Any character with an Intelligence score of 12 or higher and whom roleplays being from a relatively wealthy background has the option to start with a diploma. A diploma is received after spending at least three years attending a university. There are a number of diploma options, each with its own synergy bonuses and special roleplay rewards. The list below is not comprehensive and may not reflect all continents and cultures.
Diplomas should only be offered in civilized societies in which higher education persists. Nomadic and even sedentary societies would never establish universities and offer displomas, because at any time they can pick up and move locations. Higher education develops in permanent civilizations., thus the following class restrictions.
Class restrictions: Barbarians, Druids and Rangers may not begin with a diploma no matter how high their Intelligence score is. They may, however, receive a diploma during the course of a campaign subject to GM approval.
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[ AGRICULTURE ]
With a diploma in agriculture a player is educated in the basic science behind farming and husbandry. This includes practical weather sense, recognizing fertile land, recognizing poisonous plant life, raising livestock, and animal husbandry.
Synergy Bonuses
Knowledge Agriculture
+2 Handle Animal
+1 Spot
+2 Survival
Example of use: One with a diploma in agriculture is familiar with the subtle changes in weather and animals' reactions to those changes. A player with a degree in agriculture would notice that a flock of gulls coming inland from sea would indicate an impending storm.
[ ARCHITECTURE ]
A diploma in architecture provides a wealth of information on the fundamental discipline of architecture. Skills include knowledge of proper fortifications based on location, intent of architectural design (e.g. design for display or design for utilitarianism), foundation decay and shifting, and best materials for relative purpose.
Synergy Bonuses
Knowledge Architecture
+2 Appraise*
+2 Spot*
Example of use: An architect could determine the strategic value of a fortification and how well it could stand against siege. One would also be able to determine the age of a structure and its historical purpose.
[ ENGINEERING ]
An engineer is able to design and produce (with the proper workshop and manpower) simple and complex mechanical devices of various sizes. Skills learned stretch from the understanding of crossbow design to ballista to elevators.
Synergy Bonuses
Knowledge Engineering
+2 Appraise*
+2 Disable Device
+2 Spot*
Example of use: Engineers can be some of the most devious trap designers.
[ HISTORY ]
The historian has been educated in contemporary and ancient history. He is most familiar with various cultures and their histories as they pertain to continental history, thus a historian may know better the best way to interact with certain ethnic groups. The historian is also classified as a sociologist.
Synergy Bonuses
Knowledge History
+1 Appraise
+2 Decipher Script*
+1 Diplomacy
+2 Gather Information
Example of use: Historians tend to be wells of valuable and useless information. A historian spends her life gathering information from local communities such as folklore, legends, tales, etc., to compile historical texts. Historians also make up 90% of the population's archaeologists. A historian is best equipped to judge whether or not adventuring for a certain artifact or treasure is realistic.
[ MATHEMATICS ]
Mathematicians are precise and logical people that have very little grasp of the spiritual and magical world. Mathematicians can count extraordinarily fast accurately, use geometry and the laws of motion for precision in combat, and can devise complex algorithms to find the answers to many situations. Unfortunately, mathematicians tend to be arrogant or social defects. Unlike the other diplomas, to attain a diploma in mathematics a character must have an Intelligence score of 14 or higher. Furthermore, any character with a diploma in mathematics has a -1 to Charisma.
Synergy Bonuses
Knowledge Mathematics
+3 Decipher Script
+2 Spot*
-4 Diplomacy
Feats
Geometric Focus**
Spontaneous Count***
Example of use: Mathematicians make deadly archers by way of using Geometric Focus. They are able to determine precise range, angle and even factor in wind direction to provide the perfect shot.
[ POLITICS ]
Politicians are versed in the laws and formalities of the various courts of the continent. A politician is a fast-thinking, fast-talking person of diplomacy. They are fiercely familiar with State Law, debate and cultural state formalities.
Synergy Bonuses
Knowledge Politics
+2 Bluff
+2 Diplomacy
+1 Gather Information*
+1 Intimidate*
+2 Sense Motive
Examples of use: Politicians typically end up the party speakers because of their ability to lie convincingly with little preparation. Politicians are also always the key to any stately business.
[ PHYSIOLOGY & MEDICINE ]
This diploma is what your standard physician has. By having a Medicinal Science diploma one is classified as a physician and may practice privately but not publicly without appropriate licensed documentation. Medicinal Science teaches physicians first aid, healing, anatomy, and practical medical ethics.
Synergy Bonus
Knowledge Anatomy****
+2 Heal
+1 Survival
Example of use: A physician can determine the cause of death of any humanoid and eventually make non-magical healing potions.
[ THEOLOGY ]
Theologians study primarily in the Holy Faith (Paladian faith). They are versed in Church law, theological logic, pagan and heathen gods and holy symbols, and Church history.
Synergy Bonuses
+5 Knowledge Religion
+1 Concentration
+1 Diplomacy
Example of use: A theologian is normally second best at understanding Church law, second only to the clergy. A theologian is a wealth of information when dealing with cults and heathen religions.
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* This synergy bonus only regards situations wherein the diploma's training is applicable. Ex: an engineer only has this synergy bonus when spotting defects in a mechanical device.
** This feat gives the player a +1 attack bonus on all melee weapons and a +2 on all ranged weapons. These modifiers stack with any other feat.
*** A player with this feat can accurately count any number of similar objects or creatures in an instant as long as the number is fewer than 100. After 100 the count becomes more approximate but still accurate within a 10-25 difference. The level of accuracy decreases as the numbers increase.
**** If a player with this skill has 5 or more ranks in the skill she gets a +2 synergy bonus to her heal skill. Every 3 ranks after that gives her a +1 synergy bonus. When she has 5 or more points in her synergy bonus to heal she may concoct non-magical healing potions in which the potency is equal to her level as if she were a cleric.