+3 | Acrobatics |
+1 | Animal Handling |
+6 | Lore |
+1 | Athletics |
+2 | Deception |
+1 | Insight |
+2 | Intimidation |
+7 | Investigation |
+1 | Medicine |
+6 | Nature |
+2 | Perception |
+2 | Performance |
+5 | Persuasion |
+8 | Piloting |
+6 | Sleight of Hand |
+3 | Stealth |
+1 | Survival |
+9 | Technology |
+2 | Strength |
+3 | Dexterity |
+1 | Constitution |
+4 | Intelligence |
+1 | Wisdom |
+2 | Charisma |
Weapon | Attack | Damage | Type | Other |
---|---|---|---|---|
Vibro dagger | 1d20+5 | 1d4+3 | kinetic | fineese, light, thrown, range 6/18 |
Light pistol | 1d20+5 | 1d4+3 | energy | light, power cell, range 12/49 reload 8 |
Species for the character
Starship deployment associated with this character
The statblocks of your Weapons, armor and other important/magical equipment
Fiber armor is a type of armor that offers more protection than the lighter combat suit. Fiber armor is heavier overall than combat suits, and not quite as flexible, but many consider the trade-offs worthwhile. It is a good source of defense from physical attacks and light blaster fire.
The statblocks of your class features
You learn maneuvers that are fueled by special dice called superiority dice.
You learn one maneuver of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.
Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
You have three superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the scholar table. This die changes as you gain scholar levels, as shown in the Superiority Dice Size column of the scholar table. A superiority die is expended when you use it.
You regain all of your expended superiority dice when you finish a short or long rest.
Your maneuver ability varies based on the type of the maneuver you use. You use Strength, Dexterity, or Constitution for physical maneuvers (your choice), Intelligence, Wisdom, or Charisma for mental maneuvers (your choice), and an ability of your choice for general maneuvers. You use this ability whenever a maneuver refers to your maneuver ability. Additionally, you use this ability modifier when setting the saving throw DC for a maneuver you use.
Maneuver save DC = 8 + your proficiency bonus + your maneuver ability modifier
You are able to analyze a creature, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a creature you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:
When you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use your Critical Analysis ability modifier, which is Intelligence, instead of Strength or Dexterity. You must use the same modifier for both rolls.
When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Critical Analysis ability modifier, which is Intelligence, to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
As you adventure, your studies have helped you discover new practices you can apply to your skills. You master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar table.
Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.
You can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.
Once you’ve used this feature, you can’t use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.
Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.
At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.
You can take a second reaction each round.
Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.
Level | Proficiency Bonus | Features Maneuvers Known | Superiority Dice Quantity | Superiority Dice Size | Discoveries | |
---|---|---|---|---|---|---|
1st | +2 | Academic Superiority, Critical Analysis | 1 | 3 | d4 | - |
2nd | +2 | Discovery, Sage Advice (long rest) | 2 | 3 | d4 | 2 |
3rd | +2 | Expertise, Academic Pursuit | 4 | 4 | d4 | 4 |
4th | +2 | Ability Score Improvement | 5 | 4 | d4 | 4 |
5th | +3 | Multitasker | 6 | 5 | d6 | 5 |
6th | +3 | Pursuit feature | 7 | 5 | d6 | 5 |
7th | +3 | - | 9 | 6 | d6 | 5 |
8th | +3 | Ability Score Improvement | 10 | 6 | d6 | 5 |
9th | +4 | Pursuit feature | 11 | 7 | d8 | 6 |
10th | +4 | Expertise | 12 | 7 | d8 | 6 |
11th | +4 | - | 14 | 8 | d8 | 7 |
12th | +4 | Ability Score Improvement | 15 | 8 | d8 | 7 |
13th | +5 | Sage Advice (short rest) | 16 | 9 | d10 | 8 |
14th | +5 | Calm and Collected | 17 | 9 | d10 | 8 |
15th | +5 | - | 19 | 10 | d10 | 8 |
16th | +5 | Ability Score Improvement | 20 | 10 | d10 | 8 |
17th | +6 | Pursuit feature | 21 | 11 | d12 | 9 |
18th | +6 | Adaptable Intellectual | 22 | 11 | d12 | 9 |
19th | +6 | Ability Score Improvement | 23 | 12 | d12 | 9 |
20th | +6 | Knowledge Unbound | 24 | 12 | d12 | 9 |
Tacticians study strategy and the ways of war. Those scholars who choose the Tactician Pursuit train themselves and their allies in combat maneuvers to deftly eliminate their foes through clever positioning, and fierce, timely attacks.
You gain proficiency in martial blasters and martial vibroweapons.
You learn to better command your allies to victory from afar. Your Critical Analysis range is increased to 90 feet.
Statblocks for companions, followers and other allies.
Statblocks for your spells.