Savant (Class Version)
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Spheres of Might
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Wiki Note: The Savant is technically an archetype of the Thaumaturge. However, because it changes practically everything of its base class (up to, and including, its base attack bonus and saving throws), it is functionally a separate class in its own right and is included here for ease of play. The Savant still qualifies for any feats that have Thaumaturge as a prerequisite, assuming they meet the other prerequisites.

Naturally gifted with an innate sense of the workings of their own bodies and an uncanny knack for quickly copying new skills, savants are unpredictable foes.

Alignment: Any

Hit Die: d10

Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The savant’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Disguise (Cha), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all except Arcana; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Class Features

Table: The Savant
Level Base Attack Bonus Fort Save Ref Save Will Save Special Combat Talents
1 +1 +2 +0 +0 Flexible Combat Training, Insights, Strain (+2) 0
2 +2 +3 +0 +0 Kinesthetic Intuition +1 1
3 +3 +3 +1 +1 Insights 1
4 +4 +4 +1 +1 Bonus feat 2
5 +5 +4 +1 +1 Strain (+3) 2
6 +6/+1 +5 +2 +2 Kinesthetic Intuition +2 3
7 +7/+2 +5 +2 +2 Insights 3
8 +8/+3 +6 +2 +2 Bonus feat 4
9 +9/+4 +6 +3 +3 Strain (+4) 4
10 +10/+5 +7 +3 +3 Kinesthetic Intuition +3 5
11 +11/+6/+1 +7 +3 +3 Insights 5
12 +12/+7/+2 +8 +4 +4 Bonus feat 6
13 +13/+8/+3 +8 +4 +4 Strain (+5) 6
14 +14/+9/+4 +9 +4 +4 Kinesthetic Intuition +4 7
15 +15/+10/+5 +9 +5 +5 Insights 7
16 +16/+11/+6 +10 +5 +5 Bonus feat 8
17 +17/+12/+7 +10 +5 +5 Strain (+6) 8
18 +18/+13/+8 +11 +6 +6 Kinesthetic Intuition +5 9
19 +19/+14/+9 +11 +6 +6 Insights 9
20 +20/+15/+10/+5 +12 +6 +6 Bonus feat, masterful insights 10

Weapon and Armor Training

Savants are proficient with simple weapons, as well as light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

Flexible Combat Training (Ex)

A savant may combine combat spheres and talents to create powerful martial techniques.

Savants are considered Proficient combatants. When they gain their first level in the savant archetype, savants may choose either Charisma, Intelligence or Wisdom as their practitioner modifier. Whenever a savant rests for 8 hours (or the equivalent), he may change any and all combat talents gained from savant levels, choosing new spheres and new talents.

Combat talents gained as part of levels taken in other classes, as part of his martial tradition, or combat talents gained from taking the Extra Combat Talent feat are not eligible to be changed in this fashion.

Strain (Ex)

At 1st level, as a free action a savant may increase his base attack bonus by 2 until the end of his turn. Doing so is extremely taxing, leaving him fatigued for 1 round. This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.

When activating this ability, if he fails to deal damage or succeed on a combat maneuver before the beginning of his next turn, he must make a Fortitude save equal to 10 + class level or be dazed instead of fatigued. These conditions bypass immunity. If the savant is already fatigued, he is instead exhausted and if exhausted, he instead falls unconscious for the same duration.

Kinesthetic Intuition (Ex)

At 2nd level, a savant gains a +1 bonus to all Acrobatics, Climb, Fly, and Swim checks. This bonus increases by 1 for every 4 additional savant levels possessed, to a maximum of +5 at 18th level.

Insights (Ex)

Savants have learned to master their own bodies, pushing themselves in truly remarkable ways and using this knowledge, they may help or harm others as well. A savant may use insights a number of times per day equal to his practitioner modifier, which refreshes when he rests for 8 hours (or the equivalent). Whenever an insight calls for a saving throw, the DC is equal to 10 + 1/2 the savant’s level + the savant’s practitioner modifier. A savant may only use insights of his level or lower. Unless noted, using an insight is a free action that may be taken even when it isn’t the savant’s turn.

