Bardic Savant (Spontaneous) | |
Bardic Savants are just naturally good at seemingly everything. Leading charmed existences, it sometimes seems as if the skein of the world reweaves itself for their benefit. Good at sorcerous Magic and adept at almost everything they set their hand to, the Bardic Savant is an able addition to any adventuring group. | |
Bardic Savants are very fun to play, with a powerful combination of abilities that allow them to overcome hardships and rise above challenges. | |
Cost | Ability |
55 | Savant Package Deal |
40 | Sorcerer Savant Package |
13 | Sorcerer MPP 2nd Level: MP, 45-point reserve, (45 Active Points); Spontaneous Casting Discount (-1), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4) |
7 | +7 points in Spells |
115 | Total Cost of Abilities |
Value | Disadvantages |
0 | None |
+115 |
Total Cost of Package |
Savant | |
Savants are handy folk to have around, naturally skilled and adept at a wide variety of things. Possessed of a certain flair and panache, Savants are highly skilled or innately talented or both, able to make the impossible look easy. Jacks-of-all-trades, Savants often become adventurers for the sheer challenge and perhaps a relief from the boredom of dealing with normal people. | |
Savants are often motivated by a desire to learn a new thing or two, or to test their wits against a worthy opponent. Savants usually concentrate on picking up new Skills, Perks, and information which might serve them in good stead. | |
Cost | Ability |
4 | Quick Study: WF: Common Melee, Common Missile |
20 | Puissant: +2 with Overall |
6 | Talented: Pick any 2 Skill Enhancers: (Jack of All Trades, Linguist, Traveler, Scholar) |
8 | Athletic: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) |
17 | Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 11- |
Value | Disadvantages |
0 | None |
+55 | Total Cost of Package |
Cost | Options |
1 | Literacy w/ Native Language |
+10 | Deadly Blow: +1d6 Killing, any circumstance, any weapon (+1d6 HKA; OIF: Weapon of Opportunity (-1/2); Limited Circumstances (-1/2)) |
20 | More Puissant: +2 with Overall |
18 | Fisticuffs: Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls |
5 | *Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove) |
15 | Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1) |
15 | Scroll Use: Scroll Comprehension +5 |
15 | Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10) |
25 | Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range |
2 | *Sense Traps: Add Sense to above: +2 points |
15 | Open Lock: Lock picking (DEX based) + 6 |
30 | Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4) |
25 | Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost: 10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15) |
15 | Better Lucky than Good: 3d6 Luck |
15 | Improved Lightning Reflexes: +10 with All Actions |
-10 | Psychological Limitation: Swashbuckler Mentality (Common, Moderate) |
-15 | Psychological Limitation: Curious (Common, Strong) |
-15 | Psychological Limitation: Self Centered (Common, Strong) |
-15 | Psychological Limitation: Competitive (Common, Strong) |
Sorcerer Savant | |
The Sorcery Magic System is detailed here. | |
The Sorcerer Savant is a Sorcerer that developed their abilities naturally, without training, or perhaps received only partial instruction.. | |
The Sorcerer Savant Package is useful for any character concept that is primarily focused on some other profession but has some Magical ability, or even for a "multiclass" character that split their time between Magic and some other pursuit. Also, a Character built on the Sorcerer Savant can always improve their Magic capabilities as they progress, so its a good starting point for mixed background concepts. | |
Cost | Ability |
6 | Sorcerer MPP 0 Level: MP, 15-point reserve, (15 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4) |
10 | Sorcerer MPP 1st Level: MP, 30-point reserve, (30 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Spontaneous Casting Discount (-1/2); all slots Extra Time (Delayed Phase, -1/4) |
9 | Multipower Slots |
15 | Spellcraft 11- |
Value | Disadvantages |
0 | None |
+40 |
Total Cost of Package |