zeitgeist:creationpj
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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, | ||
| - | 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**: | ||
| - | **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**: | ||
| - | **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. | ||
| - | |||
| - | == 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, | ||
| - | 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: | * [[zeitgeist: | ||
| - | * [[zeitgeist:rules: | + | * [[https:// |
| Quelques archétypes sont interdits: | Quelques archétypes sont interdits: | ||
| Line 1279: | Line 842: | ||
| * [[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 (l' | ||
| ===== Equipment ===== | ===== Equipment ===== | ||
zeitgeist/creationpj.1649721166.txt.gz · Last modified: 2025/05/21 21:07 (external edit)