The Teranthvar'Ess'naa, the Lore Master

Lore Mastery is an Arcane Tradition fixated on understanding the underlying mechanics of magic, science and knowledge in general. It is the most academic of all arcane traditions. The promise of uncovering new knowledge, the thrill of proving (or discrediting) a theory, is usually what drives Teranthvar'Ess'naa from their places of study, laboratories or archives, to adventure out in the world.

The Teranthvar'Ess'naa or loremaster is a gatherer and keeper of secrets. He is often obsessed by the written word, with cryptic and arcane lore serving as his devoted mistress. Holding to the adage that knowledge is power, the Teranthvar'Ess'naa often forsakes material wealth and personal glory for rare or unusual information, an endless quest that brings him ever closer to his unattainable goal: perfection through edification. Often rejecting what he views as the pointless affectations and transitory pleasures of his short-sighted neighbors, the Teranthvar'Ess'naa believes that the only worthwhile goal in life is the acquisition of intellectual might. After all, wealth is spent, passions fade, and the power of the body is limited by age, while the mind’s capacity to grow greater with time is infinite.

Teranthvar'Ess'naa are sometimes known as Savants. Savants typically see bookish beauty in Magic and Lore, sharing a common interest in unfolding history and the world, with the College of Lore. However, unlike other traditions that focus on the specifics of a specific school or branch of knowledge and it's most practicable effect, Teranthvar'Ess'naa focus on the underlying nature of knowledge itself, be it magic or otherwise. Most Savants, attain attributes of personality from their intensive study and heavily theoretic scholarly upbringing. Usually, either becoming haughty or arrogant, especially towards Wizards, Knowledge Clerics and Warlocks. Others, become virtuous towards the nature of Lore, becoming loving teachers, especially those who have achieved clarity within their obscure field, counter ignorance and deception with knowledge and good humor, having shed their vulnurable haughty nature.

Especially powerful Teranthvar'Ess'naa, typically become so enveloped in the nature of thier studies, that they are often seen as catalysts towards the realms of the Gods, some being able to communicate with the All-Powerful through the Weave that bind all.

The Teranthvar'Ess'naa class holds little appeal for non-spellcasters—indeed, before one can devote a life to the studies and traditions of the Teranthvar'Ess'naa, a character must first master several spells of a divinational nature. For this reason most Teranthvar'Ess'naa begin their paths as wizards, but any character capable of casting enough divination spells can, eventually, become Teranthvar'Ess'naa.

Teranthvar'Ess'naa’s lives are spent in study, research, and fieldwork. While the first two lend themselves to the Teranthvar'Ess'naa's reputation as a bookish recluse, the latter often times forces a Teranthvar'Ess'naa to seek out the aid of adventurers who, through a mutually beneficial arrangement, might provide a degree of protection to the scholar while he seeks whatever knowledge he is after. For his part, the Teranthvar'Ess'naa provides a wealth of information and arcane firepower to a party. Some Teranthvar'Ess'naa actively deride those of their kind who fear to leave the safety of the temple or library, pointing out that only old lore can be discovered in books—new lore must be sought out in the world. These more active Teranthvar'Ess'naa might join up with an adventuring party for the benefit of the journey, content with whatever knowledge might be picked up along the way.

  • Secret: At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from Table:

    Loremaster Secrets. His level plus Intelligence modifier determines which secrets he can choose. He can’t choose the same secret twice.

    Table: Teranthvar'Ess'naa Secrets
    Level + Int ModifierSecretEffect
    1Instant mastery4 ranks of a skill in which the character has no ranks
    2Secret healthToughness bonus feat
    3Secrets of inner strength+2 bonus on Will saves
    4The lore of true stamina+2 bonus on Fortitude saves
    5Secret knowledge of avoidance+2 bonus on Reflex saves
    6Weapon trick +1 bonus on attack rolls
    7Dodge trick+1 dodge bonus to AC
    8Applicable knowledgeAny one feat
    9Newfound arcana1 bonus 1st-level spell*
    10More newfound arcana1 bonus 2nd-level spell*

  • Lore Mastery: Starting at 2nd Level, Teranthvar'Ess'naa become a compendium of knowledge within a vast array of topics. Teranthvar'Ess'naa gain mastery with these skills; Arcana, History, Nature or Religion.
  • Weave Magic: Through theirv studies, Teranthvar'Ess'naa have acquired an understanding of a fundamental nature in all things magic. Especially destructive magic.
  • The Teranthvar'Ess'naa, the Lore Master O.C.C.

    Attribute Requirements: P.S. 10 and P.P 12 or higher.
    Alignment: Any
    Gender: Male or Female
    Race: Any
    O.C.C. Bonus: Bonuses: +1 to pull punch, and + 1 to save vs horror factor at levels 1,3,7, l0 and 13.
    O.C.C. Skills:

      Athletics
      Languages: Native Tongue at 98% plus one of choice (+10%)
      Bowyer/Fletcher(+20%)
      Sniper
      Wilderness Survival (+10%)
      W.P. All Bow Types
      W.P. Targeting
      W.P. One of choice
      Hand to Hand: Basic (Hand to hand: basic can be changed to hand to hand: expert for the cost of one "other" skill, or to martial arts or assassin (if evil) for the cost of two "other" skills.)

    O.C.C. Related Skills: Select eight other skills at level one, plus 1 per level starting at level 2. All new skills start at Level. One proficiency

      Communications: Sign language only (+5%).
      Domestic: Any.
      Espionage: Any (+5%).
      Horsemanship: General or Exotic only (+5%).
      Labour: Any.
      Medical: First Aid only (+5%).
      Military: Any (+10%).
      Naval: Any.
      Performing Arts: Any.
      Physical: Any, except Acrobatics.
      Rogue: Any.
      Science: Mathematics only.
      Scholar/Technical: Any (+5%).
      Weapon Proficiencies: Any.
      Wilderness: Any.

    Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Level. One proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

    Starting Equipment: Two sets of clothing, hooded cape or cloak, boots, a pair of gloves, belt, bedroll, backpack, one large sack, two small sacks, a quiver for arrows, sharpening stone, a water skin,

    Armour: Starts with a suit of studded leather (A.R. 13,38 S.D.C.).

    Weapons: Starts with a knife, long bow, quiver with 32 long bow arrows, and one other weapon of choice. All are basic S.D.C. weapons of good quality. Magic weapons and other items must be acquired later.

    Experiance and Combat Table:
    LevelExperienceHand to Hand: Archer
    10-2,4002 Attacks per melee,+2 roll, disarm: 19-20
    22,401-4,800+1 to Damage
    34,801-9,600 +2 Dodge
    49,601-17,000+2 Parry
    517,001-25,000 Kick attack: 1D6 damage
    625,001-35,000 Critial Strike with Bow 17-20
    735,001-47,000 +1 additional attack per melee
    847,001-67,000+1 to damage
    967,001-92,000 +2 Parry/Dodge
    1092,001-130,000 +1 damage
    11130,001-167,000 +1 additional attack per melee
    12167,001-225,000 Deathblow 18-20
    13225,001-295,000 +1 damage/parry/dodge
    14295,001-365,000 +2 Strike
    15365,001-430,000 +1 attack/melee

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