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Table of Contents
Savant
“Knowledge is the key that unlocks even the most guarded secrets.”
The Savant is a master of intellect and strategy, wielding their vast knowledge and keen insight to guide their allies to victory. They excel at providing tactical guidance, strategic planning, and invaluable buffs to enhance the capabilities of their party members. With their encyclopedic understanding of tactics, their ability to analyze battlefield conditions, and their knack for anticipating enemy movements, the Savant serves as the ultimate orchestrator of success on the battlefield. Whether it's bolstering their allies' combat prowess, uncovering hidden weaknesses in enemy defenses, or offering sage advice in times of uncertainty, the Savant's presence is indispensable to any adventuring party.
But their brilliance comes at a cost. Years spent poring over dusty tomes and honing their intellect have done them no favours where their physical development is concerned. Their combat prowess is limited, and they are ill-suited for the brutal clashes faced by warriors. They lack the raw strength and agility to dish out significant damage or take heavy blows. Additionally, their reliance on analysis and deduction can lead to moments of hesitation in the face of fast-paced combat. While they excel at strategizing, they might struggle to adapt to rapidly changing situations on the battlefield. This makes the Savant highly dependent on the protection of their allies, who ensure they have the space and time to unleash their strategic genius.
Attributes
When you select the Savant as your class, increase your Education by +1. Then choose one of Charisma, Dexterity and Foresight, and increase its score by +1 as well.
Stamina
When you select the Savant as your class, increase your maximum stamina by twenty, plus five times your Body score. Your recoveries are equal to your Body plus four.
Training
You receive one training rank in each of Lore, Insight and Perception, and must choose two specialties for Lore. Choose four skills, plus a number equal to your Education bonus, from the following list: Arcana, Crafting, History, Investigation, Lore, Medicine, Nature, Religion, Sleight of Hand, Society, or any one Weapon skill. Each chosen skill receives one training rank.
Defences
You are trained in Charisma and Education defences. Add your level to the total of these defences.
Basic Attacks
Combat is far from the strength of the Savant, but they are not wholly incapable.
Melee: Skill vs. Agility.
- Hit: 2[W] + Body damage. The damage dice increase to 3[W] at Level 4.
- Miss: 1[W] + Body damage.
Ranged: Skill vs. Agility.
- Hit: 2[W] + Dexterity damage. The damage dice increase to 3[W] at Level 4.
- Miss: 1[W] + Dexterity damage.
Gnosis
The Savant is able to analyze the battlefield and direct their allies to the most effective outcome. At the start of each of their turns, the Savant gains one point of Gnosis, to a maximum equal to their level. At the start of an encounter, the Savant will have Gnosis points equal to their Victories.
Whenever an ally makes an attack, the Savant may use their reaction and expend one point of Gnosis in order to grant that ally favour on their attack roll.
Intuitive Defences
The Savant is always prepared for the possibility that they may come to harm, and typically have a small supply of treatments for various conditions. Because of this, they always take a +1 bonus to saving throws.
In addition, whenever the Savant spends Gnosis points for any reason, they receive a temporary bonus to one of their attribute defences until the end of their next turn. This bonus is equal to one plus the number of Gnosis points spent. The Savant chooses the defence at the moment that they spend their Gnosis points. The bonus does not stack with itself; if the Savant spends more Gnosis, they can only change where the bonus applies.
Savant Features
When you choose Savant as your class, choose one of the following Heroic features, and add it to your character. Then also choose one General feature.