D20r:Savant

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'''Hit Die:''' d8
'''Hit Die:''' d8
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'''Proficiencies:''' A loremaster is proficient with simple weapons and with one other weapon group. She is proficient with light armors and light shields.
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'''Proficiencies:''' A savant is proficient with simple weapons and with one other weapon group. She is proficient with light armors and light shields.
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'''Prowess:''' A loremaster gains 4 points of prowess per level.
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'''Prowess:''' A savant gains 4 points of prowess per level.
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'''Skills:''' A loremaster is trained in the Sage skill set and chooses two other sets.
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'''Skills:''' A savant is trained in the Sage skill set and chooses two other sets.
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'''Lore (Ex):''' A loremaster may make a special lore check with a bonus equal to her loremaster level plus her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the loremaster is a journeyman in Knowledge (History), she gains a +2 bonus on this check.)
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'''Lore (Ex):''' A savant may make a special lore check with a bonus equal to her savant level plus her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the savant is a journeyman in Knowledge (History), she gains a +2 bonus on this check.)
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A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. A loremaster may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
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A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. A savant may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
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!DC !!Type of Knowledge
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'''Expertise (Ex):''' At the beginning of each encounter, a loremaster gains a small pool of expertise. She gains an amount of expertise based on her level, as demonstrated on the table. She also gains an additional amount of expertise equal to her Intelligence modifier. Expertise is used to power some loremaster class features. If she has leftover expertise from a previous encounter, it is overwritten by the new pool.
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'''Expertise (Ex):''' At the beginning of each encounter, a savant gains a small pool of expertise. She gains an amount of expertise based on her level, as demonstrated on the table. She also gains an additional amount of expertise equal to her Intelligence modifier. Expertise is used to power some savant class features. If she has leftover expertise from a previous encounter, it is overwritten by the new pool.
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'''Gleaned Knowledge (Ex):''' Starting at first level, a loremaster may spend expertise as a swift action to quickly gain a temporary effect against her enemies. Gleaned knowledge requires spending one point of expertise to activate. Unless otherwise noted, effects last for a number of rounds equal to the loremaster's Intelligence modifier.
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'''Gleaned Knowledge (Ex):''' Starting at first level, a savant may spend expertise as a swift action to quickly gain a temporary effect against her enemies. Gleaned knowledge requires spending one point of expertise to activate. Unless otherwise noted, effects last for a number of rounds equal to the savant's Intelligence modifier.
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''Attack:'' At first level and beyond, a loremaster may use this ability to gain an insight bonus on attack rolls equal to her Intelligence modifier.
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''Attack:'' At first level and beyond, a savant may use this ability to gain an insight bonus on attack rolls equal to her Intelligence modifier.
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''Damage:'' At first level and beyond, a loremaster may use this ability to gain an insight bonus on damage rolls equal to her Intelligence modifier.
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''Damage:'' At first level and beyond, a savant may use this ability to gain an insight bonus on damage rolls equal to her Intelligence modifier.
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''Pierce DR:'' At fourth level and beyond, a loremaster may use this ability to lower the damage reduction of a creature she has just struck by an amount equal to her Intelligence modifier. Halve this value if the damage reduction cannot be overcome (DR/-).
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''Pierce DR:'' At fourth level and beyond, a savant may use this ability to lower the damage reduction of a creature she has just struck by an amount equal to her Intelligence modifier. Halve this value if the damage reduction cannot be overcome (DR/-).
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''Pierce SR:'' At seventh level and beyond, a loremaster may use this ability to lower the spell resistance of a creature she has just struck by an amount equal to her Intelligence modifier. Halve this value if the creature makes a successful Fortitude saving throw (DC 10 + 1/2 the loremaster's class level + her Intelligence modifier).
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''Pierce SR:'' At seventh level and beyond, a savant may use this ability to lower the spell resistance of a creature she has just struck by an amount equal to her Intelligence modifier. Halve this value if the creature makes a successful Fortitude saving throw (DC 10 + 1/2 the savant's class level + her Intelligence modifier).
