zeitgeist:creationpj
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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/ |
| - | 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 | | + | |
| - | + | ||
| - | **Multiclassing Prerequisite**: Intelligence 13 | + | |
| - | **Proficiencies Gained**: Improvised weapons and one type of tools | + | |
| - | + | ||
| - | As a savant, you gain the following class features. | + | |
| - | + | ||
| - | === Hit Points === | + | |
| - | + | ||
| - | **Hit Dice**: 1d8 per savant | + | |
| - | **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**: | + | |
| - | **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. | + | |
| - | + | ||
| - | === Clever Schemes === | + | |
| - | + | ||
| - | Introduced in Level Up, exploration knacks are a variety of abilities | + | |
| - | that help you deal with non-combat challenges. Each class gets | + | |
| - | its own collection to choose from, and savants’ are called clever | + | |
| - | schemes. If you are not playing Level Up, your Narrator might | + | |
| - | ignore these clever schemes so that a savant doesn’t outshine other | + | |
| - | characters. | + | |
| - | You learn one clever scheme of your choice. These schemes are | + | |
| - | detailed at the end of the class description. The Schemes Known | + | |
| - | column of the Savant table shows when you learn more clever | + | |
| - | schemes. | + | |
| - | + | ||
| - | === Savant Tricks === | + | |
| - | + | ||
| - | You have developed a small number of clever gambits, deft maneu- | + | |
| - | vers, and canny guards which help you prevail in battle by using | + | |
| - | your wits. The number of tricks you know is listed on the Savant | + | |
| - | table, and you can choose from the list below and from the list of | + | |
| - | tricks your archetype makes available. | + | |
| - | To use a trick, you must first prepare it by spending a bonus | + | |
| - | action. You cannot prepare a trick outside of an encounter, but once | + | |
| - | a trick is prepared, it remains prepared until you use it, until the | + | |
| - | encounter ends, or until you spend a bonus action to replace it with | + | |
| - | a different trick. You can only have one trick prepared at time. | + | |
| - | Different tricks can be used at different times. Some can be used | + | |
| - | without requiring any action, in response to some trigger. Others | + | |
| - | require your action, bonus action, or reaction. | + | |
| - | Some of your tricks require your target to make a saving throw to | + | |
| - | resist its effects. The saving throw DC is calculated as follows: | + | |
| - | Trick save DC = 8 + your proficiency bonus + your Intelligence modifier | + | |
| - | Whenever you gain a level in this class, you can choose to replace | + | |
| - | a trick you know with a different trick. | + | |
| - | + | ||
| - | === Types of Tricks === | + | |
| - | + | ||
| - | Some tricks are called Aegises, which let you defend against some | + | |
| - | sort of attack. Other tricks are called Flourishes, which you can | + | |
| - | use when you hit with a melee weapon attack. | + | |
| - | If a trick offers a saving throw, after you use it against a particu- | + | |
| - | lar creature, that creature has advantage on saving throws against | + | |
| - | other uses of that same trick until the end of combat. If the trick | + | |
| - | doesn’t permit a saving throw, after you use it against a particular | + | |
| - | creature, you cannot use the same trick against that creature for the | + | |
| - | rest of the combat. | + | |
| - | + | ||
| - | == Aegises == | + | |
| - | + | ||
| - | **Attention Diverting Aegis**. When a creature within 30 feet that | + | |
| - | can sense you makes an attack that isn’t targeting you, you can use | + | |
| - | this trick to distract the attacker. If it fails a Wisdom saving throw, | + | |
| - | until your next turn it has disadvantage on all attack rolls it makes | + | |
| - | that aren’t against you. \\ | + | |
| - | **Canny Dodge Aegis**. When an attack would hit you, you can use | + | |
| - | this trick to roll 1d4 and add it to your AC against that attack. Alter- | + | |
| - | natively, when you would fail a Dexterity saving throw, you can use | + | |
| - | this trick to roll 1d4 and add it to your saving throw. In either case, | + | |
| - | you know how much the roll succeeded or failed by before deciding | + | |
| - | whether to use this aegis. \\ | + | |
| - | **Committee Defense Aegis**. When a creature attacks you, if it is | + | |
| - | not the first creature to attack you since the start of your last turn, | + | |
| - | you find an avenue of opportunity amid the massed assault. You | + | |
| - | can use this trick to impose disadvantage on that creature’s attack. | + | |
| - | Then, you gain advantage on the next attack roll you make before | + | |
| - | the end of your next turn that targets a creature that attacked you | + | |
| - | this round. \\ | + | |
| - | **Improvised Bastion Aegis**. When a creature’s attack, spell, or | + | |
| - | ability would damage you, you can use this trick to devise a mo- | + | |
