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Savant

Not every adventurer must study martial combat or the mystic arts to fight masterfully or cast magic, nor need they be born with such talents. A certain segment of seemingly ordinary people have an uncanny ability to profoundly understand the mechanisms underlying any action. They see the shape of sword swings and somatic components, and need only recreate the movements to perform these great feats. They don’t retain mastery of talents they learn in this way, but savants instinctually grasp these abilities for short periods of time.   Role: A savant learns to adapt to the situation he is in, adopting the abilities on display around him. He can fill a variety of roles at different times.   Alignment: Any   Hit Die: d8   Starting Wealth: 2d6 × 10 gp (70 gp average.) In addition, each character begins play with an outfit worth 10 gp or less.   Starting Age: Self-Taught.  

Class Skills

The savant’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (all, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).   Skill Ranks per Level: 4 + Int modifier  
Table: Savant
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialActive KnacksMaximum Spell Level
1st+0+0+0+21sr area of interest, knack +1, scrutinize31st
2nd+1+0+0+3Take note31st
3rd+2+1+1+3Advanced knack31st
4th+3+1+1+4Knack +241st
5th+3+1+1+4-42nd
6th+4+2+2+52nd area of interest, advanced knack42nd
7th+5+2+2+5Knack +342nd
8th+6/+1+2+2+6Adaptive aid52nd
9th+6/+1+3+3+6Advanced knack53rd
10th+7/+2+3+3+7Knack +453rd
11th+8/+3+3+3+73rd area of interest53rd
12th+9/+4+4+4+8Advanced knack63rd
13th+9/+4+4+4+8-64th
14th+10/+5+4+4+9Unconscious trait64th
15th+11/+6/+1+5+5+9Advanced knack, knack +564th
16th+12/+7/+2+5+5+104th area of interest74th
17th+12/+7/+2+5+5+10-75th
18th+13/+8/+3+6+6+11Advanced knack75th
19th+14/+9/+4+6+6+11Knack +675th
20th+15/+10/+5+6+6+12Genius Savant85th
 

Class Features

The following are the class features of the savant.  
Weapon and Armor Proficiency
Savants are proficient with all simple weapons. They are proficient with light armor but not with shields.  
Areas of Interest (Ex)
A savant has a prodigious ability to learn, particularly in their areas of interest. At 1st level, a savant picks one of four areas of interest listed below. Each area of interest is associated with a variety of knacks (see below). When a savant gains a knack in one of his areas of interest, he retains the benefits of the knack for longer.   Arcane: Arcane spell, astute skill, Charisma, feat (metamagic or item creation), Intelligence, Will.   Combat: Base attack, feat (combat), Fortitude, hit points, powerful skill, Strength, weapon proficiency.   Divine: Armor Class, armor proficiency, canny skill, divine spell, feat (metamagic or item creation), Wisdom.   Expertise: Captivating skill, Dexterity, feat (general), nimble skill, Reflex, skill points.   A savant gains additional areas of interest at 6th, 11th, and 16th level.  