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''Steal Spell:'' At tenth level and beyond, a loremaster may use this ability to steal a spell from a creature she has just struck. The creature struck loses one spell of the highest level they have available to cast or of the loremaster's Intelligence modifier or lower (whichever is lower). The target loses the ability to cast that spell for one minute or until the loremaster casts the spell (whichever is shorter). The loremaster may choose a specific spell: if she does so and the target does not have access to that spell, this ability is used up with no effect. The loremaster retains a spell stolen for one minute or until cast (whichever is shorter), and substitutes her loremaster level for her caster level.
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''Steal Spell:'' At tenth level and beyond, a savant may use this ability to steal a spell from a creature she has just struck. The creature struck loses one spell of the highest level they have available to cast or of the savant's Intelligence modifier or lower (whichever is lower). The target loses the ability to cast that spell for one minute or until the savant casts the spell (whichever is shorter). The savant may choose a specific spell: if she does so and the target does not have access to that spell, this ability is used up with no effect. The savant retains a spell stolen for one minute or until cast (whichever is shorter), and substitutes her savant level for her caster level.
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''Strip Resistances:'' At thirteenth level and beyond, a loremaster may use this ability to lower the resistances of a creature she has just struck. The creature struck has any energy resistances it possesses lowered by an amount equal one and a half times the loremaster's Intelligence modifier. Any energy immunities the creature may possess instead become a resistance to the same energy for 30 points. This ability also removes save bonuses against poisons and disease, but does not break immunities to those attacks. Halve this value if the creature makes a successful Fortitude saving throw (DC 10 + 1/2 the loremaster's class level + her Intelligence modifier).
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''Strip Resistances:'' At thirteenth level and beyond, a savant may use this ability to lower the resistances of a creature she has just struck. The creature struck has any energy resistances it possesses lowered by an amount equal one and a half times the savant's Intelligence modifier. Any energy immunities the creature may possess instead become a resistance to the same energy for 30 points. This ability also removes save bonuses against poisons and disease, but does not break immunities to those attacks. Halve this value if the creature makes a successful Fortitude saving throw (DC 10 + 1/2 the savant's class level + her Intelligence modifier).
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''Steal Spell-Like Ability:'' At sixteenth level and beyond, a loremaster may steal a spell-like ability from a creature she has just struck. This ability functions like the Steal Spell ability, except that it steals a spell-like ability from the target.
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''Steal Spell-Like Ability:'' At sixteenth level and beyond, a savant may steal a spell-like ability from a creature she has just struck. This ability functions like the Steal Spell ability, except that it steals a spell-like ability from the target.
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''Shatter Defenses:'' At nineteenth level and beyond, a loremaster may use this ability to lower the immunities of a creature she has just struck. Any immunities to non-damage effects (such as sleep, mind-affecting abilities, or fear) are instead decreased to a saving throw bonus equal to +15 minus the loremaster's Intelligence modifier (so that a creature immune to mind-affecting effects targeted by a loremaster with this ability who has an Intelligence of 30 would have its immunity decreased to a +5 bonus on saves against mind-affecting effects). Halve the loremaster's Intelligence modifier when determining the effects of this ability if the creature makes a successful Fortitude saving throw (DC 10 + 1/2 the loremaster's class level + her Intelligence modifier).
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''Shatter Defenses:'' At nineteenth level and beyond, a savant may use this ability to lower the immunities of a creature she has just struck. Any immunities to non-damage effects (such as sleep, mind-affecting abilities, or fear) are instead decreased to a saving throw bonus equal to +15 minus the savant's Intelligence modifier (so that a creature immune to mind-affecting effects targeted by a savant with this ability who has an Intelligence of 30 would have its immunity decreased to a +5 bonus on saves against mind-affecting effects). Halve the savant's Intelligence modifier when determining the effects of this ability if the creature makes a successful Fortitude saving throw (DC 10 + 1/2 the savant's class level + her Intelligence modifier).
