Scrollmaster

To some wizards, a scroll is not just a written form of a spell, it is a physical weapon meant to be used in combat like a sword or a shield. These strange wizards enter battle armed with scrolls, often one in each in each hand, practicing combat techniques resembling some martial arts.

Table: The Scrollmaster

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialMartial ArtsSpellcasting
KnownReadiedStances01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Inscribe Esoterica22120
2nd+1+0+0+3Scroll blade22121
3rd+1+1+1+3Scroll shield322210
4th+2+1+1+4Scroll blade reach322321
5th+2+1+1+4Enchanted scroll shield4333210
6th+3+2+2+5Enchanted scroll blade4333221
7th+3+2+2+553333210
8th+4+2+2+653333221
9th+4+3+3+6634333210
10th+5+3+3+7Improved scroll casting644333221
11th+5+3+3+77443333210
12th+6/+1+4+4+87443333221
13th+6/+1+4+4+884433333210
14th+7/+2+4+4+984433333221
15th+7/+2+5+5+9Greater scroll casting955333333210
16th+8/+3+5+5+10955333333221
17th+8/+3+5+5+1010553333333210
18th+9/+4+6+6+1110553333333221
19th+9/+4+6+6+1111553333333321
20th+10/+5+6+6+12Master scroll casting11653333333322
Hit Die: d6
Class Skills (2 + Int modifier per level): Academics, Arcane Lore, Arms Lore, Linguistics, Profession, and Theology
Starting Wealth: Average (2d6 × 10 gp, Average 70 gp)

Class Features

A Scrollmaster does not gain the Bonus Feats class feature.

Weapon and Armor Proficiency

A Scrollmaster gains no proficiency with any type of weapon, armor, or shield.

Hit Die

A scrollmaster’s Hit Die is increased to d6.

Class Skills

You add Arms Lore to your list of class skills.

Arcane Spellcasting

As a scrollmaster, you gain fewer daily spells than other wizards. You do not choose a school to specialize in and do not have any banned schools.

At any level that indicates you gain 0 spells per day of a given spell level, you gains only the bonus spells you would be entitled to based on a high key ability score.

Martial Arts

You gain access to the Twisted Vellum martial discipline. All techniques you learn as a scrollmaster must be selected from this discipline.

Maneuvers

You begin play with knowledge of 2 martial maneuvers chosen from the Twisted Vellum martial discipline. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied below).

You learn additional maneuvers at higher levels, as indicated on Table: TheScrollmaster. You must meet a maneuver’s prerequisites, if any, to learn it.

Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe the restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can swap only a single maneuver at any given level.

Your initiator level is equal to your class level, and your initiation modifier is Intelligence.

Maneuvers Readied

At 1st level, you can ready two of your maneuvers known by meditating for ten minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not rest to ready maneuvers; any time you can meditate, you can change your readied maneuvers. You must always ready your maximum number of maneuvers readied.

You begin each encounter with all your readied maneuvers unexpended and available, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter, unless you recover it, as described below.

As you advance in level and learn more maneuvers, you are able to ready more but must still choose which maneuvers to ready.

Recovering Maneuvers

In order for you to recover maneuvers, you must cast your magic. Whenever you cast a wizard spell (either one you have prepared or from a spell scroll), you can spend a swift action to regain a number of expended maneuvers with a total combined level equal to or lower than the level of the spell you cast.

Alternately, you may focus your mana and recover a single maneuver as a standard action.

Stances

You begin your career with knowledge of one stance from any discipline offered by your martial tradition. At 3rd, 5th, 9th, and 15th levels, you can select an additional stance to learn.

Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Scroll Blade

Beginning at 3rd level, you can wield any paper, parchment, or cloth scroll as if it were a melee weapon. In your hands, the scroll acts as a short sword with an enhancement bonus equal to 1/2 the level of the highest-level Wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell on it counts as a masterwork short sword. You are proficient in this weapon, and feats and abilities that affect short swords (such as Weapon Focus) apply to this weapon. You cannot wield two scrollblades at the same time.

Activating this ability is a free action. A scroll blade only retains its abilities in your hands. The scroll blade has hardness 0 and hit points equal to the highest-level Wizard spell on the scroll. Each successful hit by the scroll blade reduces its hit points by 1; this damage cannot be repaired, but does not affect casting from the scroll. When its hit points reach 0, the scroll is destroyed. If a scroll contains a spell with a metamagic feat, this ability uses the original spell level of the spell (a scroll of empowered fireball counts as a 3rd-level spell). Making attacks with a scroll (such as part of a Twisted Vellum technique) while this ability is not active does not reduce its hit points.

At 4th level, when using a 4th-level or higher Wizard scroll as a scroll blade, the scrollmaster can choose to reduce its enhancement bonus by 1 (minimum +1 enhancement bonus) to treat it as a reach weapon. For example, he could use a scroll of charm monster (a 4th-level Wizard spell) as either a +2 short sword or a +1 short sword with reach.

At 6th level, when using a 4th-level or higher Wizard scroll as a scroll blade, the scrollmaster can choose to reduce its enhancement bonus (to a minimum of a +1 enhancement bonus) to give any of the following weapon properties: defending, frost, icy burst, keen, ki focus, shock, shocking burst, speed. Adding any of these properties consumes an amount of enhancement bonus equal to the property’s cost. The scrollmaster must know the prerequisite spell or spells to craft the weapon property in question (for example, he must know haste to be able to give his scroll blade the speed property).

Scroll Shield

When you reach 3rd level, you can wield any paper, parchment, or cloth scroll as if it were a light wooden shield. In your hands, the scroll grants a +1 shield bonus with an enhancement bonus equal to 1/2 the level of the highest-level Wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell counts as a masterwork light shield sword. The scroll shield has no armor check penalty, arcane spell failure chance, or maximum Dexterity bonus. You are considered proficient in this shield. You can use a scrollblade in one hand and a scroll shield in the other hand.

Activating this ability is a free action. A scroll shield only retains its abilities in your hands. The scroll shield has hardness 0 and hit points equal to the highest-level Wizard spell on the scroll. Each successful attack roll against the Wizard reduces the scroll shield’s hit points by 1; this damage cannot be repaired, but does not affect casting from the scroll. When its hit points reach 0, the scroll is destroyed.

At 5th level, when using a 3rd-level or higher Wizard scroll as a scroll shield, the scrollmaster can choose to reduce its enhancement bonus (to a minimum of a +1 enhancement bonus) to give it any of the following shield properties: ghost touch, light fortification, moderate fortification. Adding any of these properties consumes an amount of bonus equal to the property’s cost. The scrollmaster must know the prerequisite spell or spells to craft the shield property in question (for example, he must know limited wish to be able to give his scroll shield the fortification property).

If a scroll contains a spell with a metamagic feat, this ability uses the original spell level of the spell (a scroll of empowered fireball counts as a 3rd-level spell).

Improved Scroll Casting

At 10th level, you can cast a wizard spell from a scroll and use your own Intelligence score and relevant feats to set the DC for the spell, and can use your own caster level if it is higher than that of the scroll (similar to a caster using a staff ). You must have already deciphered the writing on the scroll to use this ability.

Greater Scroll Casting

When you reach 15th level, you gain a +1 arcane bonus to the caster level and save DC of a wizard spell you cast from a scroll.

Master Scroll Casting

When you reach 15th level, you instead gain a +2 arcane bonus to the caster level and save DC of a wizard spell you cast from a scroll.