Knacks
When a savant scrutinizes a target (see below), he better understands how the target’s abilities operate. Acquiring this understanding is called gaining a knack.   Below is a list of the basic knacks a savant can gain by scrutinizing a target. The savant has access to all the basic knacks listed below, but can gain their benefits only by scrutinizing a target, and then only with knacks based on the target’s abilities that the savant focuses on.   Some knacks grant benefits based on the savant’s knack bonus. This bonus is equal to +1 at 1st level and increases by +1 every four levels thereafter until it reaches +6 at 19th level. The number of knacks a savant can have active at one time is listed on Table: Savant. Gaining a knack or changing the knacks a savant currently has active is a free action when scrutinizing or a standard action when used with a savant’s notebook. Knacks (or advanced knacks) marked with an asterisk (*) can be gained multiple times at once. For example, a savant could gain the arcane spell knack twice, gaining the use of two different arcane spells for the duration of the knack.   Arcane Spell* (Su): When a savant scrutinizes a target’s arcane spell list, he can cast an arcane spell the target can cast for the duration of the knack, up to the savant’s maximum spell level (see Table: Savant). This knack lasts for 1 round or a number of rounds equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest. A spell a savant gains through the arcane spell knack requires the standard components, including expensive material components, and it can’t benefit from any metamagic feats the target had applied to it. The savant can apply metamagic feats that he knows to the spell in the same way a spontaneous spellcaster does. The savant’s caster level is equal to his class level. The save DCs of a savant’s arcane spells are based on the savant’s Intelligence or Charisma score, chosen by the savant when he gains the arcane spells knack.   Armor Class (Ex): When a savant scrutinizes a target’s AC and the target’s current AC is greater than the savant’s current AC, the savant can gain a dodge bonus to AC equal to his knack bonus. This knack lasts for 1 round or a number of rounds equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Armor Proficiency (Ex): When a savant scrutinizes a target’s armor and shield proficiencies, he can gain those armor and shield proficiencies for a number of minutes equal to half the savant’s level (minimum 1) + his Intelligence modifier or a number of hours equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Astute Skill* (Ex): When a savant scrutinizes a target’s ranks in Intelligence-based skills, he can treat one of those skills as a class skill and gain a competence bonus to checks with that skill equal to his knack bonus. If the target has ranks in more than one Intelligence-based skill, the savant chooses which one this knack applies to. If the savant uses this knack to gain a skill that is already a class skill for him but that he does not have any ranks in, he is considered to have ranks in this skill for the purposes of trained-only skills and the bonus for having ranks in a class skill. This knack lasts for a number of minutes equal to half the savant’s level (minimum 1) + his Intelligence modifier or a number of hours equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Base Attack (Ex): When a savant scrutinizes a target’s base attack and its bonus is greater than the savant’s current base attack bonus, the savant can gain a competence bonus to attack rolls equal to his knack bonus. The savant’s effective base attack bonus for determining the number of attacks he can make as part of a full attack action is equal to his base attack bonus plus his knack bonus. This knack lasts for 1 round, or a number of rounds equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Canny Skill* (Ex): When a savant scrutinizes a target’s ranks in Wisdom-based skills, he can treat one of those skills as a class skill and gain a competence bonus to checks with that skill equal to his knack bonus. If the target has ranks in more than one Wisdom-based skill, the savant chooses which one this knack applies to. If the savant uses this knack to gain a skill that is already a class skill for him but that he does not have any ranks in, he is considered to have ranks in this skill for the purposes of trained-only skills and the bonus for having ranks in a class skill. This knack lasts for a number of minutes equal to half the savant’s level (minimum 1) + his Intelligence modifier or a number of hours equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Captivating Skill* (Ex): When a savant scrutinizes a target’s ranks in Charisma-based skills, he can treat one of those skills as a class skill and gain a competence bonus to checks with that skill equal to his knack bonus. If the target has ranks in more than one Charisma-based skill, the savant chooses which one this knack applies to. If the savant uses this knack to gain a skill that is already a class skill for him but that he does not have any ranks in, he is considered to have ranks in this skill for the purposes of trained-only skills and the bonus for having ranks in a class skill. This knack lasts for a number of minutes equal to half the savant’s level (minimum 1) + his Intelligence modifier or a number of hours equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Charisma (Ex): When a savant scrutinizes a target’s Charisma score and it is greater than the savant’s current Charisma score, the savant can gain an enhancement bonus to his Charisma score equal to his knack bonus. This knack lasts for 1 round or a number of rounds equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Dexterity (Ex): When a savant scrutinizes a target’s Dexterity score and it is greater than the savant’s current Dexterity score, the savant can gain an enhancement bonus to his Dexterity score equal to his knack bonus. This knack lasts for 1 round or a number of rounds equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Divine Spell* (Su): When a savant scrutinizes a target’s divine spell list, he can cast a divine spell the target can cast for the duration of the knack, up to the savant’s maximum spell level (see Table: Savant). This knack lasts for 1 round or a number of rounds equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest. A spell a savant gains through the divine spell knack requires the standard components, including expensive material components, and it can’t benefit from any metamagic feats the target had applied to it. The savant can apply metamagic feats that he knows to the spell in the same way a spontaneous spellcaster does. The savant’s caster level is equal to his class level. The save DCs of a savant’s arcane spells are based on the savant’s Wisom or Charisma score, chosen by the savant when he gains the divine spells knack.   