Academician
If your circumstances were different, you would have vanished into an academic environment, passing your time reading, studying, and learning. That life was not to be, though. Too much draws you out from the academic environment you enjoy, so that you must make yourself content with experiencing the world and all it contains first hand. Being in the field in no way diminishes your erudition; rather, you find your travels and experiences add to what you have learned already, growing your knowledge in unexpected ways. You have a keen mind, a vast wellspring of knowledge, and the wherewithal to put your mental skills to good use.
Level 7 Academician
Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Languages: Any three
Erudition: You make Intellect rolls with 1 boon and impose 1 bane on rolls against your Intellect. Also, once per round, when you make a roll to attack, you can use Intellect in place of the required attribute. Finally, when you make an attribute roll that uses your Professional Knowledge, you can use Intellect in place of the normally required attribute.
Level 8 Academician
Health: +12
Critical Advice: You can use a reaction when you see a creature make an attribute roll to help that creature. When you help, the target makes its attribute roll with a number of boons equal to your Intellect modifier. You can use this talent a number of times equal to half your level. You regain expended uses after you rest.
Weakness Exposed: Whenever you roll to attack a creature, you can also make an Intellect roll. If both rolls succeed, the target takes an extra 2d6 damage, or 3d6 damage at level 10. If just the Intellect roll succeeds, the target becomes vulnerable until the end of your next turn. If neither roll succeeds, you lose access to this talent (luck ends).
Level 10 Academician
Health: +12
Battle of Wits: You can use an action to challenge a foe to a battle of wits. Target one enemy within 5 yards. If the target can see and hear you, it makes a Will roll. On a success, the enemy becomes immune to this talent for 24 hours. On a failure, the enemy must engage you in a battle of wits.
The battle of wits lasts until you or the enemy are harmed by an effect not produced by this talent or until you can no longer hear or see the other. At the end of each round, you and the enemy each make an Intellect roll against the other’s Intellect. If you both succeed, nothing happens. If one succeeds, the other takes damage equal to the Intellect score of the one who succeeded. If both fail, each takes damage equal to half the Intellect score of the other.
Triumph of Intellect: You are immune to the Intellect impaired affliction, and you impose 1 bane on rolls against your Intellect and Will.
In addition, when you make a luck roll, you can use this talent to make an Intellect roll in its place. Once you use this aspect of the talent, you lose access to it until after you rest.