Plain HistoryDeveloped by scholars, the Plain History school focuses on the harvesting and manipulation of history.
Favored Weapon: unarmed strikes, scrolls, pens, quills, books, anything that can be used to quickly make detailed records of an event. Actualy
Plain History Maneuvers demand the user to have at least a pair of hands free to write down notes during combat. They don't actualy demand a physical medium, with anyone that knows at least one Plain History maneuver being able to write letters of mystic energy in mid-air with her bare hands, but they still cannot be busy wielding regular weapons and shields.
Favored Skill:1st levelFirst PyramidSpiritual Birth: Boost-Use your Intelligence for physical tasks.
Harsh Lesson:Strike-shock oponent with a short lecture, dealing damage and imposing skill penalty.
Feast Upon HistoryBright Teacher2nd levelOrigin SignEphemarility of LifeBurden of HistoryPersonal Point of View3rd levelAmbition Crisis-CrueltySacred Treasure Sword:Stance- summon forth a wondrous item of legend to suport you.
Punish the Forgetful: Strike- use your hardly trained head to headbut your oponent!
Neverending Work:Boost- grant the target the ability to push forward to its destiny.
4th levelAmbition Crisis-TreasonSacred Treasure Orb: Boost-summon minor item of great importance.
Erase HistoryLight Ancestor:Boost-Blind all nearby creatures with sacred tales.
5th levelAmbition Crisis-Conquest: Strike-Gain control of weak minded fools.
Sacred Treasure Mirror: Counter-Summon forth a shield of legend to protect you.
Shrouded Records:Boost-Grant target total concealment.
Past-Old History:Strike-Retroactively take an action in the past.
6th levelAmbition Crisis-Colapse:Counter-predict your oponent's failure, making it true.
Ending SignSacred Treasure LandTraveling Companion:Strike-summon forth minor characters of history to aid you.
7th levelPseudo-History-Boost-manipulate present facts to re-roll all your rolls for 1 round.
Phantasmal EmperorReturning Bridge to The Lost:Strike-Make your target face its own past.
8th levelThe Legend of the Far Away Land:Boost-grant yourself any buff you had in the past.
Coming God's RealmFuture-Next History: Strike-save your action for the most oportune moment.
Ancient Kingdom:Strike-shock your oponents with long-forgoten knowledge.
9th levelEmperor of the Far Away LandTotal Purification:Strike-clean up History as you like.
Maneuvers explanations:[spoiler]
Unless otherwise noted, every Plain History maneuver is supernatural maneuver that can affect incorporeal and ethereal oponents.
1st levelFirst PyramidPlain History (Strike)
Level: Scholar 1
Initiation Action: Standard action
Range: 10 feet per IL
Target: One creature
Duration: See text
Save: 11+Intelligence modifier
The shape of the pyramid is always one of the first signs of a civilization, with the intent of protecting and preserving something inside, usually knowledge itself.
Choose one creature whitin range. If they fail on a reflex save, they're locked inside a translucent indestructible field of floating spheres for 1 round, entangled and anchored on its position, thus unable to move even by magic means like teleportation. For every 8 ranks you have in Knowledge (nobility and royalty), the duration of this effect lasts one extra round.
Keine locks an oponent for a more careful study later.Spiritual BirthPlain History (Boost)
Level: Scholar 1
Initiation Action: Swift action
Range: -
Target: you
Duration: 1 round
Save: none
To think before acting, to read and to write, those are all important basic tasks to developing a healthy spirit, which in turn allows one to solve her own problems with less effort.
For 1 round, you can use your Int score instead of Str or Dex score for any tasks you wish.
Harsh LessonPlain History (Strike)
Level: Scholar 1
Initiation Action: Standard action
Range: 10 feet per IL
Target: One creature
Duration: 1 round
Save: 11+Intelligence modifier
Learning isn't always an easy task, some times new knowledge shakes our old beliefs and throws us out of balance for some time, not knowing what to trust anymore.
The target of this maneuver takes damage equal to the number of ranks you have in Knowledge(nobility and royalty) and receives a penalty on all skill checks of -1 for every 2 ranks you have in Knowledge(royalty and nobility) for 1 round. A sucessful Will save halves the damage and skill penalty.