Feat* (Ex): When a savant scrutinizes a target’s feats, he can gain one of the target’s feats for which he meets the prerequisites (taking into account all of the savant’s currently active knacks). If the target’s HD or class level influences the feat, the savant uses his class level instead. This knack lasts for 1 round, or a number of rounds equal to half the savant’s level (minimum 1) + his Intelligence modifier if the type of feat is in one of his areas of interest. The save DCs of a savant’s feats gained in this way, if any, are based on the savant’s Constitution score.   Fortitude (Ex): When a savant scrutinizes a target’s Fortitude saving throw bonus and it is greater than the savant’s current Fortitude saving throw bonus, the savant can gain a competence bonus to his Fortitude saving throw equal to his knack bonus. This knack lasts for 1 round, or a number of rounds equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Hit Points (Ex): When a savant scrutinizes a target’s current hit points and the total is greater than the savant’s current hit-point total, the savant can gain temporary hit points per Hit Die equal to his knack bonus. This knack lasts for a number of minutes equal to half the savant’s level (minimum 1) + his Intelligence modifier, or a number of hours equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Intelligence (Ex): When a savant scrutinizes a target’s Intelligence score and it is greater than the savant’s current Intelligence score, the savant can gain an enhancement bonus to his Intelligence score equal to his knack bonus. This knack lasts for 1 round, or a number of rounds equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Nimble Skill* (Ex): When a savant scrutinizes a target’s ranks in Dexterity-based skills, he can treat one of those skills as a class skill and gain a competence bonus to checks with that skill equal to his knack bonus. If the target has ranks in more than one Dexterity-based skill, the savant chooses which one this knack applies to. If the savant uses this knack to gain a skill that is already a class skill for him but that he does not have any ranks in, he is considered to have ranks in this skill for the purposes of trained-only skills and the bonus for having ranks in a class skill. This knack lasts for a number of minutes equal to half the savant’s level (minimum 1) + his Intelligence modifier, or a number of hours equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Powerful Skill* (Ex): When a savant scrutinizes a target’s ranks in Strength-based skills, he can treat one of those skills as a class skill and gain a competence bonus to checks with that skill equal to his knack bonus. If the target has ranks in more than one Strength-based skill, the savant chooses which one this knack applies to. If the savant uses this knack to gain a skill that is already a class skill for him but that he does not have any ranks in, he is considered to have ranks in this skill for the purposes of trained-only skills and the bonus for having ranks in a class skill. This knack lasts for a number of minutes equal to half the savant’s level (minimum 1) + his Intelligence modifier or a number of hours equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Reflex (Ex): When a savant scrutinizes a target’s Reflex saving throw bonus and it is greater than the savant’s current Reflex saving throw bonus, the savant can gain a competence bonus to his Reflex saving throw equal to his knack bonus. This knack lasts for 1 round, or a number of rounds equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Skill Points (Ex): When a savant scrutinizes a target’s skill points and the target has more skill points than the savant, the savant can gain temporary skill points per HD equal to his knack bonus. This knack lasts for a number of minutes equal to half the savant’s level (minimum 1) + his Intelligence modifier, or a number of hours equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Strength (Ex): When a savant scrutinizes a target’s Strength score and it is greater than the savant’s current Strength score, the savant can gain an enhancement bonus to his Strength score equal to his knack bonus. This knack lasts for 1 round, or a number of rounds equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Weapon Proficiency (Ex): When a savant scrutinizes a target’s weapon proficiencies, he can gain the target’s weapon proficiencies for a number of minutes equal to half the savant’s level (minimum 1) + his Intelligence modifier, or a number of hours equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Will (Ex): When a savant scrutinizes a target’s Will saving throw bonus and it is greater than the savant’s current Will saving throw bonus, the savant can gain a competence bonus to his Will saving throw equal to his knack bonus. This knack lasts for 1 round, or a number of rounds equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.   Wisdom (Ex): When a savant scrutinizes a target’s Wisdom score and it is greater than the savant’s current Wisdom score, the savant can gain an enhancement bonus to his Wisdom score equal to his knack bonus. This knack lasts for 1 round, or a number of rounds equal to half the savant’s level (minimum 1) + his Intelligence modifier if this knack is in one of his areas of interest.  
