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Sunday, September 4, 2016

OSR Victorian Classes Redux

As with my other recent posts I'm revisiting past game material with updates.
They are interchangeable with the Western classes and I've added a few new ones such as the Pugilist and Sailor as well as splitting the Scoundrel into the Con-Man and Crook.
Redone Pulp classes and rules will get their own post soon.

The original post is found here.
Victorian weaponry can be found here. The Western weaponry works as well.

VICTORIAN CLASSES
Attribute Bonuses/Penalties:
Either the standard Swords & Wizardry +1 or Labyrinth Lord’s +1 to +3.

Hit Points:
Maximum HP at first level. (OPTION: For grittier horror games, HP limit of 5 levels.)

Save:
Combat Classes: As Fighter; Non-Combat Classes: As Cleric.

Attack:
Combat Classes: +1 hit/level (Max +15); Non-Combat Classes: + 1 hit/2 levels.

Experience:
Each class advances as a Fighter.

Level Limit:
12 or 20 based on Campaign type.
For more 'realistic' games the characters are limited to level 12. They are still competent but do not reach the more pulpish or cinematic characters of a level 20 game.
In my games Call of Cthulhu and Historical Western games are level 12, Modern Fantasy and Spaghetti Westerns are level 20.

Class Ability Formula:
12 limit: 12+ level+Ability Score Bonus , 20 limit: 10+1/2 level+Ability Score Bonus.
Untrained: Ability check for Driving, Climbing, etc, 5 + Ability Modifier for trained Abilities such as Mechanic, Open Locks, etc.
DM will add or subtract modifiers for ease/difficulty of task.

Multiclassing:
Multiclassing is allowed for a stronger skill set. To hit bonuses and Hit Points add on normally. For Saving Throws take the best of the two classes. Class abilities do not stack use the best of both.

Armor Class:
Normal Armor class, and modifiers are used.
Firearms ignore the first four points of personal armor. For example: Plate –6 [+6] would only give protection of –2 [+2].

Starting Money:
Characters are assumed to have come into money either by work or inheritance and begin with 3d6 x 20 dollars/pounds as first level characters. Characters starting off at higher levels receive an amount of beginning money equal to 3d6 + the characters level x 20 or whatever their DM feels is appropriate to the game.
Roll with it.

COMBAT CLASSES

Cowboy
Those skilled at riding and working on horseback this class represents cowboys of the American West, cavalrymen of any national army, South American gauchos, etc.
Hit Die Type: 1d8 per level up to 9th, +2 hp at 10+.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Con 13+

Riding
A Dexterity check to guide his animal. This includes situations such as staying mounted while the horse is bucking or upset, calming and controlling the horse, guide it with his knees so the rider can shoot or rope, etc.
The Cowboy gets to add a +1 bonus to Riding Dexterity checks at first level and at later levels.
12 limit: 3, 6, 9, and 12
20 limit: 5, 10, 15, and 20

In addition, the Cowboy can do the following:
Use his Dex bonus to increase his mount's AC.
With a successful check, the Cowboy can drop along the side of the horse for cover, gaining a +4 cover bonus to his AC.

With a successful check the Cowboy can fall from a horse and take half damage (see Riding in Rules Clarifications: Miscellaneous.)

With a successful check the Cowboy can coax the horse to leap obstacles and the Cowboy
can hang on while the animal is performing the maneuver.

Roping
The Cowboy receives a +2 bonus with the lariat (ranged attack).

Shooter
Being proficient with arms is a necessity on the trail. With snakes, coyotes, bandits, and rustlers you have to learn to defend yourself.
The Cowboy receives a +1 to hit with firearms.

Stamina
Riding the range toughens a man. +2 to Saving Throws vs disease and poison.

Explorer
Rugged men who live their lives taming the wilderness. This class can be used for not only the iconic Victorian explorer but also scouts, native guides, etc.
Hit Die Type: 1d8 per level up to 9th, +2 hp at 10+.
Armor Permitted: Medium and Light to use Abilities
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dexterity 13+

-1 to be surprised.
+1 to surprise.

