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Savant

 
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Submitted: 06/17/2015
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#2 - anon (06/18/2015) [-]
From a player's standpoint, keep an eye out for whenever you make a helpful check. Savants are a hard support class and do little else. Don't waste what little spells you get on offensive ability. Use them for buffs, or other utility based things. You should always be thinking of an answer for any situation the party runs into; think of yourself as a walking Swiss army knife. Some feats you might want to consider are skill improvement and oriented ones. Skill focus is obvious but there are many more things you can do. Your Int ought to be decently high, so you could even look into skill tricks (ComScoundrel p.82).
User avatar #3 to #2 - juter [OP](06/18/2015) [-]
22 int after half celestial bonus, plus the fact that DM has allowed me to use both outsider and class skill points at each level. Coupled with the fact that we're doing pathfinder and not 3.5, the savant's skills section is rather broken.
#1 - anon (06/18/2015) [-]
Been forevergm'd for about 5 years now. Came across savants twice. There a bit underpowered combat-wise, as they're quite literally the sad amalgamation of a rogue, wizard, cleric, and fighter. Only unique thing about them I've found is the skill substitution. If you want the savant to shine, toss in some scenes where the heavily armored tank has to sneak past some place with the rest of the party, and will likely fail without the savant's help. Be subtle. Wouldn't hurt to keep them feeling relevant by giving them all a decent number of knowledge checks that-if passed-greatly help them out both in and out of combat. I.E.-"Oh no! Bunch of undead! Impossible to kill the near endless amount of zombie/etc unless you roll a good knowledge check to determine there's an invisible evil cleric summoning them. Other than that, they get a decent amount of feats, so try to be aware of how they customize their character and cater to it. They're also an OK stand-in for rogues when it comes to traps and whatnot. I'd probably design a couple traps with lore behind it, so the party could use a successful knowledge check to boost the savant's disable device roll. Something along those lines, hope it helps.
User avatar #4 to #1 - juter [OP](06/18/2015) [-]
I'm the player, not DM
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