Scrutinize (Ex)
A savant learns as much from a glance as most learn from careful study. As a standard action, a savant can attempt a Perception check to identify a target instead of a Knowledge check. A savant considers all creatures common, meaning that the DC to gather useful information is always 5 + the creature’s CR.   In addition to recalling useful information, the savant can scrutinize one aspect of the target’s statistics, and one additional aspect for every 5 by which his check exceeds the DC. These aspects relate directly to knacks he can use, regardless of whether the knack is in the savant’s areas of interest. For example, a 1st-level savant with AC 14, Dex 12, Int 14, 10 hp, a Swim skill bonus of +1, and combat as an area of interest scrutinizes a CR 1 octopus and rolls a 26 on his Perception check. For the five aspects of the octopus he can scrutinize, the savant chooses armor class (15), base attack bonus (+1), Dexterity score (17), hit points (13), and Strength-based skills (Swim +9). The savant can choose to gain three (the maximum number of knacks he can have active at one time at 1st level) of the following benefits: +1 bonus to attack rolls for 3 rounds (because it’s in his area of interest), a +1 bonus to AC for 3 rounds (because it’s in his areas of interests), a +1 bonus to Dexterity checks for 1 round (because it is outside his areas of interest), 1 temporary hp for 3 hours (because it’s in his areas of interests), or a +1 bonus to Swim skill checks for 3 hours (because it’s in his areas of interests). If he had any knacks currently active (for example, if he scrutinized the fighter in his party to gain proficiency with a shield less than 3 hours ago), he could choose two knacks based on his scrutinizing questions or end the benefits of the armor proficiency knack as a free action to choose three new knacks.  
Take Note (Ex)
Although a savant’s strength is in learning on the fly rather than through study, he can write down detailed explanations reminding him of how to recreate abilities. At 2nd level, when a savant loses the use of a knack, he has 1 hour to take note of that knack in a notebook. A savant can use a knack from his notebook as though he had used scrutinize. For example, if a savant scrutinized a bard’s weapon proficiencies, he can take note of this information when the duration of his weapon proficiency knack ends. As long as this note is in his notebook, he can scrutinize the note to gain the same weapon proficiencies.   A savant regularly changes the meanings of his shorthand and loses track of important details when he takes too many notes. A savant can keep a number of notes equal to his Intelligence modifier. If he is at the maximum number of notes and he wants to take note of another knack, he must choose which note to remove. He no longer can gain the benefits of that note unless he scrutinizes a new target and takes the note again.   A savant gains his notebook when he gains this ability. Adding a note takes 10 minutes and uses up 1 page. Because a note takes up fewer pages than the arcane iconography of true magic, and because a savant makes liberal use of page edges for footnotes and addendums, one notebook has enough pages for a savant’s entire career, assuming it is never lost of destroyed. A savant’s notebook uses the same cost and statistics as a wizard’s spellbook.  
Advanced Knack
At 3rd level and every three levels thereafter, a savant understands the operation of specific, more complicated actions. Unlike the basic knacks, a savant can use only the advanced knacks he knows. Some advanced knacks have prerequisites. Advanced knacks last for a number of rounds equal to the savant’s Intelligence modifier (minimum 1). They count as two knacks for the purpose of the maximum number of knacks a savant can have active at once and the number of knacks he can take note of. Advanced knacks marked with two asterisks modify other savant abilities and do not count against the number of knacks a savant can use at once. Otherwise, advanced knacks work exactly like standard knacks.   Arcane Spell List (Su): When a savant scrutinizes a target’s arcane spell list, he can cast any spell from the target’s list of prepared spells or spells known up to the savant’s maximum spell level (see Table: Savant) for the duration of the knack. This functions like casting a spell using the arcane spell knack. The savant’s caster level is equal to his class level. The save DCs of a savant’s arcane spells are based on the savant’s Intelligence or Charisma, chosen by the savant when he gains the arcane spell list knack. A savant must have the arcane area of interest to select this advanced knack.   Conjure Arms and Armor* (Su): When a savant scrutinizes a target’s equipment, he can conjure an identical weapon or shield in his hand or identical armor on his person, designed for a creature of his size. If the scrutinized item has any magical properties, the conjured item has identical properties, except if the weapon is intelligent. A savant must have the arcane and combat areas of interest to select this advanced knack.   