Scroll Savant is a sub-class in Pathfinder: Wrath of the Righteous. Wizards use spells in battle. They can learn any numbers of spells, but they need to prepare them in order to be used in battle. Wizards can also specialize in one school of magic, gaining additional spells and powers based on that school
"Some wizards consider scrolls a natural extension of their magical abilities."
Scroll Savant Information
- Base class: Wizard
- -1 Fortitude, +2 Will, +1 Reflex
- Skill Ranks per Level: 2.
- Alignment: Any
- Hit Die: 4
- Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.
|Cat Familiar||+3 Stealth checks, +2 Perception checks|
|Centipede Familiar||+2 Will saves, +2 Perception checks|
|Chicken Familiar||+3 hit points, +2 Perception checks|
|Dog Familiar||+3 bonus on Lore(Nature), +2 Perception checks|
|Duck Familiar||+3 bonus on Knowledge(World), +2 Perception checks|
|Hare Familiar||+4 Initiative checks, +2 Perception checks|
|Jerboa Familiar||+3 Athletics checks, +2 Perception checks|
|Lizard Familiar||+1 natural armor bonus to AC, +2 Perception checks|
|Monkey Familiar||+3 Mobility checks, +2 Perception checks|
|Rabbit Familiar||+2 Reflex saves, +2 Perception checks|
|Rat Familiar||+2 Fortitude saves, +2 Perception checks|
|Tarantula Familiar||+3 Athletics checks, +2 Perception checks|
|Viper Familiar||+3 Persuasion checks, +2 Perception checks|
Scroll Savant Progression
Base Attack Bonus
|Level 1||+0||0||0||+2||Arcane bond, cantrips, Detected Magic, Scroll Bonus, Specialist School, Wizard Proficiencies|
|Level 5||+2||+1||+1||+4||Scroll Specialization|
|Level 10||+5||+3||+3||+7||Scroll Mastery|
|Level 15||+7/+2||+5||+5||+9||Wizard Bonus Feat|
|Level 20||+10/+5||+6||+6||+12||Wizard Bonus Feat|
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Starting Spells: A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Scroll Savant Abilities
At 1st level, Wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses, while a bonded object is an item a wizard can use to cast additional Spells.
At 1st, 5th, 10th, 15th, and 20th level, a Wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The Wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Allows you to craft scrolls durihng camping.
Wizards can cast a number of Cantrips, or 0-level spells. These Spells are cast like any other spell, but they are not extended when cast and may be used again.
A Scroll Savant adds half his class level (minimum 1) as a bonus on Use Magic Device checks. He will always take 10 on Use Magic Device checks to cast a spell from a scroll if 10 on a roll is enough for a successful skill check.
At 5th level, whenever the Scroll Savant uses a scroll, he calculates the DC for any spell it contains using his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.
At 10th level, a Scroll Savant can use his own caster level instead of the item's caster level when using a scroll.
A wizard can choose to specialize in one school of magic, gaining additional Spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A Wizard that does not select a school receives the universalist school instead.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional Spell slot of each spell level he can cast, from 1st on up. Each day, a Wizard can prepare a spell from this specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
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