Feast Upon HistoryPlain History (Counter)
Level: Scholar 1
Initiation Action: Immediate action
Range: You or one creature whitin 5 feets per IL
Target: one creature
Duration:Instantaneous
Save: none
History is not only used to record things, many times it is used to hide things as wells. An altered name here, an altered date there and the truth becomes hazy.
You may initiate this counter at any time. The target gains concealment for 1 round, which cannot be bypassed by any superior senses like tremorsense/lifesense/blindsight/see invsibility/ true seeing, but can be overcome if the attacker wins a knowledge(his choice) check against a knowledge(nobility and royalty) from you.
Bright TeacherPlain History (Stance)
Level: Scholar 1
Initiation Action: Swift action
Range: 10 feet per IL radius centered on you.
Target: you.
Duration:stance
Save: none
If knowledge is power, the ability to pass on knowledge is very powerful indeed. Since the dawns of history that good teachers are the basis of any sucessful civilization, preparing people for the challenges before they happen as well as offering precious advice in times of need.
While in this stance:
-You may use Knowledge(nobility and royalty) when performing an Aid Another.
-For every 10 points you beat the Aid Another DC, the bonus you grant is increased by an extra 1.
-You may use Aid Another in anyone whitin range of the stance, not just people adjacent to you.
-You can Aid Another up "in advance" up to a minute per IL before the ally performs the action, provided you know what type of action it is (melee attack, ranged attack, fort save, concentration skill, etc). The Aid applies to any one roll of the right type. You can only have one Aid active in each ally at a time.
A scholar guides her allies on the right path, even if they aren't directly aware of it.2nd levelOrigin SignPlain History (Strike)
Level: Scholar 2
Initiation Action: Standard action
Range:15 feet per IL
Target: 1 creature whitin range.
Duration: instantaneous
Save: 12+Intelligence modifier
Every story has a start. Finding out when, where, how and who makes history happen is one of the most basic yet most important scholar tasks.
Make a profession (nobility and royalty) check. The target takes damage equal to the check and you learn one of the following things about them for every 4 ranks you have in knowledge(nobility and royalty):
-Creature Type (including subtypes).
-AC.
-Their current HP.
-One of their save bonus.
-One of their ability scores.
-Their bonus on two skills of your choice.
-How many spells/powers they have on them at the moment.
-Their CR (if they're bigger CR than you then it just reveals that they're bigger CR than you).
A sucessful will save halves the damage and negates the uncovering of information.
Ephemereality of LifePlain History (Strike)
Level: Scholar 2
Initiation Action: Standard action
Range: 15 feet per IL
Target: one creature per 3 IL you have whitin range, all of which must be whitin 15 feet of at least one other targeted creature.
Duration: 1 round
Save: 12+Intelligence modifier
In one side history remembers people just how insignificant they are on the big picture, but on the other it also allows one to remember past glories and to pay homage to exceptional individuals during the prime of their lifes.
When iniating this maneuver decide if you want to make the targets older or younger. If older, the target takes a penalty on all physical ability scores and a bonus on all mental scores. If younger, they take a penalty on all mental ability scores and a bonus on all physical ability scores. Both the bonus and the penalty are each equal to 1/4 your ranks in knowledge(nobility and royalty), last 1 round, and cannot lower any ability score below 1. Targets may atempt a Fort save to resist this maneuver.
Burden of HistoryPlain History (Counter)
Level: Scholar 2
Initiation Action: Immediate action
Range: 15 feet per IL
Target:one creature.
Duration: 1 round.
Save: 12+Intelligence modifier
Knowledge can be both liberating or crippling depending on how its told and who says it. A lie may renew hopes while the truth produce despair.
You may initiate this counter at any time. The target either counts as carrying an heavy load or carrying a light load (your choice) regardless of how much they're actualy carrying. A sucesful Will save negates this counter altough allies can choose to fail the save if it would be convenient for them.
In alternative, you may spend this counter to try to atempt to counter a spell being cast whitin range, using the number of ranks in knowledge(nobility and royalty) you have for CL.
