User Tools

Site Tools


zeitgeist:creationpj

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
zeitgeist:creationpj [2022/04/11 23:40] – [Class features] neyrickzeitgeist:creationpj [2025/05/21 21:07] (current) – external edit 127.0.0.1
Line 825: Line 825:
  
  
-===== 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 ==== +
- +
-^ 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, Signature Move | 5 | 2 | +
-| 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, Skill Focus | 16 | 10 | +
-| 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 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, Engineering, 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 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, your movement might get you to a +
-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. +
- +
-== Other Tricks == +
- +
-**Assess Vulnerability**. When you attack a creature, you can use +
-your Intelligence bonus in place of another ability score bonus for +
-the attack roll and damage roll. This applies to all attacks you make +
-against it before the start of your next turn, but not to attacks you +
-make against other creatures. \\ +
-**Choreographed Disappearance**. On your turn, you say some- +
-thing to turn a foe’s attention away from you or an ally. You or an +
-ally of your choice who can understand you can move up to their +
-speed. This movement does not provoke opportunity attacks from +
-one creature of your choice that can understand you. If they end up +
-having obscurement or cover relative to the distracted foe, they can +
-Hide without spending an action. \\ +
-**Direct Ally**. You identify an opening an ally can take advantage +
-of. You can spend an action and choose an ally that can understand +
-you, then choose a target. If that ally hits that target with an attack +
-before the start of your next turn, their attack deals an extra 1d8 +
-damage. The bonus dice increase to 2d8 at 5th level, 3d8 at 11th +
-level, and 4d8 at 17th level. After you use this trick, you can choose +
-the same ally again, but cannot choose the same target for the rest +
-of the encounter. \\ +
-**Frightful Suppression**. When you make an attack that causes +
-loud noises—a firearm or grenade, or also items and spells that deal +
-thunder damage—you can use this trick to force the attack’s target +
-(or creatures in the attack’s area) to make a Wisdom saving throw +
-to gauge when it is safe to move, and thus avoid being pinned down. +
-A creature that fails cannot move until the start of your next turn +
-unless it spends an action. \\ +
-**Rallying Word**. You know just what to say to inspire an ally’s +
-flagging stamina. You can spend a bonus action to let an ally within +
-30 feet who can understand you spend a hit die. If it does, it rolls that +
-hit die (adding its Constitution bonus) plus 1d8 and heals hit points +
-equal to the total. The bonus dice increase to 2d8 at 5th level, 3d8 at +
-11th level, and 4d8 at 17th level. After you use this ability, the same +
-ally cannot benefit from it again until you complete a short rest. \\ +
-**Saving Advice**. Spend a bonus action to advise an ally who can +
-understand you. Choose a saving throw. One time before the end +
-of this encounter, that ally can gain an expertise die on one saving +
-throw of that type, used at the time of their choice. An expertise die +
-is 1d4 they roll and add. \\ +
-**Sweeping Stride**. When you stand up, or when you move at +
-least 10 feet and enter a space adjacent to a creature no more than +
-one size larger than you, you can try to trip it. If the creature fails +
-a Dexterity saving throw, it falls prone. If it succeeds, instead your +
-movement ends in the space you entered to use this ability. If you +
-used this ability while standing up, you remain prone. \\ +
-**Timely Tool**. Spend a bonus action to use an item that normally +
-can be used as an action. This cannot cause damage or require an +
-attack roll. Examples include administering an antitoxin, potion, +
-or other easy-to-swallow item to a willing creature within reach; +
-lighting a torch; tossing out caltrops, or barring a door. \\ +
-**Unbalancing Intervention**. When a creature within your +
-reach makes a Strength or Dexterity ability check or saving throw, +
-you can use your reaction to perform a series of pulls, shoves, and +
-strikes that put a creature off-balance. The creature has disadvan- +
-tage on its ability check or saving throw. +
- +
-=== Combat Poise === +
- +
-Some savants are prepared to bloody their knuckles in a fight, while +
-others make a point of staying out of the scrum. At 2nd level, you +
-choose one of the following poises. +
- +
-== A Step Ahead == +
- +
-You have a deft ability to predict your opponents’ responses and +
-interfere with them. Whenever a creature within your reach that +
-you are aware of attempts to take a reaction, you can expend your +
-reaction for the round to try to disrupt them. That creature must +
-make an Intelligence saving throw against your trick DC. If they +
-fail, their reaction is wasted. +
- +
-== Combat Maneuvers == +
- +
-You gain the ability to use combat maneuvers. (Combat maneuvers +
-are detailed in the Level Up Adventurer’s Guide.) You gain an exertion +