Backstab
The Explorer, once he has found his target, is adept at attacking from surprise to kill the prey.
+4 to attack. x2 damage. x3 damage at levels 5-8. x4 damage at 9th level.
This also includes ranged attacks until the target(s) are aware they are being fired upon.

Survival
The Explorer’s ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. This also includes the ability to track.
12 limit: 10+ level+Int bonus.
20 limit: 10+1/2 level+Int bonus.

Gunslinger
Men who live and die by the gun. Fast with the hands and lethal. Gunman, Quick Draw Artist, Bounty Hunter, etc.
Hit Die Type: 1d8 per level up to 9th, +2 hp at 10+.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dex 13+

Fast Draw
Gunslinger gains a cumulative +1 bonus to Fast Draw initiative at first level and later levels.
12 limit: 3, 6, 9, and 12
20 limit: 5, 10, 15, and 20

The Gunslinger does not receive a -4 penalty to attack for drawing a weapon and attacking in the same round.

If group initiative is used, the Gunslinger still rolls for individual initiative (1d6+Dex Bonus.)

Fast Draw initiative is different than normal initiative. Roll 1d6 + Dex bonus + Gunslinger bonus. However, against opponents who already have their weapons in hand, the initiative total is considered to be half (round up.) The usually high Gunslinger Dex and the Gunslinger’s Fast Draw bonus will still beat many foes who are already armed and ready, even at half the normal value. Therefore, if facing down a Gunslinger who has a holstered weapon and his partner who has a pistol in hand, you would have your full Fast Draw initiative vs. the holstered gun, but only half of the number vs. the pistol already in hand.

Shooter
The bread and butter of the Gunslinger. He receives a +1 to hit with firearms.

Steely Gaze
At 1st level, the Gunslinger can intimidate a number of creatures with HD equal to his level.
The creatures must be able to see the Gunslinger’s stare to be affected. The creatures are allowed a Saving Throw to avoid this effect. Those that fail suffer a –2 to all attacks on the Gunslinger. Most will flee; only the most determined will stay and fight.
This ability can be used once per day per level.

Pugilist 
Those with training or a natural affinity towards fisticuffs and barehanded mayhem. Boxer, Brawler, Kung Fu Practitioner, etc.
Hit Die Type 1d8, After reaching 10 hit dice, the Pugilist gains only 2 hit points per level
Armor: The Pugilist only gains his AC bonus and Combo ability if in leather or lighter.
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Dex 13+

Fisticuffs (Unarmed Combat)
The Pugilist hits harder and more often with his natural weapons and can defend against Melee/Unarmed attacks better than most other characters.

He gains a +1 to hit with Unarmed Attacks and receives the following bonuses while in Melee/Unarmed Combat.


Combo
The Pugilist can attack with two unarmed attacks around at no penalty. This ability can  only be used if he is only doing two unarmed attacks. It cannot be mixed with a melee or ranged attack. Use normal two-weapon rules for those situations.

KO
Once per day per 2 levels (round up) the Pugilist can fire off a haymaker/power kick/etc.
The attack is made at a -2 penalty to hit. If successful the damage is x2, x3 if a natural 20 is rolled.

Second Wind
If the Pugilist takes a full round to rest he can regain 1d4 hit points. He must do no other action in this round but rest. He cannot defend himself. His AC is 10 + light armor modifier; he receives no Dex or Fisticuffs bonus.
This ability can be used a limited number of times per day.
12 limit: 3, 6, 9, and 12.
20 limit: 5, 10, 15, and 20

Sailor
Rough tough men who make a living from the sea. Seamen, pirates, fishermen, etc.
Hit Die Type: 1d8 per level up to 9th, +2 hp at 10+.
Armor Permitted: Light
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Constitution 13+

Repair
Sailors must learn to fix their vessel and it's subsystems or be stranded at sea, often in hostile and dangerous climes. This includes not only engines but navigation tools, rudders, breached hulls, etc. This differs from mechanics as it applies to large ship engines and sailing technology. It is more diverse.
To successfully repair the ship they must have the parts, take the time set by the DM, and make a successful check.
12 limit: 10+ level+Int bonus.
20 limit: 10+1/2 level+Int bonus.