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'''Intelligent Defenses (Ex):''' Starting at second level, a loremaster, through her superior insight and knowledge, gains the ability to better defend herself. At second level and beyond, she adds her Intelligence modifier to her Armor class as an insight bonus as long as she wears light or no armor; she may still use a shield, but is not required to, to gain this bonus. At fifth level and beyond, she adds her Intelligence modifier to her Hit Points instead of her Constitution modifier, if it would be advantageous to do so. At tenth level and beyond, she adds her Intelligence modifier to her saving throws as a resistance bonus. At fifteenth level and beyond, she gains spell resistance equal to 10 + 1/2 her class level + her Intelligence modifier. At twentieth level, she is constantly treated as if under a ''mind blank'' spell. As an extraordinary effect, the ''mind blank'' function is not dispellable.
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'''Intelligent Defenses (Ex):''' Starting at second level, a savant, through her superior insight and knowledge, gains the ability to better defend herself. At second level and beyond, she adds her Intelligence modifier to her Armor class as an insight bonus as long as she wears light or no armor; she may still use a shield, but is not required to, to gain this bonus. At fifth level and beyond, she adds her Intelligence modifier to her Hit Points instead of her Constitution modifier, if it would be advantageous to do so. At tenth level and beyond, she adds her Intelligence modifier to her saving throws as a resistance bonus. At fifteenth level and beyond, she gains spell resistance equal to 10 + 1/2 her class level + her Intelligence modifier. At twentieth level, she is constantly treated as if under a ''mind blank'' spell. As an extraordinary effect, the ''mind blank'' function is not dispellable.
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'''Favored Enemy:''' At fifth level and every five levels thereafter (tenth, fifteenth, and twentieth), the loremaster gains the Favored Enemy feat as a bonus feat.
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'''Favored Enemy:''' At fifth level and every five levels thereafter (tenth, fifteenth, and twentieth), the savant gains the Favored Enemy feat as a bonus feat.
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'''Skill Mastery (Ex):''' At seventh level and every four levels thereafter (eleventh, fifteenth, and nineteenth), the loremaster selects one skill she is a journeyman in: she becomes a master of that skill, which increases her options when using that skill and may have other benefits. See the individual skill descriptions for details.
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'''Skill Mastery (Ex):''' At seventh level and every four levels thereafter (eleventh, fifteenth, and nineteenth), the savant selects one skill she is a journeyman in: she becomes a master of that skill, which increases her options when using that skill and may have other benefits. See the individual skill descriptions for details.
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'''Arcane Insight (Sp):''' At eighth level, a loremaster gains the ability to cast a very limited selection of arcane spells. She starts with two uses per day, and increases this value by two every three levels thereafter (four at eleventh, six at fourteenth, eight at seventeenth, and ten at twentieth). The spells that a loremaster may cast with this feature are limited by level, and are as follows:
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'''Arcane Insight (Sp):''' At eighth level, a savant gains the ability to cast a very limited selection of arcane spells. She starts with two uses per day, and increases this value by two every three levels thereafter (four at eleventh, six at fourteenth, eight at seventeenth, and ten at twentieth). The spells that a savant may cast with this feature are limited by level, and are as follows:
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Loremaster level 8th: ''comprehend languages,  detect thoughts, identify''
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Savant level 8th: ''comprehend languages,  detect thoughts, identify''
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Loremaster level 11th: ''arcane sight, dispel magic, tongues''
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Savant level 11th: ''arcane sight, dispel magic, tongues''
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Loremaster level 14th: ''break enchantment, sending''
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Savant level 14th: ''break enchantment, sending''
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Loremaster level 17th: ''analyze dweomer, legend lore''
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Savant level 17th: ''analyze dweomer, legend lore''
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Loremaster level 20th: ''greater arcane sight, vision''
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Savant level 20th: ''greater arcane sight, vision''

Revision as of 19:00, 1 October 2010

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