zeitgeist:rules:savant
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| zeitgeist:rules:savant [2022/04/12 00:13] – [The Stage of Battle] neyrick | zeitgeist:rules:savant [2025/05/21 21:07] (current) – external edit 127.0.0.1 | ||
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| ====== Savant ====== | ====== 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 ===== | ===== Class features ===== | ||
| - | ^ Level ^ Features ^ Trick Known ^ SchemesKnown | + | ^ Level ^ Features ^ Tricks |
| | 1 | Adroit defense, archetype, clever schemes, savant tricks | 3 | 1 | | | 1 | Adroit defense, archetype, clever schemes, savant tricks | 3 | 1 | | ||
| | 2 | archetype Feature, Combat Poise | 4 | 1 | | | 2 | archetype Feature, Combat Poise | 4 | 1 | | ||
| Line 571: | Line 602: | ||
| advantage on saving throws against your abilities, and you have | advantage on saving throws against your abilities, and you have | ||
| advantage on saving throws against its abilities. | advantage on saving throws against its abilities. | ||
| + | |||
| + | ===== Vox ===== | ||
| + | |||
| + | A savant with the vox aptitude manipulates people with their voice, | ||
| + | using appeals to reason or emotion as well as outright castigation, | ||
| + | intimidation, | ||
| + | They are common among the non-spellcasting ideologues in | ||
| + | Crisllyir’s shadow war between the Meliskans and Ottoplismists, | ||
| + | with the earliest masters of this art having learned it in the hereti- | ||
| + | cal vault that once held prison the great temptress, Ashima-Shimtu, | ||
| + | known as the Lady of the Forked Tongue and Seneschal of the | ||
| + | Demonocracy. | ||
| + | The term vox means “voice” in the Infernal language, but these | ||
| + | savants can influence people with any form of linguistic communi- | ||
| + | cation, including text and signing, though enemies may find these | ||
| + | methods easier to ignore. | ||
| + | |||
| + | ==== Bonus Proficiencies ==== | ||
| + | |||
| + | When you choose this archetype at 1st level, you gain proficiency | ||
| + | with Insight and one language. You also gain proficiency in one of | ||
| + | the following: light armor, Deception, Intimidation, | ||
| + | or Persuasion. | ||
| + | |||
| + | ==== Compelling Communication ==== | ||
| + | At 1st level, you can manipulate people with words as easily as a | ||
| + | warrior can with physical force. You can spend an action to affect a | ||
| + | creature within 30 feet that can understand you with any flourish | ||
| + | trick that you have prepared other than Surgical Flourish, without | ||
| + | making an attack. | ||
| + | At 6th level, the range you can affect a creature increases to 60 | ||
| + | feet. Additionally, | ||
| + | than Surgical Flourish whenever you deal damage to a creature | ||
| + | with your Weapon of Choice ability (see below). | ||
| + | |||
| + | ==== Ear for Languages ==== | ||
| + | |||
| + | At 2nd level you train your mind to pick up languages as needed. | ||
| + | By spending a short or long rest in the presence of a speaker of any | ||
| + | language, you can acquire a rudimentary understanding of that | ||
| + | language, enough to have a basic conversation. Any abilities you | ||
| + | have that rely on sharing a common language and require a saving | ||
| + | throw can work, but the target has advantage on their save. | ||
| + | The cognitive effort to decode the unfamiliar tongue means that | ||
| + | if you use this ability again, you lose access to any other language | ||
| + | you learned through it. | ||
| + | |||
| + | ==== Weapon of Choice ==== | ||
| + | |||
| + | Also at 2nd level, you can guide a foe to ruin with your words. You | ||
| + | can use an action to insult a creature within 60 feet that can un- | ||
| + | derstand you, or undermine its confidence, goad it into exhausting | ||
| + | itself, amuse it into giving up the fight, or similar verbal gambits. If | ||
| + | the creature fails a Wisdom saving throw against your trick DC, it | ||
| + | takes 1d6 psychic damage and its hit point maximum is reduced by | ||
| + | an amount equal to the damage taken. The reduction lasts until the | ||
| + | creature completes a short rest. A creature reduced to 0 hit points | ||
| + | this way is not dying, but rather is conscious and incapacitated. | ||
| + | The damage increases to 2d6 and 5th level, 3d6 at 11th level, and | ||
| + | 4d6 at 17th level. | ||
| + | |||
| + | ==== Hypnotic Voice ==== | ||
| + | |||
| + | At 6th level, you are able to keep people and creatures’ attention | ||
| + | focused on you. Spend an action to cause creatures of your choice | ||
| + | that can perceive you to make a Wisdom saving throw against your | ||
| + | trick save DC. Creatures that don’t understand your language have | ||