Sailing
Steering and working ships from sail to engine powered. This requires an Dexterity check. This ability also includes the art of navigating or finding ones position using an Intelligence check with the Sailing bonus included. Bonuses may be given for good charts, maps, etc,
The Sailor gets to add a +1 bonus to Sailing Dexterity or Intelligence checks at first level and at later levels.
12 limit: 3, 6, 9, and 12.
20 limit: 5, 10, 15, and 20

Stamina
+2 to Saving Throws vs disease and poison.

Swimmer
+2 to Swimming (Strength) checks.

Soldier
Those who are trained to fight or have a natural ability at combat. Ruffians, soldiers, adventurers, etc.
Hit Die Type: 1d8 per level up to 9th, +2 hp at 10+.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Strength 13+

Defense
The Soldier is better at avoiding damaging due to dodging, blocking, parrying, etc.
+1 to AC.

Melee Fighter
Gains a +1 to attack with melee weapons.

Shooter
He receives a +1 to hit with firearms.

NON-COMBAT CLASSES

Con-Man
Anyone who uses their quick hands and wits to make money off of the unwary or foolish. This class represents the gambler, the pick pocket, the grifter,and charlatan.
Hit Die Type 1d6 per level up to 9th, +1 hp at 10+.
Armor Permitted: Medium to Light to use Abilities.
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dexterity 13+

Backstab
When attacking with surprise, from behind, the Con-Man gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Con-Man above level 8 such an attack inflicts quadruple damage.

Fast Talk
With a bit of conversation, the Con-Man is able to attempt to befriend, persuade, charm, or outright con an individual to his way of thinking. After 2d6 minutes of cajoling, flattering, drinking, etc. the victim of the Fast Talk must make a Saving Throw. This Saving Throw has a cumulative -1 as the Con-Man gains higher levels.
12 limit: 3, 6, 9, and 12.
20 limit: 5, 10, 15, and 20

Gambling
A gambler, a card sharp and sometimes a cheat, supplementing his living by the cards, dice, and his wits. At 1st level and at 3rd, 6th, 9th, and 12th the Con-Man gains a cumulative +1 bonus to his gambling checks.

Hear Noise
The Con-Man has honed his senses to work better in the dark. His chance to hear noise is 3 in 6 at first level increasing to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 10th level.
To use this ability he must stop all activity and concentrate.

Open Locks
Con-Men are skilled at picking locks, opening safes, etc. Some are difficult and may require a penalty to the open roll.
12 limit: 10+ level+Dex bonus.
20 limit: 10+1/2 level+Dex bonus.
Good tools may grant a small bonus just as inferior tools may incur a small penalty.

Pick Pocket
The Con-Man is often called upon to manipulate small objects, such as a card, coin, derringer, or small knife in his line of work, as well as picking the occasional pocket.
12 limit: 10+ level+Dex bonus.
20 limit: 10+1/2 level+Dex bonus.

If the Con-Man fails his roll the victim has a 1-2 in 6 chance of detecting the manipulation, pick pocket attempt, etc. A Dex bonus will drop the chance to 1 in 6.

 If the Con-Man rolls a natural 20, he has been spotted by his victim or victims if he is picking a pocket, cheating, etc.

Crook
Thieves, burglars, and hit-men. These men make their living by stealing. Some are subtle burglars while others are brutal robbers and killers.
Hit Die Type 1d6 per level up to 9th, +1 hp at 10+.
Armor Permitted: Medium to Light to use Abilities.
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dexterity 13+

Back Stab
If the Crook successfully sneaks up on an unaware target, he can add a +4 bonus to his attack, and inflict x2 dmg. At levels 5-8, damage is tripled, and from a Crook above level 8 such an attack inflicts quadruple damage. This applies to ranged and melee damage.

Climb
Almost anyone may attempt to climb vertical surfaces with good handholds but the Crook is skilled in making difficult climbs. When a Climb check is required it is a Str check. The Crook adds a +4 bonus to the Str check.
Making a climb check for unusual situations such as good handholds, slippery surfaces, etc may net a bonus or penalty from the DM.