| - | mentary defense (using a chair as a shield, predicting a safe spot in | + | |
| - | an explosion, diluting a spray of acid with a solvent, etc). You gain | + | |
| - | resistance to one type of damage you would take, which protects | + | |
| - | you only against the triggering hostile act. \\ | + | |
| - | **Mindful Reason Aegis**. When you would fail an Intelligence or | + | |
| - | Wisdom saving throw, you can use this trick to roll 1d4 and add it | + | |
| - | to your saving throw. You know how much the roll failed by before | + | |
| - | deciding whether to use this aegis. \\ | + | |
| - | **Serpentine Rush Aegis**. When you are targeted by a ranged | + | |
| - | attack, you can use this trick and your reaction to move your speed. | + | |
| - | Until the end of your next turn, ranged attacks against you have | + | |
| - | disadvantage. Additionally, | + | |
| - | location where cover makes you hard or impossible to hit. Reduce | + | |
| - | your speed on your next turn by the distance that you move when | + | |
| - | using this trick. \\ | + | |
| - | **Tangled Dance Aegis**. When you would be hit with an attack | + | |
| - | and a creature other than the attacker is adjacent to you, you can | + | |
| - | use this trick to try to dodge so the attack hits that creature. If the | + | |
| - | attacker fails an Intelligence saving throw, change the attack’s | + | |
| - | target to another creature within 5 feet, and the attacker uses the | + | |
| - | same result of its attack roll. \\ | + | |
| - | **Undermining Taunt Aegis**. When a creature misses with an | + | |
| - | attack or when a foe succeeds on a saving throw against an effect it | + | |
| - | created, you can use this trick to capitalize on their failure, warning | + | |
| - | the creature why another possible course of action will also turn | + | |
| - | out badly. If that creature can understand you, choose an action, | + | |
| - | such as Attack or Cast a Spell. The target must make a Charisma | + | |
| - | saving throw. If it fails, until the end of its next turn it cannot take | + | |
| - | that action. | + | |
| - | + | ||
| - | == Flourishes == | + | |
| - | + | ||
| - | **Antagonizing Flourish**. When you hit a creature with a melee | + | |
| - | attack, you can try to draw its ire. If it fails a Charisma saving throw, | + | |
| - | it has disadvantage on attack rolls against creatures other than you | + | |
| - | until the start of your next turn. \\ | + | |
| - | **Disarming Flourish**. When you hit a creature with a melee | + | |
| - | attack, you can attempt to disarm it. If it fails a Strength saving | + | |
| - | throw, its grip is loosened, and the creature cannot make use of the | + | |
| - | item until it spends a bonus action or attack on its turn to regain | + | |
| - | a solid hold. If the creature has disadvantage on the save and fails | + | |
| - | both rolls, it drops the item. \\ | + | |
| - | **Experimental Flourish**. Whenever you miss with an attack, | + | |
| - | you improvise a follow-up that doesn’t directly attack a foe, such as | + | |
| - | slicing a rope to pin an enemy with a chandelier, or smashing a pipe | + | |
| - | to spray blinding steam on an enemy. Circumstances will dictate | + | |
| - | what the effect is, but some examples include shoving or impos- | + | |
| - | ing the blinded, deafened, grappled, or prone condition, and may | + | |
| - | also deal damage equal to your Intelligence modifier. Any condi- | + | |
| - | tions imposed should seldom last more than one round. Creatures | + | |
| - | affected can make an Intelligence saving throw to anticipate your | + | |
| - | trick and avoid the effect. \\ | + | |
| - | **Guiding Flourish**. When you hit a creature with a melee attack, | + | |
| - | you can try to trick it into moving. If it fails a Dexterity saving throw, | + | |
| - | it moves up to 10 feet in a direction of your choice. This movement | + | |
| - | doesn’t provoke opportunity attacks. If this movement would cause | + | |
| - | it to take damage (such as by falling or entering fire), the creature | + | |
| - | has advantage on this saving throw. \\ | + | |
| - | **Menacing Flourish**. When you hit a creature with a melee | + | |
| - | attack, you can spend a bonus action to activate this trick and de- | + | |
| - | liver a terrifying threat. The target makes a Wisdom saving throw. | + | |
| - | If it fails, for the next minute it is frightened of you. \\ | + | |
| - | **Surgical Flourish**. When you have advantage on a melee attack | + | |
| - | and both dice results are high enough to hit, choose one of the | + | |
| - | creature’s limbs or eyes to debilitate. If the creature succeeds a | + | |
| - | Constitution saving throw, you debilitate that body part until the | + | |
| - | end of your next turn. If it fails the saving throw, the body part is | + | |
| - | debilitated until the creature can take a short rest. | + | |
| - | + | ||
| - | + | ||
| - | ===== Archetype ===== | + | |
| Quelques archétypes sont interdits: | Quelques archétypes sont interdits: | ||
| Line 1081: | 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.1649719571.txt.gz · Last modified: 2025/05/21 21:07 (external edit)