The Teranthvar'Ess'naa, the Lore MasterLore 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. 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
The Teranthvar'Ess'naa, the Lore Master O.C.C. Attribute Requirements: P.S. 10 and P.P 12 or higher.
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
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:
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