Hear Noise
The Crook has honed his senses to work better in the dark. His chance to hear noise is 3 in 6 at first level increasing to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 10th level.
To use this ability he must stop all activity and concentrate.

Open Locks
Crooks are skilled at picking locks, opening safes, etc. Some are difficult and may require a penalty to the open roll.
12 limit: 10+ level+Dex bonus.
20 limit: 10+1/2 level+Dex bonus.
Good tools may grant a small bonus just as inferior tools may incur a small penalty.

Sneak
Crooks are sneaky by necessity. Whether breaking in somewhere or sneaking past a sleeping security guard, stealth is sometimes the name of the game. Almost anyone can move quietly or hide when there is adequate cover but the Crook takes these skills to the professional level.
12 limit: 10+ level+Dex bonus.
20 limit: 10+1/2 level+Dex bonus.
This roll can be modified b the DM for circumstances such as heavy or light cover, darkness, camouflage, creaky boards underfoot, etc.

Detective
Anyone who uses their intellect to solve crimes or find missing persons or items. This class represents the consulting detective, the police detective, the inquiry agent, etc.
Hit Die Type 1d6 per level up to 9th, +1 hp at 10+.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Cha 13+

Assess
The Detective can use this ability to observe a person for a single round and then make a conclusion as to that persons age, character level, nationality, recent activities, etc based on the Detective's experience and training.
12 limit: 10+ level+Dex bonus.
20 limit: 10+1/2 level+Dex bonus.

Contacts
With a successful Charisma check the Detective may ask one favor of a contact such as a county coroner to view a body, a lawman to talk to a prisoner, etc. The favor will be things not generaly available to the average citizen. The contact will not endanger himself or his employment and may negotiate a payment or favor in return if the request by the Detective is difficult or unpleasant.
The Detective receives a bonus to the Charisma check at higher levels:
12 limit: 3, 6, 9, and 12.
20 limit: 5, 10, 15, and 20

He may call upon these contacts twice per adventure at first level. He may add an extra time
for each bonus to his Charisma check due to higher levels.

Deduction
The Detective, after reviewing clues, interviewing witnesses, visiting crime scenes, etc can make a Deduction check.
12 limit: 10+ level+Int bonus..
20 limit: 10+1/2 level+Int bonus.

If successful the Detective may ask the DM a single yes or no question which the DM must answer honestly. The Detective can do this once per adventure at 1st level and can ask more questions at higher levels.
12 limit: 3, 6, 9, and 12.
20 limit: 5, 10, 15, and 20

Observation
The Detective has a keen eye for details in the world around him. When actively looking for clues or other hidden objects he has a 1-2 on a 1d6 of finding them. These could be hidden bloodstains, footprints, hidden doors, hearing noise, etc. The DM can modify this for difficulty.

Minister
Priests and Ministers of all faiths. These are the special men whom are touched by some sort of divinity and manifest seemingly miraculous leadership and guidance. They also have the power to turn beings of darkness and legend.
Hit Die Type 1d6 per level up to 9th, +1 hp at 10+.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Wis 13+

Influence Reactions
The Minister can, when speaking before a group that is not attacking (and not intending to attack in just seconds), try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment -- a fire and brimstone speech, a gentle reminder and guiding advice from the gospels, or an impassioned plea to the crowd's morals are but a few examples.. Everyone in the group listening must roll a saving throw vs. paralyzation (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by -1 for every three experience levels of the Minister (round fractions down). If the saving throw fails, the group's reaction can be shifted one level  toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.

Inspire
Sermons, stories, anecdotes, and personal appeal of the Minister can be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the Minister can heroically inspire his companions with a rousing sermon or speech, granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The Minister must spend at least three full rounds talking to his allies before the battle begins. This affects those within a range of 20 feet per experience level of the Minister.

The effect lasts one round per level. Once the effect wears off, it can't be renewed if the recipients are still in battle. However, those who have withdrawn from combat can be inspired again by the words. A troop of soldiers, inspired by the Minister, could charge into battle. After fighting a fierce fight, they retreat and the enemy does not pursue.

