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zeitgeist:creationpj [2022/04/11 23:03] – [Class / Archetype] neyrickzeitgeist:creationpj [2025/05/21 21:07] (current) – external edit 127.0.0.1
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-===== Nouvelle classe: Savant ===== 
  
-Warriors rely on their physical prowess, and spellcasters have all +===== Class/ Archetype =====
-manner of magic, but a savant needs no weapon or armor, only their +
-mind. Brilliant ingenuity, meticulous planning, or keen deductions +
-will win them the day and leave their enemies confused at how they +
-were defeated. +
-Of course, you’d have to be a fool to not use weapons, armor, or +
-magic when they’re available, and savants are no fools. Knowledge +
-is power, but power is also power. A savant is at their most effective +
-when they have an array of tools at their disposal and an assort- +
-ment of allies to enact their cunning schemes.+
  
-=== Creating a Savant === +Deux nouvelles classes sont disponibles
- +  [[zeitgeist:rules:savant|Savant]] 
-Consider why your character relies on wits instead of warcraft or +  * [[https://drive.google.com/file/d/1TqwEfMo7xGWT8JIMGx3PC_Uzid-WDaSQ/view?usp=sharing|Technologist]]
-wizardry. Were they physically feeble and had to think their way +
-out of challenges? Did they receive a refined education and learn +
-from history and literature how to deal with all manner of unlikely +
-scenarios? Have they just picked up these talents on the job, per- +
-haps working a trade or serving as a guard? +
- +
-=== Quick Build === +
- +
-Your highest ability score should be Intelligence, followed by Dex- +
-terity. Get proficiency in Deception, Investigation, and Perception, +
-plus disguise kits. Choose the Vanguard archetype, and choose +
-proficiency with Culture, light armor, blowguns, pistols, scimitars, +
-and whips. Learn the tricks Antagonizing Flourish, Improved Bas- +
-tion Aegis, and Unbalancing Intervention. Learn the clever scheme +
-Impromptu Persona. +
- +
-==== Class features ==== +
- +
-As a savant, you gain the following class features. +
- +
-=== Hit Points === +
- +
-Hit Dice1d8 per savant level \\ +
-Hit Points at 1st Level: 8 + your Constitution modifier \\ +
-Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per savant level after 1st +
- +
-=== Proficiencies === +
- +
-Armor: None +
-Weapons: Simple weapons, improvised weapons +
-Tools: Choose any one +
-Saving Throws: Dexterity, Intelligence +
-Skills: Choose three from Arcana, Culture, Deception, Engineer- +
-ing, Insight, Investigation, Medicine, Perception, Performance, +
-Persuasion, and Sleight of Hand +
- +
-=== Equipment === +
- +
-You begin the game with 125 gp (plus the 30 gp each beginning +
-Zeitgeist character gets, for a total of 155 gp) which you can spend +
-on your character’s starting weapons, armor, and adventuring gear. +
-You can select your own gear or choose one of the following equip- +
-ment packages. +
-Bravo’s Set (cost 137 gp)scimitar, 2 daggers, blowgun, +
-pistol, whip, 20 shots (bullets and firedust), explorer’s pack, +
-leather armor, disguise kit. +
-* Thinker’s Set (cost 146 gp)mace (a cane), 2 daggers, +
-carbine, 20 shots (bullets and firedust), burglar’s pack, leather +
-armor, thieves’ tools. +
- +
-=== Adroit Defense === +
- +
-You constantly analyze combat situations to improve your defen- +
-sive posture, proactively interfering to guide attacks away from +
-yourself. While you are wearing no armor, your AC equals 10 + your +
-Dexterity modifier + your Intelligence modifier. You cannot use a +
-shield and still gain this benefit. +
-The savant is not proficient in armor by default, but might gain +
-those proficiencies through archetypes, feats, or multiclassing. +
-When you are wearing armor you’re proficient in, you can use your +
-Intelligence in place of your Dexterity to determine your AC. +
- +
-=== Archetype === +
- +
-Your Savant archetype defines what your greatest aptitude is. This +
-book presents three types of savantSteward, Vanguard, and Vox. +
-The steward is expert at protecting and healing alliesThe van- +
-guard joins the thick of the fight, looking for tactical opportunities +
-others miss. The vox deeply understands how words can manipu- +
-late people. +
-Your archetype gives you unique features at 1st level and again at +
-2nd, 6th, 11th, 14th, and 17th level. +
- +
-===== Archetype =====+
  
 Quelques archétypes sont interdits: Quelques archétypes sont interdits:
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   * Pour la classe de Warlock, l'archétype //Diabolist// est interdit   * Pour la classe de Warlock, l'archétype //Diabolist// est interdit
  
-Par ailleurs, cinq nouveaux archétypes sont accessibles: les classes //Savant// et //Technologist//, et les archétypes //Queen Bee (Berserker)//, //Gadgeteer (Fighter)//, //Vagabond (Bard)//, //Aspirant (Cleric)////Executore (Herald)//.+Par ailleurs, cinq nouveaux archétypes sont accessibles: 
 +  * [[zeitgeist:rules:queenbee|Queen Bee (Berserker)]]  
 +  * [[zeitgeist:rules:gadgeteer|Gadgeteer (Fighter)]]  
 +  * [[zeitgeist:rules:vagabond|Vagabond (Bard)]]  
 +  * [[zeitgeist:rules:aspirant|Aspirant (Cleric)]]  
 +  * [[zeitgeist:rules:executore|Executore (Herald)]] 
 + 
 +===== Feat ===== 
 + 
 +Tous les personnages commencent avec un //Feat// gratuit. Il n'est pas possible de le convertir en augmentation de caractéristiques (l'inverse sera possible dans le cadre des montées de niveaux, comme décrit dans les règles de //Level Up!//).
 ===== Equipment ===== ===== Equipment =====
zeitgeist/creationpj.1649718224.txt.gz · Last modified: 2025/05/21 21:07 (external edit)