Personal Point of ViewPlain History (Boost)
Level: Scholar 2
Initiation Action: Swift action
Range: .
Target: You
Duration: until the end of your turn.
Save: none.
Even the best historicians can never truly free themselves from bias, and eventually end up focusing too much on certain points while ignoring others. This however isn't exactly a disadvantage if you know how to use it well.
When you initiate this boost choose another creature whitin your sight. Until the end of your turn, you cannot attack any other target, and no other creature may take any reactions to you, including attacks of oportunity and immediate/free actions.
3rd levelAmbition Crisis-CrueltyPlain History (Strike)
Level: Scholar 3
Initiation Action: Standard action
Range: Cone with 10 feet per IL
Target: All creatures inside the cone.
Duration: 1 round.
Save: 13+Intelligence modifier
The biggest atrocities ever recorded are always done by individuals who were once called civilized, many times in name of civilization itself. To study those records is always an unsetling if not terrifying experience.
Creatures failing a Will save against this maneuver are panicked for 1 round. Even if they save they're still shaken for 1 round. If you have 13 or more ranks in Knowledge(nobility and royalty) this can even affect creatures immune to fear, but they gain a +5 bonus on their saves.
Sacred Treasure SwordPlain History (Stance)
Level: Scholar 3
Initiation Action:Standard action
Range: -
Target: you.
Duration: stance
Save: none
Just like individuals, weapons wich performed great deeds are also enshrined by history. Altough it's up to discussion if those weapons performed great deeds for being powerful or became powerful for performing great deeds, a scholar can project them trough the mists of time in times of need.
When you enter this stance, you summon an heavily decorated masterwork weapon of your choice and with an enachment bonus to attack and damage rolls equal to 1/4 the ranks you have in knowledge(nobility and royalty). For every +1 to attack and damage rolls this weapon has, you gain another point of enanchment bonus that you can spend it on special abilities like Holy and Keen (except any abilities that have limited uses per day, use the following
table for reference). You may also trade one of those extra enanchment bonus to make the weapon of a special material of your choice like silver or adamantine. You are automatically proficient with this weapon, and it instantly vanishes if it leaves your hands, ending this stance. The chosen base weapon (whitout counting masterwork, enachments and special materials) cannot be worth more than 100 GP / 4 IL (you may include special craft options whitin this budget). If the weapon needs ammo, you also conjure 50 mundane ammo of the apropriate type. You may make some or all of that ammo of special materials/craft as long as the total price of the base weapon and special ammo doesn't exceed the GP limit of this stance.
Remember that holding a weapon locks you from using Plain History maneuvers. Double weapons receive the enanchment bonus to attack and damage to both ends, but any special abilities must be divided between both ends (so for example if you have 8 ranks, you can either put keen in both ends, or holy in a single end).
A scholar summons an ancient blade to fight her oponents.Punish the ForgetfulPlain History (Strike)
Level: Scholar 3
Initiation Action: Standard Action
Range: melee
Target: one creature in melee range.
Duration: instantaneous
Save: 13+Intelligence Modifier
Altough they prefer to solve problems with their minds, many scholars admit some physical punishment can go a long way to make sure a lesson is well learned. Or at least silecing an idiot for some time.
You perform a normal melee attack with your head, which counts as magic, adamantine and your own alignment due to your extensive mental work. If you hit you deal 1d6 damage per rank you have in Knowledge(nobility and royalty) plus 1,5 Str modifier and the target must suceed on a Will save or be stunned for 1 round (dazed if they're immune to stun).
Keine spares no mercy against her rival.Neverending WorkPlain History (Boost)
Level: Scholar 3
Initiation Action: Swift Action
Range: 20 feet per IL
Target: one creature whitin range
Duration: 1 round
Save: none
Studying history is a neverending task as its always growing, but even then scholars do their best to produce and spread new records, inspiring others and themselves to keep moving forwards.
When you initiate this maneuver you remove all fatigue and exhaustion effects from the target (which may be you), and also grant it a Freedom of Movement effect for 1 round.