Divine Spell List (Su): When a savant scrutinizes a target’s divine spell list, he can cast any spell from the target’s list of prepared spells or spells known up to the savant’s maximum spell level (see Table: Savant) for the duration of the knack. This functions like casting a spell using the divine spell knack. The savant’s caster level is equal to his class level. The save DCs of a savant’s arcane spells are based on the savant’s Wisdom or Charisma, chosen by the savant when he gains the divine spell list knack. A savant must have the divine area of interest to select this advanced knack.   Exploit Understanding* (Su): When a savant scrutinizes a target with special abilities and attacks, he can choose one special ability or attack that allows a saving throw. The savant adds his knack bonus to saving throws against that special ability.   Extraordinary Ability* (Ex): When a savant scrutinizes a target’s extraordinary abilities, the savant can gain theuse of one of them, as long as the target has a number of HD no greater than half the savant’s class level (minimum 1) + his Intelligence modifier. The savant must have the appropriate limbs to perform this ability. For example, a savant cannot gain extraordinary flight unless he has wings or some other means of flight. If the target’s HD or class level influences the extraordinary ability, the savant uses his class level instead. The save DCs of a savant’s extraordinary abilities are based on the savant’s Constitution.   Natural Weapons* (Su): When a savant scrutinizes a target’s natural weapons, he can polymorph his own body to gain either one primary natural weapon or two secondary natural weapons the target has. If significant shapechanging is required to gain the natural weapon, such as growing a tail for a tail slap or a set of wings for a set of wing attacks, the savant polymorphs accordingly but the new limbs serve no function other than to make natural attacks. The savant does count as having those limbs for the purposes of other knacks, however, such as having wings to gain extraordinary flight with the extraordinary ability knack. The damage a savant’s natural attacks deal is based on his size (see Pathfinder Roleplaying Game Bestiary). A savant must have the combat and divine areas of interest to select this advanced knack.   Quick Scrutiny** (Ex): A savant can scrutinize as an immediate action. Scrutinizing in this way only allows him to gain one knack as part of the action to scrutinize.   Rote Recall** (Ex): A savant permanently adds a skill from a knack associated with one of his areas of interest (such as a Charisma-based captivating skill from the expertise area of interest) to his list of class skills. This advanced knack can be chosen multiple times, adding a different skill from his areas of interest to his list of class skills.   Spell-Like Ability (Sp): When a savant scrutinizes a target’s spell-like abilities, the savant can gain the use of one of them, as long as the target has a number of HD no greater than half the savant’s class level (minimum 1) + his Intelligence modifier. If the target’s HD or class level influences the spell-like ability, the savant uses his class level instead. The save DCs of a savant’s spell-like abilities are based on the savant’s Charisma. To select this advanced knack, a savant must have arcane or divine as an area of interest, must have the extraordinary ability advanced knack, and must be at least 11th level.   Supernatural Ability (Su): When a savant scrutinizes a target’s supernatural abilities, the savant can gain the use of one of them, as long as the target has a number of HD no greater than half the savant’s class level (minimum 1) + his Intelligence modifier. If the target’s HD or class level influences the supernatural ability, the savant uses his class level instead. The save DCs of a savant’s extraordinary abilities are based on the savant’s Constitution. To take this advanced knack, a savant must have arcane or divine as an area of interest, must have the extraordinary ability and spell-like ability advanced knacks, and must be at least 15th level.  
Adaptive Aid (Ex)
At 8th level, when a savant successfully uses aid another to help someone with a skill from a knack associated with one of his areas of interest, he adds his knack bonus to the bonus he provides.  
Unconscious Trait (Ex)
Once per day at 14th level, a savant can gain the benefits of a basic knack without scrutinizing a target or consulting his notebook. For a knack like arcane spell, the savant can choose the spell (subject to the GM’s discretion).  
Genius Savant (Ex)
At 20th level, a savant masters one of his areas of interest. When the savant gains a knack associated with this area of interest, he doubles his knack bonus and the duration of the knack. Notes about knacks associated with this area of interest do not count against the maximum number of notes he can have.  

Section 15: Copyright Notice

New Paths Compendium - Unleashed. Copyright 2013 Open Design LLC; Authors: Marc Radle, Crystal Frasier, John Ling, Jr., and Jerall Toi.

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