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-===== Nouvelle classe: Savant ===== 
  
-Warriors rely on their physical prowess, and spellcasters have all 
-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 === 
- 
-Consider why your character relies on wits instead of warcraft or 
-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. 
 ===== Class/ Archetype ===== ===== Class/ Archetype =====
  
 Deux nouvelles classes sont disponibles: Deux nouvelles classes sont disponibles:
   * [[zeitgeist:rules:savant|Savant]]   * [[zeitgeist:rules:savant|Savant]]
-  * [[zeitgeist:rules:technologist|Technologist]]+  * [[https://drive.google.com/file/d/1TqwEfMo7xGWT8JIMGx3PC_Uzid-WDaSQ/view?usp=sharing|Technologist]]
  
 Quelques archétypes sont interdits: Quelques archétypes sont interdits:
Line 1279: Line 842:
   * [[zeitgeist:rules:aspirant|Aspirant (Cleric)]]    * [[zeitgeist:rules:aspirant|Aspirant (Cleric)]] 
   * [[zeitgeist:rules:executore|Executore (Herald)]]   * [[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.1649721166.txt.gz · Last modified: 2025/05/21 21:07 (external edit)