4th levelAmbition Crisis-TreasonPlain History (Strike)
Level: Scholar 4
Initiation Action: Fullround Action
Range: 20 feet per IL
Target: one creature
Duration: see text
Save: 14+Intelligence Modifier
Power, gold, shiny things, everybody has their price. It is thus of the biggest ironies of history that many great leaders end up backstabed by their own subordinates.
When you initiate this maneuver choose an oponent whitin sight, to which you either promise great rewards or instill great doubt against one of its allies. If the target fails a Will save, then it gains a fullround action that must be spent attacking another enemy of your choice whitin view to the best of its ability, but whitout spending any exp or using any single-use items (like scrolls) worth more than 5% its total wealth.
A scholar always knows what people want.
Sacred Treasure OrbPlain History (Boost)
Level: Scholar 4
Initiation Action: Swift action
Range: -
Target: you.
Duration: instantaneous
Save: 14+Intelligence Modifier or none (see text)
History is filled with symbols of prestige designed by civilizations to represent their glories and achievments. Orbs, crowns, badges, talismans and many others were used as symbols of authority. A skilled scholar can project them to gain some of their power.
When you initiate this maneuver you conjure a small shiny item wich doesn't take any equipment slot but must be worn on a visible part of the body (floating around you is also possible). It duplicates the effect of any wizard/cleric spell with a range of personal of lv 2 or lower with CL equal to the ranks you have in knowledge(nobility and royalty). This includes the duration of the effect. If it demanded any expensive material component or exp cost, you must supply it as well.
If the spell in question demands an expensive component or exp cost you must supply it. If you try to summon a new Sacred Treasure Orb while another one is active the previous one automatically ends. If the object is removed from your person the effect ends as well. If it demanded a save, use the save DC of this maneuver instead.
If you un-prepare this maneuver, then the effect ends as well.
Erase HistoryPlain History (Strike)
Level: Scholar 4
Initiation Action: see text
Range: 20 feet per IL.
Target: see text
Duration: instantaneous
Save: 14+Intelligence Modifier
Sometimes story isn't just concealed, it must be erased. Good scholars try to lock forbiden knowledge and evil scholars will censor acts of benevolence. Altough others would disaprove of such abuse of power, all evidence mysteriously vanishes, as if the act indeed had never hapened.
Choose an action that you witnessed whitin the range of this maneuver on the last round. The iniation action of Erase History is one step lower than the action you wish to nullify (free action/attack of oportunity->swift action-> move action-> standard action-> fullround action). This maneuver never takes less than a free action to initiate.
If the target fails a Reflex, the effects of the chosen action are reversed. Damage inflicted is healed, status effects are removed, creatures return to their previous positions. You cannot Erase History an action that took a fullround action or more to acomplish.
In alternative, you may duplicate a Dispel Magic effect as a fullround action with CL equal to the number of ranks you have in knowledge(nobility and royalty), and no CL cap.
Light AncestorPlain History (Boost)
Level: Scholar 4
Initiation Action: Swift action
Range: 20 feet radius per IL
Target: enemies inside radius.
Duration: 1 round
Save: 14+Intelligence Modifier
Most people paint their past in a brighter light than it actualy was, longing for ancient glories and "good old times". A scholar can quickly remind them of such tales to make them oblivious to the present.
When you initiate this boost all enemies in the radius of this maneuver must suceed on a Reflex save or be blinded for 1 round. If they fail, they also lose all special senses for 1 round like blindsense, tremorsense, blindsight, mindsight, lifesight, etc.
Keine blinds her oponents with a flash of glory.5th levelAmbition Crisis-ConquestPlain History (Strike)
Level: Scholar 5
Initiation Action: Fullround action
Range: 20 feet per IL
Target: one creature
Duration: see text
Save: 15+Intelligence Modifier
Another usual patterns observed in history is that of conquest, tribes and cities and kingdoms and countries and even continents taking over each other in a pure and neverending lust for power. And many times such conquests are achieved not with weapons but the right words.
The target of this maneuver must suceed on a Will save or fall under your control as a Dominate Monster effect for 1 rounds for every 4 ranks you have in Knowledge(nobility and royalty). This is a mind-affecting effect.