| + | advantage on the saving throw. Creatures that cannot be charmed | ||
| + | automatically succeed their saving throws, and if you or your com- | ||
| + | panions are fighting a creature, it makes its saving throw with | ||
| + | advantage. | ||
| + | On a failure, a creature is charmed by you for as long as you | ||
| + | continue talking (with reasonable pauses, perhaps even conversa- | ||
| + | tion back and forth) and for the next hour after. While charmed by | ||
| + | you, the creature has disadvantage on Wisdom (Perception) checks | ||
| + | made to perceive creatures other than you. | ||
| + | The focus required for this mesmerism is mentally taxing. Once | ||
| + | you use this feature, you must finish a short or long rest before you | ||
| + | can use it again. | ||
| + | |||
| + | ==== When You Put It That Way ==== | ||
| + | |||
| + | At 11th level, as an action you can suggest an activity (limited to | ||
| + | a sentence or two) to a creature that can hear and understand you. | ||
| + | A creature that can’t be charmed is immune to this feature. The | ||
| + | course of action must sound reasonable, as with the suggestion spell. | ||
| + | If the target fails a Wisdom saving throw, it pursues the course of | ||
| + | action you described to the best of its ability for as long as you are | ||
| + | present, and for up to 10 minutes after. | ||
| + | Once you use this feature, you must finish a short or long rest | ||
| + | before you can use it again. | ||
| + | |||
| + | ==== Attentive Polyglot ==== | ||
| + | |||
| + | At 14th level you know all languages, and cannot be magically si- | ||
| + | lenced. If you would be affected by a language-dependent effect, | ||
| + | you may choose to ignore that effect, as if you didn’t understand the | ||
| + | language. | ||
| + | Additionally, | ||
| + | when you make an ability check to influence someone with words, | ||
| + | you gain an expertise die. An expertise die is 1d4 you roll and add. | ||
| + | |||
| + | ==== Killing Word ==== | ||
| + | |||
| + | At 17th level, you can spend an action to so utterly cut to the core | ||
| + | of a person’s identity that for a moment they might lose the will to | ||
| + | live. One creature that can understand you is stunned. At the end | ||
| + | of each of its turns it must make a Charisma saving throw against | ||
| + | your trick DC or else it gains a level of strife. The effect ends when | ||
| + | it succeeds one of these saving throws, or when it has six levels of | ||
| + | strife. | ||
| + | Once you use this feature, you must finish a short or long rest | ||
| + | before you can use it again. | ||
| + | |||
| + | ===== Savant Schemes ===== | ||
| + | |||
| + | You can choose from among the following talents that help with | ||
| + | exploration. | ||
| + | |||
| + | ==== Apothecary Basics ==== | ||
| + | |||
| + | Whenever you take a short or long rest, you can use your medical | ||
| + | knowledge to treat one creature. That creature can heal as if it had | ||
| + | one extra 1d4 hit die during this rest, or it can ignore one level of | ||
| + | fatigue for the next four hours. | ||
| + | |||
| + | ==== Deductive Tracker ==== | ||
| + | |||
| + | After observing a creature, however briefly, you make a deduction | ||
| + | that gives you an edge when pursuing it. After you spend at least 1 | ||
| + | minute observing a creature, you gain an expertise die on checks | ||
| + | made to track that specific creature. | ||
| + | |||
| + | ==== Hostilia Naturae ==== | ||
| + | |||
| + | Following the path trod by Drakran naturalist Karl Evol, author of | ||
| + | A Theory of Noetic Field Adaptation Toward Terrifyingness Among Malice | ||
| + | Ecologies, you have studied the many perils of wild flora and fauna. | ||
| + | You gain an expertise die on checks to avoid, locate, or understand | ||
| + | the abilities of aberrations, | ||
| + | |||
| + | ==== Impromptu Persona ==== | ||
| + | |||
| + | You do not need preparation to come up with a convincing fake | ||
| + | persona, background, and excuse to cover anything suspicious you | ||
| + | are doing. You can gain advantage on Deception checks to pretend | ||
| + | to be someone else. However, the ruse won’t hold up to prolonged | ||
| + | scrutiny. If you spend more than a few minutes in someone’s pres- | ||
| + | ence, you must make a new Deception check with disadvantage to | ||
| + | maintain the ruse. | ||
| + | |||
| + | ==== Just What Have We Gotten Ourselves Into? ==== | ||
| + | |||
| + | When you are ambushed, you gain an expertise die on your initia- | ||
| + | tive check. When you trigger a trap, you gain an expertise die on the | ||
| + | first saving throw you need to make, or to your AC against the first | ||
| + | attack the trap makes against you. After you use this ability, you | ||
