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zeitgeist:rules:savant [2022/04/12 00:13] – [The Stage of Battle] neyrickzeitgeist: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, 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 ===== ===== Class features =====
  
-^ Level ^ Features ^ Trick Known ^ SchemesKnown ^+^ Level ^ Features ^ Tricks Known ^ Schemes Known ^
 | 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 |
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 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, or prevarication.
 +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, Performance,
 +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, you gain the ability to use flourish tricks other
 +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, so deft is your understanding of language that
 +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, beasts, and monstrosities.
 +
 +==== 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, when you spend at least a minute interact-
 +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), you
 +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)