Savant (Pathfinder Class)

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Savant[edit]

The Savant (Pronounced Sā-vont) is no more then a "regular" Maid/Butler. The Savant is highly skilled and talented, but above all, The Savant lives to serve and protect their masters.

Making a Savant[edit]

The savant serves another person (either another player or NPC) they serve their party with skills in knowledge and medical aid. Upmost they serve as a shield to their master fighting their foes and guarding their person.

Abilities: The most important attributes for this class are their Dexterity and Intelligence, but the best savants work on their Charisma and Strength attributes.

Starting Gold: 2d6×10 gp.

Table:Savant

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +2 +0 Fast Movement, Intercept, Bonus Feat
2nd +2 +1 +2 +0 Uncanny Dodge
3rd +3 +2 +3 +1 Loyal Boon
4th +4 +2 +3 +1 Bonus Feat
5th +5 +3 +4 +1 Improved Uncanny Dodge, Know Location
6th +6/+1 +3 +4 +2 Loyal Boon
7th +7/+2 +3 +5 +2 Damage Reduction 5/Magic, Greater Intercept
8th +8/+3 +4 +5 +2 Bonus Feat
9th +9/+4 +4 +6 +3 Loyal Boon
10th +10/+5 +5 +6 +3 Damage Reduction 10/Magic, My Eye's On You
11th +11/+6/+1 +5 +7 +3 Bonus Feat
12th +12/+7/+2 +5 +7 +4 High Skill, Loyal Boon
13th +13/+8/+3 +6 +8 +4 Damage Reduction 15/Magic
14th +14/+9/+4 +6 +8 +4 Indomitable Will
15th +15/+10/+5 +7 +9 +5 Loyal Boon, Bonus Feat
16th +16/+11/+6/+1 +7 +9 +5 Damage Reduction 20/Magic
17th +17/+12/+7/+2 +7 +10 +5 My Life Is Yours, Bonus Feat
18th +18/+13/+8/+3 +8 +10 +6 Loyal Boon
19th +19/+14/+9/+4 +8 +11 +6 Damage Reduction 25/Magic
20th +20/+15/+10/+5 +9 +11 +6 A Servant Like No Other

Class Skills (8+ Int modifier per level)
Acrobatics(Dex), Appraise(Int), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha),Disable Device(Dex), Disguise(Cha), Escape Artist(Dex), Handle Animal(Cha), Heal(Wis), Intimidate(Cha), Knowledge(all)(Int), Linguistics(Int), Perception(Wis), Preform(Cha), Profession(Wis), Ride(Dex), Sense Motive(Wis), Slight of Hand(Dex), Stealth(Dex), Survival(Wis), Swim(Str).

Class Features[edit]

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: The Savant is proficient with Light and Medium Armors, as well as all Simple and Martial Weapons.


Ward (Ex): At the start of their training a Savant undergoes a special ritual to gain unique Skills and Abilities to better serve a single being, as such at first level the Savant chooses a being to serve as his Ward. A being chosen as a Savant's Ward may refuse this choice, if so, the Savant must wait 24 hours to attempt to chose another Ward. Should the chosen being accept to be the Savant's Ward, a supernatural bond is formed between that being and the Savant and as the Savant grows he will gain a number of abilities and skills that will effect his capabilities to protect and care for his ward. This bond will allow the Savant to feel their wards emotions with slight focus.

Should a Ward Chose to break their bond or die, the Savant will Immediately lose Half their Max HP, as well as a -2 to all their ability scores these negatives last for 5 years.


Intercept (Su): At first level the Savant's bond with his ward allows him to move to his Ward side, this ability functions as the spell Dimension Door, except that the destination must be a adjacent to the Savant's Ward.

While the Savant is adjacent to their ward they may use their reactions to intercept attacks targeting their ward. This action is used with reflex saves. The DC for these saves are equal to the total incoming attack roll(for spells its equal to the casters save DC for the spell). Intercepted attacks now target the Savant's AC, any Intercept save that is 5 points or higher then the DC means the Savant redirects the attack and takes no damage.