| + | cannot use it again until you complete a short rest. | ||
| + | |||
| + | ==== Kleptology ==== | ||
| + | When a creature makes a melee attack against you or otherwise | ||
| + | touches you, you can make a Sleight of Hand check against them as | ||
| + | a reaction. Additionally, | ||
| + | ing with someone within arm’s reach, you gain an expertise die on | ||
| + | Sleight of Hand checks involving them until the interaction ends. | ||
| + | |||
| + | ==== Local Informants ==== | ||
| + | |||
| + | You quickly can locate people willing to share information. If you | ||
| + | spend an hour reaching out to local residents or simply perusing | ||
| + | a recent periodical or newspaper, for the next day you gain an ex- | ||
| + | pertise die on Culture and Investigation checks related to the area. | ||
| + | |||
| + | ==== Meeting of Minds ==== | ||
| + | |||
| + | You gain an expertise die on Charisma checks with Arcana, History, | ||
| + | Nature, or Religion when trying to interact with someone who is | ||
| + | trained in the same skill. | ||
| + | |||
| + | ==== Motto of the Tropezaros ==== | ||
| + | |||
| + | You make sure you’re always prepared. Once per short rest you | ||
| + | can produce a non-magical item that you could have purchased | ||
| + | or prepared at some point, small enough to fit in whatever storage | ||
| + | you have available. This could range from a forged passport in your | ||
| + | pocket to a glider stowed in the hold of a ship you’re traveling on. | ||
| + | Pay the appropriate price for it. Limits of causality apply. | ||
| + | |||
| + | ==== Physical Education ==== | ||
| + | |||
| + | Once per hour, when you succeed on an Acrobatics or Athletics | ||
| + | check to climb, swim, or jump you can offer advice and encourage- | ||
| + | ment to your allies. For the next minute, each ally who attempts a | ||
| + | check to traverse the same area gains an expertise die. | ||
| + | |||
| + | ==== Read You Like a Spellbook ==== | ||
| + | |||
| + | You can spend an action to make an Arcana check against the save | ||
| + | DC of a creature’s spell. If you succeed, you deduce from their de- | ||
| + | meanor, fashion, and accoutrements what cantrips they know and | ||
| + | the last non-cantrip spell it cast, if any. | ||
| + | |||
| + | ==== Reinforce Apotropaics ==== | ||
| + | |||
| + | Apotropaics (page 82) are specific items that can repel or harm | ||
| + | certain creatures, like bells driving away fiends. You can spend an | ||
| + | action to reinforce an apotropaic you are touching for one day. | ||
| + | If you brandish a reinforced apotropaic to repel a creature, add | ||
| + | an expertise die to your opposed Charisma check. If a creature | ||
| + | tries to bypass the repellent effect of a reinforced apotropaic bar- | ||
| + | rier (like an undead crossing a line of salt), add an expertise die | ||
| + | to the flat DC the creature must overcome. If a reinforced item is | ||
| + | used to harm a creature (like jade dust against an aberration), | ||
| + | can also make an opposed Charisma check to repel that creature | ||
| + | without needing to spend a separate action (and you add an exper- | ||
| + | tise die to your check). | ||
| + | |||
| + | ==== Reserved Seating ==== | ||
| + | |||
| + | You have forethought of when and where you might need to be | ||
| + | places. If you knew you would be in a given area, once per day you | ||
| + | can call upon this forethought to have a vehicle or mount waiting | ||
| + | for you and your companions, or to have a reservation available at a | ||
| + | venue. You pay any appropriate costs. For exceptional requests, you | ||
| + | may need to make a Persuasion check or owe someone a favor. | ||
| + | |||
| + | ==== Run Silent, Run Deep ==== | ||
| + | |||
| + | Once per hour, when you succeed on a Stealth check you can | ||
| + | discreetly direct your allies. For the next minute, each ally who at- | ||
| + | tempts a check to traverse the same area gains an expertise die. | ||
| + | When moving through an area you’re familiar with or have had | ||
| + | time to study maps of, you gain an expertise die on Stealth checks. | ||
| + | |||
| + | ==== Student of Technology ==== | ||
| + | You instead gain an expertise die on Engineering checks and when | ||
| + | using tools to build, repair, or understand a technological device. | ||
| + | Unstable Poison | ||
| + | You gain an expertise die on checks made with the poisoner’s kit. | ||
| + | You learn the recipe for creating basic poison. During a short or long | ||
| + | rest, you can brew one poison for which you have the recipe without | ||
| + | spending gold or using ingredients. This version of the poison lasts | ||
| + | until your next short or long rest. | ||
zeitgeist/rules/savant.1649722426.txt.gz · Last modified: 2025/05/21 21:07 (external edit)