The Minister, seeing them crestfallen and dispirited, once again rouses their will to fight. Reinvigorated, they charge back into battle with renewed spirit

Bless, Prayer, Protection from Evil
Through the power of faith, prayer, and his will the Minister can cast each of these spells once at 1st level and an extra time at 4th, 8th, 12th, 16th, and 20th levels.
The spells function as written in the base rule books.

Turn
The Minister can attempt to turn as a Cleric of equal level. This ability works on more than just undead. It also affects demons, fey, and other hostile creatures of legend. As long as the creatures are of Neutral or Chaotic alignment, the Minister (of any Alignment) can attempt to turn them. The DM has final say on whom or what can be affected.

Physician
The humble country Physician to the London surgeon. This is the one to see when you
are sick or wounded.
Hit Die Type 1d6 per level up to 9th, +1 hp at 10+.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Intelligence 13+

Diagnose
The Physician can make a Diagnose check to diagnose the illness of a patient, giving him information on proper treatment of the illness and a bonus on any further checks with that patient.
12 limit: 10+ level+Int bonus..
20 limit: 10+1/2 level+Int bonus.

The DM can modify this with a penalty based on insidious or obscure conditions.
Bonuses for success are: +1 hp per Healing dice on the patient and a +2 on Stabilization checks.

Healing
A Physician may heal 1d6 points of hit points damage per wound once per day per level. Only one healing attempt can be used on a wound. You cannot use the same healing on a wound twice. You cannot heal it again the next day. For example, a first level Physician could heal one wound per day. At third level he could heal three different wounds per day, be it three people once or the same person three times in the same 24 hours, provided that person was wounded on three separate occasions. This healing can be used for not only combat damage, but also disease, poison, and any other type of damage which affects hit points.
A patient under a Physician's care heals twice the number of hp per day with natural healing.

Stabilization
A Physician can try to control bleeding, rub their limbs, apply brandy, breathe into their mouth, etc and stabilize any character that has reached 0 or fewer hits points, and would otherwise be dead. The Physician must reach the victim within a number of rounds equal to the Physician's level up to tenth level , beginning on the round after he drops to 0 or below.

Once the Physician has reached the patient, he must then make a check with a -1 penalty for every hit point below 0.
12 limit: 10+ level+Int bonus..
20 limit: 10+1/2 level+Int bonus.

If he succeeds in this, the character is stabilized and does not die. If the victim is wounded again, another Stabilization can be made but with a +4 penalty in addition to normal bonuses and penalties, representing the shock of additional wounds to the body.

Scholar
This class covers educated men such as alienists, scientists, researchers, etc.
Hit Die Type 1d6 per level up to 9th, +1 hp at 10+.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Intelligence 13+

Field of Study
At first level the Scholar may choose two fields of study to research. The Scholar will be familiar with the basics such as proven facts, theories, and how to conduct studies and experiments in their chosen fields.
The fields of study include (but are not limited to):

Anthropology
The study of of human cultures by interaction of intense study of written accounts of the culture and ancient records. An example of a successful roll is allowing the anthropologist to understand the cultures traditions as well as predict behavior.

Archaeology
The study of past cultures by excavating artifacts and relics from ancient sites. Studying the remains allows the archaeologist to learn about the people's customs, way of life, etc. An example of a successful roll is allowing the Archaeologist to spot fake antiquities or figure out what an ancient civilization used a certain religious site for.

Biology
The study of all forms of life, plant and animal. The biologist will understand structures of plant and animals as well as behaviors. Includes information on botany, microbiology, and zoology. An example of a successful roll is allowing the biologist to recall pertinent information such as hunting tactics for lions or if a rare known plant is poisonous.

Chemistry
Identifying, predicting, and creating chemical compounds and reactions. With the proper materials the chemist can create substances such as poisons, explosives, or to a chemical analysis of a substance. An example of a successful roll is allowing the chemist to run tests on a dried crimson stain to determine if it is blood or how to make primitive gunpowder or explosives from available resources.

Electricity
A young science in the Victorian age, the study of electricity and electrical device allows the scholar to understand the nature and uses of electrical power as well as repair and fabrication of electrical devices. An example of a successful roll is allowing the electrical engineer to repair a malfunctioning laboratory electrical device or wire an electric trap without shocking himself.