If you have 16 or more ranks in Knowledge (nobility and royalty), you may affect targets immune to mind-affecting, but they gain a +5 bonus on their saves.
Sacred Treasure MirrorPlain History (Counter)
Level: Scholar 5
Initiation Action: Immediate Action
Range: See text
Target: You
Duration: Instantaneous
Save: None
Even more important than the orb, the mirror represents not some mortal-forged belief but the naked truth. One must observe its true self and acept it in order to become better.
You may initiate this counter whenever you would be affected by any status effect with a duration bigger than 1 round other than damage or death. The effect is prevented.
Shrouded RecordsPlain History (Boost)
Level: Scholar 5
Initiation Action: Swift action
Range: 25 feet per IL
Target: one creature.
Duration: 1 round
Save: none
Sometimes countless scrolls and books about a single topic will be carefully hidden, usually to protect it from those would want it destroyed or used for ill, or simply to remove unwanted obstacles.
You grant one creature (which may be yourself) total concealment for 1 round, which cannot be bypassed by any superior senses like tremorsense/lifesense/blindsight/see invsibility/ true seeing, but can be overcome if the attacker wins a knowledge(his choice) check against a knowledge(nobility and royalty) from you.
In alternative, you may conceal up to 5 cubic feet of inanimate matter per rank you have in knowledge(nobility and royalty), making them disapear from reality for 1 round, as long as none of that inanimate matter is whitin 5 feet of a sentient creature other than yourself.
Past-Old HistoryPlain History (Strike)
Level: Scholar 5
Initiation Action: move action
Range: -
Target:-
Duration: instantaneous
Save:-
Things don't become history merely by happening, they must be made history. A scholar can thus make up the "truth" as she pleases if nobody has direct proof to contradict her.
When you initiate this maneuver you can retroactively take an action anytime in the past up to 1 hour for every rank you have in Knowledge(nobility and royalty), as long as that action doesn't contradict any present knowledge of the creatures observing the scholar. If the action demanded a 1d20 or percentile roll, you must make it again and acept the result even if you end up worst. You cannot re-roll more than one 1d20 or percentile roll per use of this maneuver.
So for example if you had been in a town and taken some time for yourself, you may use this maneuver to retroactively buy a specific item now needed. Or you may have taken a potion just before the batle had started, or if your whereabouts were unknown you may declare you come up around a corner next to the party.
If you try to use this maneuver more than once per day, there's a 5% chance that you mess up something pretty badly in History every time you use it, in which case a monster of your CR appears (DMs choice) and gets an instant suprise round against you and your allies and attacks until either of you is destroyed, babling inchoerently about a terrible alternate reality that demands your death to be prevented. This monster grants no exp, treasure or reward of any kind, including disapearing instantly if anyone manages to enslave/dominate them or give its dead body to a necromancer. If you run away from it, it will literally pursue you to the end of times trough any means at its disposal. Any other monsters summoned this way will team up uncoditionally against you.
A scholar carefully studies the past to decide the best moment to change.6th levelAmbition Crisis-ColapsePlain History (Counter)
Level: Scholar 6
Initiation Action: Immediate action
Range: 30 feet per IL
Target: one creature.
Duration: Instantaneous
Save: 16+Intelligence Modifier
The last step of ambition, failing due to your own paranoia about being surrounded by enemies, leading to a self-fulfilling prophecy as you don't know when to stop.
You may initiate this counter whenever a creature whitin range would roll a 1d20 roll. That creature must suceed on a Will save or take a penalty on that roll equal to the ranks you have in knowledge(nobility and royalty). Even if they suceed they still take half the penalty.
Ending SignPlain History (Boost)
Level: Scholar 6
Initiation Action: Swift action
Range:-
Target: you
Duration: 1 round
Save: none
We are all part of history, and is thus important we keep our dignity until the very end so others will remember us well. Or perhaps even tell tales of our great last stands.
You may initiate this maneuver even if unable to take actions. You ignore all harmful effects on you for 1 round (except death) and can take one extra standard or move action this turn.
Sacred Treasure LandPlain History (Stance)
Level: Scholar 6
Initiation Action: Swift action
Range: 5 feet per IL radius
Target: you.
