability, Etiquette, Heraldry, Language (Modern), History (Ancient), Astrology, Herbalism, Language (Ancient), Spellcraft, History (Local)
Equipment
None
Wealth Options
The Academician receives the normal (d4+1) x 10 gp as starting money.
Homeland Terrain
None
Economic System
None
Recommended Discipline(s)
None
Recommended Devotion(s)
None
Recommended Science(s)
None
Barred Discipline(s)
None
Preferred Schools
School of Alteration, School of Illusion, School of Invocation/Evocation
Barred Schools
None