Engineering
The skills to understand, repair, and even build complex mechanical devices. Steam, hydro, and wind power are the major power sources available. An example of a successful roll is allowing the engineer to find the weakest spot in a fortified wall to receive the maximum effect of an explosive or the repair of a damaged steam locomotive engine.

Geology
The study of the earth's surface formation, composition, and changes. Geologists can use their knowledge to identify fossils, minerals and soils, and anticipate such events as volcanic or seismic activity. An example of a successful roll is allowing the geologist to estimate if a rocky outcropping is safe to climb or where a certain type of rare soil or rock came from with analysis.

History
Knowledge of the past including places, people, events, and customs. If the knowledge is obscure a penalty may be required on the roll. An example of a successful roll is allowing the historian to recall the bloody history of an ancient warlord or the origins of certain customs and superstitions.

Mesmerism
The ability to place a willing subject into a trance. The subject must be willing, the two must be in a quiet place without interruption, a focus such as a ring or candles much be used, and the attempt will take 1d6 minutes. If successful the subject will be lulled into a sleep-like state.

The mesmerist can ask questions, each requiring a check, each with a cumulative 1 penalty to the check per question past the first. The subject will have nearly total recall of past events and cannot lie  or deceive although their perception may color their answer.

With an ability check the mesmerist can implant a post hypnotic suggestion. The subject will perform this without apparent thought or conscious decision. It may involve a specific time (when you get home) or a trigger phrase (good morning.) Spells or other complex activities such as picking locks cannot be used as a suggestion. It must be something simple such as dropping or swiping an object into the subject's coat or saying a phrase which was implanted.

Other uses may be implemented, probably with penalties, by the DM.

Occult Lore
The study of occult and forbidden subjects including folklore, magic theory, historical events, people, places, etc. The Occultist can identify spells and rituals by studying the remains of components or effect of the spell. He can identify possible creatures from behavior patterns, tactics, and wounds. He can identify occult items, grimoires, and relics with a successful check. An example of a successful roll is allowing the occultist to identify a vampire's attacks by studying the time of attack, marks on the victim, etc.

Physics
The study and understanding of the physical forces and laws of nature such as light, sound, heat, cold, magnetism, gravity, etc. It allows the physicist to predict how materials will react when these forces are applied to them. It also covers knowledge of mathematics and the hypothetical subjects of other dimensions, time travel, etc associated with theoretical physics. This ability is often used in conjunction with Electricity and Engineering. With a successful physics roll a +2 bonus is applied to the Electricity or Engineering roll. Another example of a successful roll would be the following: The characters investigate a cultists lair. Despite solid stone walls and only one exit the cultists escaped. The physicist sees half marred chalk scribblings on the wall that look strikingly similar to a theoretical physics formula he has seen. With a successful roll he manages to reproduce the scribblings into a coherent formula matching what was in the wall. A gate to another dimension suddenly opens before him, the cultists escape route.

Psychology
Victorian psychologists are referred to as Alienists. They have training in the care of persons with mental disorders. Such training includes diagnosis of probable causes of mental illness as well as treatments ranging from simple therapy to drug treatments.

Other fields of study are available at the DM's discretion.
The base chance for success is
12 limit: 10+ level+Int bonus..
20 limit: 10+1/2 level+Int bonus.

This roll can be modified by the DM for circumstances such as a bonus for common  information or penalty for more obscure information in the field.

As he gains levels the Scholar acquires new fields of study.
12 limit: 3, 6, 9, and 12.
20 limit: 4th, 8th, 12th, 16th, and 20th.

These additional fields are calculated as if the Scholar is at first level when he gains each new one. The new field chances advance normally from there.

Research
The Scholar is an expert in finding information from libraries, archives, newspaper morgues, and other files. He can find information about nearly any subject if given access to the proper records and the information is there to be found. Examples of such information is discovering old documents such as wills, deeds, rare information, patterns of missing or false files, etc.
The base chance for success is
12 limit: 10+ level+Int bonus..
20 limit: 10+1/2 level+Int bonus.

In addition, with a successful roll, he can add a +4 bonus to fields of study relevant to the information being researched for the remainder of the adventure.



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