Duration: stance
Save: 16+Intelligence Modifier
When one looks at the bigger picture, history is not about individuals or trinkets but about the land itself which houses them all. Many times it protects them as well, keeping their oponents at bay trough natural and mystic defenses.
When you enter this stance, the land itself inside the effect radius changes its aspect to your liking, altough this provides no mechanic benefit. At the end of each of your turns any creatures you deem an enemy inside it are pushed to the nearest border unless they suceed on a Reflex save whitout provoking attacks of oportunity. Enemies wishing to enter the area or attack anyone inside it from outside must also suceed on a reflex save or be unable to do so.
Traveling CompanionPlain History (Strike)
Level: Scholar 6
Initiation Action: Fullround action
Range:see text
Target:see text
Duration: see text
Save: none
Not everybody gets to have their name be well-known in history, but neverthless there are countless minor characters that help shape it. Great scholars are some of the few ones who can remember the names of those unsong heroes.
When you initiate this maneuver you replicate Summon Monster VI with a CL equal to the number of ranks you have in knowledge (nobility and royalty). The summoned monsters always have a more human-looking aspect to them.
At 13 IL, 15 IL and 17 IL you can replicate Summon Monster VII/VIII/IX respectively with this ability. You cannot have more than one traveling companion out at a time.
7th levelPseudo-HistoryPlain History (Boost)
Level: Scholar 7
Initiation Action: Swift action
Range: -
Target: You
Duration: 1 round.
Save: none
Many times records are poorly written or not written at all out of simple lazyness or incompetence. Oportunistic scholars know how to use this to their own advantage as they can bend meanings and interpretations to their liking.
For 1 round, you can re-roll any 1d20s and miss chance you roll, but not more than one re-roll per check.
Keine adds some notes of her own to History.Phantasmal EmperorPlain History (Strike)
Level: Scholar 7
Initiation Action: Standard action
Range: cone of 20 feet per IL
Target: creatures inside the cone
Duration: See text
Save: 17+Intelligence Modifier
The greatest leaders of a nation are bound to linger in memory for centuries if not millenia. Even their simple manifestation is more than enough for people to run away in panic and, feel their strenghts abandon them or simply stand in awe.
Enemies afected by this maneuver must suceed on a Will save or be frightened for 1d4 rounds, and a Fort save or be exhausted for 1d4 rounds. If they fail both saves they're instead left cowering for 1d4 rounds. Even creatures immune to fear/fatigue can be affected by this, altough they gain a +5 bonus on their saves.
Allies afected by this maneuver gain a +1 morale bonus on attack, damage rolls and skill checks equal to 1/4 your ranks in knowledge(nobility and royalty) for 1 round.
Returning Bridge to The LostPlain History (Strike)
Level: Scholar 7
Initiation Action: Fullround action
Range: 35 feet per IL
Target: one creature whitin range
Duration: instantaneous
Save: 17+Intelligence Modifier
It's rare the person that can look at its past whitout any regrets and don't wish to have acted in a diferent way in one key point or other. A master scholar can call upon those failures of someone to humble them.
If the target of this maneuver is an enemy then it finds itself being attacked by its worst fears at its back, having to suceed on a Fort, Reflex and Will saves.
-If the Fort save is failed they take damage equal to a knowledge(nobility and royalty) check and can only take one standard or move action on their next round.
-If the Reflex save is failed they take damage equal to a knowledge(nobility and royalty) check and are entangled for 1 round.
-If the Will save is failed they take damage equal to a knowledge(nobility and royalty) check and are affected by a Bestow Curse effect for 1 round.
If the target of this maneuver is an ally you can help them overcome their past regrets and failures, removing all ill effects with a duration bigger than 1 round other than death from them plus healing them for an amount of HP equal to four times a knowledge(nobility and royalty) from you.
8th levelThe Legend of the Far Away LandPlain History (Boost)
Level: Scholar 8
Initiation Action: Swift action
Range:-
Target: you
Duration: 1 round
Save: none
Those who travel far away always return with incredible tales of other mysterious and exotic places and the great experiences they had there. Scholars can remember such things even better than others.