-point pool equal to your proficiency bonus. +
-Choose two martial traditions. (Most savants learn maneuvers +
-of the traditions Biting Zephyr, Mist and Shade, Rapid Current, or +
-Sanguine Knot.) Whenever you gain a savant trick, you can instead +
-choose a maneuver from any of your chosen martial traditions. +
-You can initially learn maneuvers of the 1st degree. At 7th level +
-you gain access to 2nd degree maneuvers, then at 13th level you +
-can access 3rd degree maneuvers, and finally at 19th level you can +
-access 4th degree maneuvers. +
- +
-=== Analyzed Need === +
- +
-You can adapt your mind for whatever challenges you expect. Start- +
-ing at 3rd level, when you complete a short or long rest you can +
-choose a skill. Until you complete another rest, whenever you make +
-an ability check using that skill, you use Intelligence instead of the +
-ability score it normally uses. +
- +
-=== Skill Focus === +
- +
-At 3rd level, and again at 7th, 11th, 15th, and 19th, choose a skill +
-you are proficient with. You gain an expertise die on checks with +
-that skill. (An expertise die is 1d4 you roll and add to your check +
-result.) +
- +
-=== Ability Score Improvements === +
- +
-When you reach 4th level, and again at 8th, 12th, 16th, and 19th +
-level, you can increase one ability score of your choice by 2, or you +
-can increase two ability scores of your choice by 1. As normal, you +
-can’t increase an ability score above 20 using this feature. +
- +
-=== Signature Move === +
- +
-At 4th level, choose one savant trick you know. You are considered +
-to always have that trick prepared, and it does not count against +
-the limit of the number of tricks you can have prepared. When you +
-use that trick, it does not stop being prepared. Whenever you gain a +
-level, you can change your signature move. +
- +
-=== Developed Poise === +
- +
-At 5th level, you refine your combat poise. Choose one of the follow- +
-ing, or one of the combat poise options available at 2nd level. +
- +
-**Extra Attack**. When you use the Attack action on your turn, you +
-can make two attacks. \\ +
-**Rational Maneuvers**. You can use your Intelligence bonus to cal- +
-culate the DCs of your basic maneuvers and combat maneuvers. +
- +
-=== Intelligent Caution === +
- +
-At 7th level, whenever you complete a long rest you may choose +
-one ability score and gain proficiency in saving throws of that type +
-until you use this ability again. +
- +
-=== Quick Wits === +
- +
-Also at 7th level, on your turn you can prepare a trick without +
-spending an action. You can do this a number of times equal to your +
-proficiency bonus. Thereafter, preparing tricks requires the usual +
-bonus action until you complete a short rest. +
- +
-=== Focused Defense === +
- +
-At 9th level, you can use the confusion of a large battle to protect +
-you. If there are at least two enemies within 30 feet, you can use a +
-bonus action to choose one of them. Until the end of your next turn, +
-that creature has disadvantage on attack rolls against you. +
- +
-=== More Tricks === +
- +
-At 10th level, you can hold two tricks in reserve, in addition to your +
-signature trick. Whenever you prepare a trick, you can fill both +
-trick slots (or keep one that is prepared and replace another). +
- +
-=== Exceptional Poise === +
- +
-At 13th level, your combat poise can achieve remarkable things. +
-Choose one of the following, or one of the combat poise options +
-available at 2nd or 5th level. +
- +
-**Confounding Defense**. The first time each round that you use an +
-aegis, you can immediately prepare another aegis trick. \\ +
-**The Opportune Moment**. On your turn, you can take one addition- +
-al action. You cannot use this ability on the first round of combat. +
-After you use this feature, you cannot use it again until you com- +
-plete a short or long rest. +
- +
-=== Clockwork Mind === +
- +
-At 15th level, your mental capabilities transcend the normal limita- +
-tions mortal minds face. You gain an expertise die on all Intelligence +
-checks and saving throws. +
- +
-=== Nothing That Can’t Be Solved === +
- +
-At 18th level, you can overcome obstacles with ease. When you or +
-another creature that can understand you starts its turn you can +
-grant it the ability to ignore all sources of disadvantage until the +
-start of its next turn. After you use this feature, you cannot use it +
-again until you complete a short or long rest. +
- +
-=== Ultimate Schema === +
- +
-At 20th level, you’re clever enough to accomplish anything. When- +
-ever you complete a long rest, choose an effect that could be +
-accomplished by a spell of level 8 or lower. You can have that effect +
-occur immediately, or keep it in reserve for the day, and cause it to +
-occur at any point by spending an action. This can be because you +
-acquired a magic item or spellcaster willing to perform the magic, +
-or have a device or hirelings capable of matching the feat. +
-===== Archetype =====+
  
 Quelques archétypes sont interdits: Quelques archétypes sont interdits:
Line 1269: Line 836:
   * 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.1649720433.txt.gz · Last modified: 2025/05/21 21:07 (external edit)