Fast Movement (Ex): A Savant’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, or light armor, and not carrying a heavy load. Apply this bonus before modifying the Savant’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the Savant’s land speed.


Bonus Feat: At first level the Savant gains any feat of their choice that they meet the requirements for. they gain this bonus feat choice again at levels 4, 8, 11, 15, 17, and 20.


Uncanny Dodge: Starting at 2nd level, a Savant can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A Savant with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.


Loyal Boon: The Savant's dedication and loyalty to their Ward will grant them a number of abilities and powers that Starting at 4th level, allow them to better serve their master. Starting at 3rd level, the Savant may choose one of the following abilities:

  • AC Bonus.
  • Stunning fist
  • Slow Fall
  • Abundant Step
  • Quivering Palm
  • Assault Leader
  • Canny Observer
  • Charmer
  • Demon Lantern
  • Eldritch Conduit
  • Expert Leaper
  • Fast Fingers
  • Fast Stealth
  • Firearm Training
  • Got your back
  • Grit
  • Guileful Polyglot
  • Hairpin Trick
  • Hard to Fool
  • Heads Up
  • Hold Breath
  • Honeyed Words
  • Last Ditch Effort
  • Ledge Walker
  • Minor Magic
  • Major Magic
  • One of those Faces
  • Peerless Maneuver
  • Pierce the Darkness
  • Poison Use
  • Positioning Attack
  • Quick Scrounge
  • Shove Aside (Ex)
  • Spell Storing (Su)
  • Stand Up
  • Strong Stroke
  • Wall Scramble
  • Wild Magic (Sp)


Know Location (Su): At level 5 the Savant develops the supernatural ability to know the location of their Ward, so long as he and his Ward are on the same plane of existence. This ability takes 1 min to activate and works better with longer concentration.


Damage Reduction (Ex): Through specialized training the Savant learns to control his body in a way that allows him to reduce the amount damage he takes, legends speak of some Savants that could even move their internal organs to avoid death. This Savant training shows itself in a Damage Reduction(DR) of 5 points that can only be bypassed by Magic(DR 5/Magic) starting at 5th level,this DR is increased by 5 points at levels 10, 13, 16, and 19. (to a max of DR 25/Magic) This ability stacks with any other DR the Savant may possess.


My Eye's on You (Su): At 10th level, the Savant gains the ability to keep a close eye on their Ward. This ability works as the spell Scrying except the target must be the Savant's Ward, the target gets a -5 to their save to negate the effect and using the ability only takes 10 minuets.


High Skill (Ex): The Savant spends hours of their days studying, practicing and honing his skills. Because of this dedicated training, at level 12 the Savant gains 5 extra skill ranks. The Savant gains these bonus ranks again at levels 14, 16, 18 and 20.


Indomitable Will (Ex): A Savant of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers.


My Life Is Yours (Su): At 17th level, may preform a ritual to form a soul pack with his Ward. This ritual takes 5 days and connects the Savant's life to that of their Ward. After the ritual the Savants no longer takes penalties to his ability scores for aging and cannot be magically aged, so long as his Ward lives. Any such penalties that he has already taken, however, remain in place and Age bonuses still accrue.

Once this ritual is completed the Savant losses the Ability to change their Ward and will now Die the moment their Ward dies. The Ward of the ritual has the ability to pass their title of Ward to a single person, if done so they may never be the Savants Ward again.


A Servant Like No Other (Su): At level 20 the Savant gains the ability to alter his own probabilities multiple times per day, allowing him to do things most would believe impossible. 5 times per day the Savant can replace any roll they make with a natural 20.


Ex-Savant[edit]

A Savant without a Ward receives a -1 to all their ability scores. this penalty increases by -1 each day to a max of -6 after 6 days.


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