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zeitgeist:rules:savant [2022/04/12 00:20] – [Killing Word] 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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 Nature, or Religion when trying to interact with someone who is Nature, or Religion when trying to interact with someone who is
 trained in the same skill. 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.1649722837.txt.gz · Last modified: 2025/05/21 21:07 (external edit)