zeitgeist:rules:savant
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| zeitgeist:rules:savant [2022/04/12 00:20] – [Killing Word] 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 749: | Line 780: | ||
| 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), | ||
| + | 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)