Sages and Scholars
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Whenever a group of adventurers needs to know something they cannot easily find out, they usually ask a sage. Sages can analyze inscriptions, give lessons in monstrous anatomy, or research the history and powers of an artifact the PCs have liberated from a ruin. But though the aged wizard with a long beard is a genre staple, he is far from the only sort of scholar the PCs can encounter, as the following examples demonstrate.
THE ANATOMIST
Dorrin Half-axe is a student of nature in all its forms, especially those forms that squirm and wriggle and think of humanoids as food. Though he’s not long on book learning, this dwarven ranger knows dozens of things about aberrations and other obscure monsters. His forest cabin is filled with trophies he’s taken from defeated foes, which he uses to illustrate esoteric points about monstrous anatomy. While the squeamish might not appreciate being spattered with gore during the course of a demonstration, Dorrin believes the best way to learn about your enemy is to cut them open and see what makes them tick. This belief has earned him quite a few scars.
Dorrin Half-axe, male dwarf ranger 6: CR 6; Medium humanoid; HD 6d8+18; hp 48; Init +2; Spd 20 ft.; AC 17, touch 12, flat-footed 15; Base Atk +6; Grp +9; Atk +11 melee (1d10+4/x3, +1 dwarven waraxe); Full Atk +9/+4 melee (1d10+4/x3, +1 dwarven waraxe) and +8/+3 melee (1d6+3/x3, +1 handaxe); SA favored enemy (aberration +4, magical beast +2), spells; SQ darkvision 60 ft., dwarf traits, wild empathy +6; AL NG; SV Fort +8, Ref +7, Will +6; Str 16, Dex 14, Con 16, Int 13, Wis 14, Cha 6.
Skills: Handle Animal +7, Knowledge (dungeoneering) +13, Knowledge (geography) +10, Knowledge (nature) +10, Listen +11, Spot +11, Survival +13.
Feats: Endurance*, Improved Two-Weapon Fighting*, Iron Will, Skill Focus (Knowledge [dungeoneering]), Track*, Two-Weapon Fighting*, Weapon Focus (dwarven waraxe).
Languages: Common, Dwarven, Undercommon.
Ranger Spells Prepared (caster level 3): 1st—longstrider, pass without trace.
Possessions: +1 chain shirt, +1 dwarven waraxe, +1 handaxe.
Slither, Medium viper animal companion: hp 18; Monster Manual 280.
THE SELF-TAUGHT APPRENTICE
Meliara Vellis was ecstatic when her elder brother Stephen, the local baron’s court mage, agreed to take her on as an apprentice. She was somewhat less pleased when she discovered that Stephen couldn’t explain to her how he cast spells. While Stephen’s library was filled with arcane tomes, he hardly ever looked at them, and the more Meliara heard him talk about magic, the more it became clear that her brother wasn’t a proper wizard, but a softheaded sorcerer.
Undeterred, Meliara availed herself of her brother’s library, studying wizardry and gaining esoteric knowledge. She greets characters that are referred to Stephen’s tower warmly, and tells them that her brother is quite busy and unlikely to answer their questions. Still, if they tell her what the problem is (and maybe slip her a little coin), she might be able to convince him to look into the matter.
As Meliara is far more knowledgeable than Stephen, she does all the actual research. The money she takes in goes to expand her brother’s extensive library, which grants her a +5 circumstance bonus on all Knowledge checks.
If Meliara is threatened or injured, her brother is certain to exact retribution.
Meliara Vellis, female human wizard 7: CR 7; Medium humanoid; HD 7d4; hp 19; Init +1; Spd 30 ft.; AC 15, touch 12, flat-footed 14; Base Atk +3; Grp +2; Atk/Full Atk +2 melee (1d4/19–20, dagger); SA spells; SQ summon familiar; AL LN; SV Fort +2, Ref +3, Will +6; Str 8, Dex 12, Con 10, Int 19, Wis 13, Cha 14.
Skills: Concentration +10, Decipher Script +17, Knowledge (arcana) +17, Knowledge (history) +14, Knowledge (nobility and royalty) +14, Knowledge (the planes) +17, Spellcraft +16.
Feats: Craft Wondrous Item*, Magical Aptitude, Scribe Scroll, Skill Focus (Decipher Script), Skill Focus (Knowledge [arcana]), Skill Focus (Knowledge [the planes]).
Languages: Aquan, Common, Draconic, Ignan, Terran.
Wizard Spells Prepared (caster level 7): 0—detect magic (2), message, read magic; 1st—comprehend languages, expeditious retreat, identify (2), unseen servant; 2nd—blindness/deafness (DC 16), detect thoughts (DC 16), fox’s cunning, invisibility; 3rd—deep slumber (DC 17), dispel magic, suggestion (DC 17); 4th—dimension door, scrying (DC 18).
