zeitgeist:creationpj
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| zeitgeist:creationpj [2022/04/11 23:17] – [Class features] neyrick | zeitgeist: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/ |
| - | 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, | + | |
| - | terity. Get proficiency in Deception, Investigation, | + | |
| - | 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 ==== | + | |
| - | + | ||
| - | ^ Level ^ Features ^ Trick Known ^ SchemesKnown ^ | + | |
| - | | 1 | Adroit defense, archetype, clever schemes, savant tricks | 3 | 1 | | + | |
| - | | 2 | archetype Feature, Combat Poise | 4 | 1 | | + | |
| - | | 3 | analyzed need, Skill Focus | 4 | 2 | | + | |
| - | | 4 | ability Score Improvement, | + | |
| - | | 5 | Developed Poise | 6 | 3 | | + | |
| - | | 6 | archetype Feature | 7 | 3 | | + | |
| - | | 7 | Intelligent Caution, Skill Focus | 7 | 4 | | + | |
| - | | 8 | ability Score Improvement | 8 | 4 | | + | |
| - | | 9 | Focused Defense | 9 | 5 | | + | |
| - | | 10 | More Tricks | 10 | 5 | | + | |
| - | | 11 | archetype Feature, Skill Focus | 10 | 6 | | + | |
| - | | 12 | ability Score Improvement | 11 | 6 | | + | |
| - | | 13 | exceptional Poise | 12 | 7 | | + | |
| - | | 14 | archetype Feature | 13 | 7 | | + | |
| - | | 15 | Clockwork Mind, Skill Focus | 13 | 8 | | + | |
| - | | 16 | ability Score Improvement | 14 | 8 | | + | |
| - | | 17 | archetype Feature | 15 | 9 | | + | |
| - | | 18 | nothing That Can’t be Solved | 16 | 9 | | + | |
| - | | 19 | ability Score Improvement, | + | |
| - | | 20 | Ultimate Schema | 17 | 10 | | + | |
| - | + | ||
| - | As a savant, you gain the following class features. | + | |
| - | + | ||
| - | === Hit Points === | + | |
| - | + | ||
| - | **Hit Dice**: 1d8 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 | + | |
| - | + | ||
| - | === Proficiencies === | + | |
| - | + | ||
| - | **Armor**: None | + | |
| - | **Weapons**: | + | |
| - | **Tools**: Choose any one | + | |
| - | **Saving Throws**: Dexterity, Intelligence | + | |
| - | **Skills**: Choose three from Arcana, Culture, Deception, Engineering, | + | |
| - | + | ||
| - | === 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 savant: Steward, Vanguard, and Vox. | + | |
| - | The steward is expert at protecting and healing allies. The 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. | + | |
| - | + | ||
| - | <WRAP group> | + | |
| - | <WRAP half column> | + | |
| - | colonnes | + | |
| - | </WRAP> | + | |
| - | + | ||
| - | <WRAP half column> | + | |
| - | + | ||
| - | </WRAP> | + | |
| - | </WRAP> | + | |
| - | + | ||
| - | + | ||
| - | + | ||
| - | ===== Archetype ===== | + | |
| Quelques archétypes sont interdits: | Quelques archétypes sont interdits: | ||
| Line 952: | Line 836: | ||
| * Pour la classe de Warlock, l' | * Pour la classe de Warlock, l' | ||
| - | Par ailleurs, cinq nouveaux archétypes sont accessibles: | + | Par ailleurs, cinq nouveaux archétypes sont accessibles: |
| + | * [[zeitgeist: | ||
| + | * [[zeitgeist: | ||
| + | * [[zeitgeist: | ||
| + | * [[zeitgeist: | ||
| + | * [[zeitgeist: | ||
| + | |||
| + | ===== Feat ===== | ||
| + | |||
| + | Tous les personnages commencent avec un //Feat// gratuit. Il n'est pas possible de le convertir en augmentation de caractéristiques | ||
| ===== Equipment ===== | ===== Equipment ===== | ||
zeitgeist/creationpj.1649719077.txt.gz · Last modified: 2025/05/21 21:07 (external edit)