In an age long past, when mankind flourished under the radiance of arcane mastery, the island of Vylbrand was home to a city-state called Nym. Though the history of that age tells of countless wars waged with earth-shattering incantations, it was the brilliant strategic maneuvering of Nym’s scholars that allowed their mundane army of mariners to throw back would-be conquerers time and again. These learned men and women defended the freedom of their tiny nation with their unique command over spell-weaving faeries, utilizing the creatures’ magicks to heal the wounded and bolster the strength of their allies.
What is force of arms without the strategy to use them properly? From ancient Allag to Nym to the present, any army needs strategists. Any adventuring group needs someone who can translate the mysterious runes on the magical trap. Scholars are part of this ancient tradition, having studied a wide range of disciplines, from running a city to controlling a battlefield to patching up comrades. These strategists and savants wear light armor, usually covered in pockets and full of useful items and notebooks. They use the same books of mystic symbology as other followers of the arcanist path, but it is common for them to carry a melee weapon as backup. Always be prepared. The Scholars who follow the ways of ruined Nym base themselves in Limsa Lominsa, but wisdom is valued everywhere. Scholars can be found bookkeeping in the merchant houses of Ul’dah, or in the deep archives of the Holy See of Ishgard. Some scholars even stay in Gridania, aiding in strategy for the city-state closest to the Garlean border.
Awareness, Bureaucracy, Linguistics, Socialize, War, Lore, Occult, Medicine
A Scholar’s Anima takes the form of a glow without a clear source, with shadows of complex machines, words in dead languages, and other mysteries. At the Iconic level, most are surrounded by images that resemble the margins of a mad antiquarian’s notebook.
The Scholar is knowledge and learning personified, and so can learn the Charms of any supernatural beings which have the Eclipse keyword for eight experience points each.
For 10 motes, the Scholar may touch an ancient device or a tome of lost knowledge, conjoining its Essence to her anima. Roll Intelligence + Occult a difficulty determined by the power of the item. If successful, this creates a pact that awakens the spirit of the device, binding it to the Scholar in the form of a sprite. The process takes roughly fifteen minutes.
A sprite holds the Evocations of an Artifact, or a set of Charms appropriate to a tome. Sprites are unable to attack, or use Simple charms that would cause an attack, though they may enhance a Scholar’s attack with a Supplemental Evocation or Charm. A Sprite must be summoned to use its Evocations or Charms. The Scholar can reflexively summon the Sprite instantly for three motes, drawing it through the Essence of the world to appear beside her. She may banish the creature again, reflexively, for free, returning it to the tides of Essence that suffuse Creation until needed.
The Scholar may have up to (Essence+1) Sprites bound in this fashion at once, and (Essence+1) Evocations or Charms available from each of them. A scholar may spend 24 hours of downtime to scribe a Sprite pattern into her grimoire. This pattern allows the sprite to be drawn out similarly to the original item, but a sprite banished from the active set cannot be redrawn for 24 hours.
For 10 motes, the Scholar infuses her anima with protective power. This imbues the anima with (Essence) Shields. Shields can be assigned to others within Short range, granting 2 Hardness and 5 Soak. If the bearer of a Shield is damaged despite the shield, the shield evaporates to prevent either 3 Initiative Damage or 1 Health Level. At the cost of one level of her Anima banner, the Scholar may restore a Shield that has been destroyed to availability within her Anima.
Scholar Class Charms involve protection and guidance, use of ancient knowledge, and making even better use of their Sprites.