Spellbook: 0—all; 1st—comprehend languages, charm person, expeditious retreat, identify, mage armor, magic missile, unseen servant; 2nd—arcane lock, blindness/deafness, detect thoughts, fox’s cunning, invisibility, knock, scorching ray; 3rd—deep slumber, dispel magic, explosive runes, fireball, suggestion; 4th—detect scrying, dimension door, scrying.
Possessions: Bracers of armor +3, pearl of power (1st level), 3 potions of cure light wounds, potion of shield of faith, ring of protection +1.
Stephen Vellis, male human sorcerer 12: CR 12; Medium humanoid; HD 12d4+24; hp 55; Init +2; Spd 30 ft.; AC 17, touch 13, flat-footed 15; Base Atk +6; Grp +6; Atk +7 melee (1d6, masterwork shortspear); Full Atk +7/+2 melee (1d6, masterwork shortspear); SA spells; SQ summon familiar; AL CG; SV Fort +6, Ref +6, Will +14; Str 10, Dex 14, Con 14, Int 10, Wis 8, Cha 22.
Skills: Bluff +21, Concentration +17, Spellcraft +15.
Feats: Combat Casting, Force of Personality*, Greater Spell Focus (evocation), Greater Spell Penetration, Spell Focus (evocation), Spell Penetration.
Languages: Common.
Sorcerer Spells Known (caster level 12): 0—acid splash, arcane mark, detect magic, disrupt undead, light, mage hand, prestidigitation, ray of frost, read magic; 1st—burning hands (DC 19), cause fear (DC 17), mage armor**, magic missile, shield; 2nd—cat’s grace, Melf’s acid arrow, mirror image, scorching ray, web (DC 18); 3rd—dispel magic, fly, lightning bolt (DC 21), protection from energy; 4th—greater invisibility, phantasmal killer (DC 20), wall of fire; 5th—cone of cold (DC 23), teleport; 6th—chain lightning (DC 24).
**Already cast.
Possessions: Cloak of Charisma +4, metamagic rod (lesser empower), ring of protection +1.
THE ANCIENT HERMIT
Ranulf the Pedant has worshiped Boccob all his life, but after centuries as the head librarian at a major temple he grew tired of the incessant questions asked by fellow priests and worshipers. Distancing himself from the church’s hierarchy, he has spent the last few decades as a hermit, living near a mountain village and pursuing his studies in solitude.
Ranulf is a treasure trove of information, but he is also antisocial and detests the ignorant. If characters visit him and ask for help, Ranulf tests them with questions that only students of the esoteric and obscure could possibly answer (DC 25 to DC 30 Knowledge checks). If a character impresses him by answering one of his questions correctly, Ranulf quizzes the PC on related points, growing more excited if the character continues to answer correctly or debates his conclusions in a convincing and intelligent manner. Though he would never admit it, Ranulf is lonely. He would be pleased to help anyone knowledgeable enough to pass his tests.
Ranulf the Pedant, male elf cleric 7/expert 6: CR 12; Medium humanoid; HD 7d8+18 plus 6d6+12; hp 72; Init +3; Spd 30 ft.; AC 21, touch 13, flat-footed 18; Base Atk +9; Grp +10; Atk +11 melee (1d8+2, +1 morningstar); Full Atk +11/+6 melee (1d8+2, +1 morningstar); SA spells, turn undead; SQ elf traits, low-light vision; AL N; SV Fort +11, Ref +10, Will +11; Str 12, Dex 16, Con 14, Int 20, Wis 18, Cha 13.
Skills: Concentration +12, Knowledge (arcana) +21, Knowledge (architecture and engineering) +10, Knowledge (dungeoneering) +10, Knowledge (geography) +24, Knowledge (history) +21, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility and royalty) +10, Knowledge (religion) +24, Knowledge (the planes) +10.
Feats: Combat Casting, Combat Expertise, Great Fortitude, Skill Focus (Knowledge [geography]), Skill Focus (Knowledge [religion]).
Languages: Celestial, Common, Draconic, Elven, Sylvan.
Cleric Spells Prepared (caster level 7): 0—detect magic, detect poison, mending (2), purify food and drink (2); 1st—bless, comprehend languages, endure elements, Nystul’s magic aura*, sanctuary (DC 15), shield of faith; 2nd—augury, detect thoughts* (DC 16), gentle repose, lesser restoration, spiritual weapon; 3rd—create food and water, dispel magic*, invisibility purge, protection from energy; 4th—air walk, discern lies (DC 19), divination*.
*Domain spell. Domains: Knowledge (all Knowledge skills are class skills, cast divination spells at +1 caster level), Magic (use spell completion and spell trigger items as 3rd-level wizard).