When you initiate this boost you gain a non-martial buff of your choice that ever affected you. It last only one round regardless of their original duration. This includes spells, powers and things like bardic music, but again not martial boosts, and both benefits and penalties of the effect.
Keine strenghtens herself with ancient powers.Coming God's RealmPlain History (Stance)
Level: Scholar 8
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance
Save: none
Sometimes scholars act as prophets, harbringing the coming of new important powers and eras. Such events can easily turn the tides of history, with the scholar playing a critical role instead of mostly passive.
While in this stance, you can fly at your base speed with good maneuverability. You produce a Magic Circle Against (your oposite alignment) with a radius of 5 feet per 5 ranks you have in Knowledge(nobility and royalty) and a globe of invulnerability effect with the same radius that blocks spells, powers and maneuvers up to (half your IL)-2.
Future-Next HistoryPlain History (Strike)
Level: Scholar 8
Initiation Action: Standard action
Range:-
Target:-
Duration: 1 round
Save: none
There's always new tales to write, new events waiting to happen. A scholar must know to look out for the right moment to record history, or even make it happen.
When you initiate this maneuver, you surround yourself with runes and scrolls at the ready. Any time in the future, up to 1 round per 4 ranks you have in knowledge (nobility and royalty), you may take a fullround worth of actions, interrupting any other being if you wish. You cannot unready this maneuver untill the extra fullround worth of actions is expended, neither can you stack multiple fullround actions this way (you can only ready a new one after the last has been expended).
A scholar in mythical form prepares to write the future.Ancient KingdomPlain History (Strike)
Level: Scholar 8
Initiation Action: Standard action
Range: 40 feet per IL
Target: creatures inside a 5 feet per IL radius centered whitin range
Duration: instantaneous
Save: 18+Intelligence Modifier
Scholars constantly struggle against the decay of knowledge, with new generations only caring about recent events if that. What was once common knowledge becomes forgoten history that greatly shocks those who hear it, making them forget the present for a moment
Creatures affected by this maneuver take damage equal to three times a knowledge (nobility and royalty) check from you and are dazed and rendered prone for 1 round. If they suceed on a Will save they take half damage and are sickened, shaken and dazzled for 1 round instead of dazed.
9th levelEmperor of the Far Away LandPlain History (Stance)
Level: Scholar 9
Initiation Action: Fullround action
Range: -
Target: you.
Duration: stance
Save: 19+Intelligence Modifier
One of the biggest achievements a scholar can acomplish is to directly channel some great leader of the past, gaining their commanding authority.
While in this stance your aspect changes closer to the being you're copying, and you project an aura with a radius of 5 feet per rank you have in knowledge(nobility and royalty). Oponents inside the aura must suceed on a Will save or be panicked for 1d4 rounds. Even if they make the save they're shaken for 1d4 rounds, but cannot be affected by this stance from the scholar again for 1 hour. This affects even oponents immune to fear, but they gain a +5 bonus on their saves.
In addition when you enter this stance you gain an amount of extra HP equal to five times a knowledge (royalty and nobility ) check from you. While this extra HP lasts, you're immune to all harmful non-damage effects, and cannot be damaged at all by creatures with HD equal to half your own HD or less. When this extra HP is spent, you automaticaly exit this stance.
After you exit this stance, you cannot enter it again until you've entered at least 4 other diferent stances you know to properly recover your true self.
A scholar assumes the aspect of a powerful tyrant of ages past.Total PurificationPlain History (Strike)
Level: Scholar 9
Initiation Action: Fullround action
Range: 5 feet per IL radius centered on you
Target: creatures inside the radius.
Duration: instantaneous
Save: 19+Intelligence Modifier.
The ultimate power of the scholar, to remove the elements of history you don't like and leave behind a clean blank state to work on.
Roll a Knowledge(nobility and royalty) check. Enemies inside the area of effect take four times that damage and re-position anywhere inside the effect area of this maneuver and are turned into objects or parts of the scenery of your choice (treat as petrified) for 1d4 rounds. You may also re-position any willing allies as well. A sucessful Fort save halves the damage and negates the petrification, but they're still moved around.
Keine prepares to rewrite history as we know it.[/spoiler]