Scholar/Scholarly Foci

## Arcane Hypothesis (Su)

Not just knowledgeable with spells, a scholar experiments constantly in order to better herself at wielding magic, and see what she can create. At 1st level, by increasing a spell’s casting time (swift/immediate to standard action, standard action or less to full-round action, full-round action to 1 round, 1 round to 2 rounds, or double any longer casting time), the scholar can roll on the table below and add the resulting metamagic feat to the spell without increasing the MP cost of the spell.

Use of this ability must be declared before the spell to be affected is cast. First, the scholar selects the spell to be modified. Then she rolls on the Arcane Hypothesis table. If the resulting metamagic cannot be applied to the selected spell, she must roll again until it can (she only rerolls if the resulting dice cannot be adjusted). Lastly, the scholar casts the resulting spell as normal, choosing targets, making attack rolls, etc. This ability can be used a number of times per day equal to her Intelligence modifier or her Wisdom modifier, whichever is higher.

 36-55
 56-75
 76-90
 91-95
 96-100

At 3rd level, the scholar can adjust her roll result on the table above. She may increase, or decrease, the roll result by 3 points per two scholar levels after 1st in order to adjust the meta effect to a more desirable result.

At 7th level, the scholar can roll twice on the table above, and select one of the two metamagic effects to apply to that spell. She can still adjust the result of each roll to get a more desired result.

## Sprite Familiar (Ex):

At 1st level, a scholar forms a close bond with a sprite familiar, a creature that helps to guide her along her path. Sprite familiars also aid a scholar by casting healing, defensive, and enhancement based spells depending if the scholar has activated Light Arts or Dark Arts.

### Familiar Basics

Use the basic statistics for a sprite , but with the following changes.

* Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familliar's normal HD total, whichever is higher.
* Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
* Attacks: Use the master's base attack bonus, as calculated from all her classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons.
* Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +0, Reflex +2, Will+2) or the master's (as calculated from all her classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
* Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for a sprite or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers.Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

### Familiar Ability Descriptions

All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

* **Natural Armor Adjustment**: The number noted here is in addition to the familiar's existing natural armor bonus.
* **Intelligence:** The familiar's Intelligence score.
* **Alertness (Ex):** While a familiar is within arm's reach, the master gains the Alertness feat.
* **Empathic Link (Su)**: The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
* **Improved Evasion (Ex):** When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
* **Share Spells:** The scholar may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself.
* **Cantrips (Sp)**: At 1st level, the familiar gains the ability to cast cantrips from the scholar’s available cantrips at will
* **1st Spell-Like Ability (Sp)**: If a scholar is 3rd level or higher, the familiar gains the ability to cast Embrace (while the scholar is under Light Arts) or Fey Blast (while the scholar is under Dark Arts). Embrace functions like Cure except uses the scholar’s Wisdom modifier. Fey Blast functions like Aero, Blizzard, Dark, Fire, Stone, Thunder, or Water spells. The familiar may choose which spell to emulate and uses the scholar’s Intelligence modifier. Each time the familiar uses this spell-like ability, it costs the scholar 1 MP.
* At 7th level, Embrace and Fey Blast functions like their 2nd level spell equivalents and costs the scholar 2 MP per usage.
* At 11th level, Embrace and Fey Blast functions like their 3rd level spell equivalents and costs the scholar 3 MP per usage.
* At 15th level, Embrace and Fey Blast functions like their 4th level spell equivalents and costs the scholar 4 MP per usage.
* **Deliver Touch Spells (Su)**: If a scholar is 3rd level or higher, her familiar can deliver touch spells for her. If the scholar and the familiar are in contact at the time the scholar casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the scholar would. As usual, if the scholar casts another spell before the touch is delivered, the touch spell dissipates. She does not have to be in contact with the familiar to use this ability.
* **2nd Spell-Like Ability (Sp):** If a scholar is 7th level or higher, the familiar gains the ability to cast Whispering Dawn (while the scholar is under Light Arts) or Slow Dusk (while the scholar is under Dark Arts). Whispering Dawn functions like Renew. Slow Dusk functions like Slow. Each time the familiar uses this spell-like ability, it costs the scholar 3 MP.
* At 15th level, Whispering Dawn functions like Renew II and Slow Dusk functions like Slowga. Each costs the scholar 6 MP per usage.
* **3rd Spell-Like Ability (Sp):** If a scholar is 11th level or higher, the familiar gains the ability to cast Fey Covenant (while the scholar is under Light Arts) or Fey Glow (while the scholar is under Dark Arts). Fey Covenant functions like Protectra. Fey Glow functions like Haste. Each time the familiar uses this spell-like ability, it costs the scholar 3 MP.
* At 17th level, Fey Covenant functions like Protectra II and Fey Glow functions like Hastega. Each costs the scholar 5 MP for Fey Covenant and 6 MP for Fey Glow per usage.
* **Spell Resistance (Ex):** If the master is 13th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
* **4th Spell-Like Ability (Sp)**: If a scholar is 15th level or higher, the familiar gains the ability to cast Fey Illumination (while the scholar is under Light Arts) or Fey Explosion (while the scholar is under Dark Arts). Fey Illumination functions like Cura. Fey Explosion functions like Aera, Blizzara, Darkra, Fira, Stonera, Thundara, or Watera spells and the familiar may choose which spell to emulate. Each time the familiar uses this spell-like ability, it costs the scholar 3 MP.
* At 20th level, Fey Illumination functions like Bless and Fey Explosion functions like Aeroga, Blizzaga, Darkga, Firaga, Stonega, Thundaga, or Waterga spells and the familiar may choose which spell to emulate. Each costs the scholar 5 MP per usage.