Atlantean Trilogy Archive
A bespectacled white-bearded scholar gestures beside a desk strewn with maps, scrolls, a lantern and a large globe.

Scholar

Profession, single-classed

A learned generalist who starts in the arts and sciences and from 3rd level gains an extra skill of any kind at most levels. Scholars with Read Magic and Ancient Lore can trade skills for first level spell casting.

From the book

Scholars are learned people able to pick up a very wide range of skills. They begin proficient only in the arts and sciences, but from 3rd level they can take any skill they like, one per level, and like everyone else can also buy extra skills with XP; what they may learn is limited only by the player's commitment.

In place of any new skill a scholar may learn a new weapon or add +1 to hit with a known one.

A scholar who knows both Read Magic and Ancient Lore may trade two extra skills for 1st level spell casting in one field of magic; scholars can never rise past first level in magic, but may hold first level skills in up to two fields. Their breadth fits them for almost any work: tutoring for up to 200 G.P. per level to teach any skill they have (except Magic), or history, research, map-making, scribing and invention.

Skills by level

  1. Level 1
    • Any Single Weapon
    • Any 6 Arts and Sciences Skills
  2. Level 3
    • Any Additional Skill
  3. Level 4
    • Any Additional Skill
  4. Level 5
    • Any Additional Skill
  5. Level 6
    • Any Additional Skill
  6. Level 7
    • Any Additional Skill
  7. Level 8
    • Any Additional Skill
  8. Level 9
    • Any Additional Skill
  9. Level 10
    • Any Additional Skill
  10. Level 11
    • Any Additional Skill
  11. Level 12
    • Any Additional Skill
  12. Level 14, 16, 18, 20, etc.
    • Any Additional Skill

At a glance

Minimum attributes
INT 14, WILL 12
Alignment
Any
Combat training
Untrained
Hit points per level
1 H.P. per point of CON, plus 2 H.P. at first level; then +2 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
Special abilities
Weapon option: in place of any new skill, gain one new weapon or +1 to hit with a known weapon; Magic by trade: with both Read Magic and Ancient Lore, may trade any two additional skills for 1st level spell casting in one field of magic; never beyond first level in magic, but may hold first level skills in up to two fields
Fields of magic
Optional: 1st level spell casting in 1 field (up to 2 fields of 1st level skills) by trading skills
Free skill choices
Any 6 Arts and Sciences skills at level 1; one additional skill of any type at each level from 3 to 12, then at levels 14, 16, 18, 20, etc. (no level 13 entry); any new skill may be replaced by a new weapon or +1 to hit with a known weapon; two skills may be traded for 1st level spell casting in one field (requires Read Magic and Ancient Lore)
Fees and earnings
Tutoring any skill the scholar knows, except Magic, earns as much as 200 G.P. per level of ability
Restrictions
Initially proficient only in the arts and sciences; No advancement beyond first level of magical ability; at most two magical fields
Open to races
Humans, Dwarves, Elves, Zephyr

The level 1 row prints '1 Any Single Weapon' (stray numeral). The table skips level 13. Other jobs: historian, researcher, cartographer, scribe, inventor (see N.P.C. Professions, appendix).