  • Conditioning: At 1st level, the savant may spend a use of insight when making a Strength, Dexterity, or Constitution-based ability check or skill check (but not an attack roll, combat maneuver roll, or save) to roll twice and take the best result.
  • Skill Mimicry: At 1st level, when the savant sees a creature make a Strength or Dexterity-based skill check, he may spend a use of insight to use that creature’s modifier on checks made for that skill for a number of minutes equal to his practitioner modifier. This bonus includes attribute, class, feat, trait, and class skill bonuses but not other bonuses, such as circumstance, competence, insight, sacred, nor any bonus granted by a spell or magic item.
  • Talent Shift: At 1st level, the savant may spend a use of insight to swap one talent gained from flexible combat training for another talent. Any prerequisites of the talent must still be met. He keeps this talent for a number of rounds equal to his practitioner modifier; afterwards the talent is lost. The original talent is regained after a 10 minute rest.
  • Talent Mimicry: At 3rd level, when the savant sees a creature perform an attack, combat maneuver, or movement using or benefiting from a combat sphere or talent, he may spend a use of insight to temporarily gain one talent used for a number of rounds equal to his practitioner modifier. Any prerequisites of the talent must still be met. He may gain two talents in this way at 9th level and three at 15th level.
  • Reaver: At 3rd level, when a savant confirms a critical hit or reduces an opponent with a CR of at least half his character level to 0 or fewer hit points, he may spend a use of insight to activate his strain ability on his next turn without suffering the normal penalty.
  • Channel Strain: At 7th level, when using his strain ability, after successfully dealing damage with an attack action or succeeding on a combat maneuver, the savant may force the target creature to make a Fortitude save or suffer the penalty of the strain in place of the savant.
  • Battle Tempered: At 11th level, when the savant suffers the daze penalty from his strain ability, he may spend a use of insight to grant himself a bonus equal to his strain bonus on AC and saves for a number of rounds equal to his practitioner modifier.
  • Rebuke Death: At 15th level, when the savant is reduced to 0 hit points or fewer, he may use all his remaining insights to instead be reduced to 1 hit point. Effects that kill the savant outright without dealing hit point damage are not affected by this ability.
  • Battlemaster: At 19th level, the savant may spend a use of insight to make an attack action as a move action. This insight may only be used while benefiting from his strain ability.

Combat Trained

At 4th level and every 4 levels thereafter, a savant gains a bonus combat feat.

Masterful Insights (Ex)

At 20th level, the savant selects two insights other than rebuke death; he may use these insights at will without using one of his insights per day.


Class Feats

Moderated Invocation [3PP]

Source: Expanded Spheres: Baron's Lost Apocrypha

Prerequisites: Forbidden Lore or Strain class feature

Benefit: When you use Forbidden Lore or strain, you may choose to gain a smaller bonus than normal from these class features, to a minimum of +1 to caster level or base attack bonus.

Whenever you use Forbidden Lore and the sum of your normal caster level (before applying implement bonuses and any other temporary CL increases) and your forbidden lore bonus would not exceed your character level +½ your maximum forbidden lore bonus, you do not have any chance of backlash on the forbidden lore use. Whenever you use Strain and your total base attack bonus does not exceed your character level +½ your maximum strain bonus, you do not become fatigued.


Class Equipment

The following magical items are especially appropriate for savants.

Insightful Band [TS:WAT]

Aura faint War; CL 5th
Slot headband; Price 12,000 gp; Weight 1/10 lbs.

This lightweight cloth band is easy to tie around the head. While worn by a creature with the insights class feature, it grants them three additional uses of insights per day. A creature cannot benefit from more than one of these headbands per day.

Construction Requirements
Craft Apparatus, War sphere (Resourcefulness), creator must have the insights class feature; Cost 6,000 gp

Rapid Preparation Bracers [TS:WAT]

Aura faint War; CL 4th
Slot wrists; Price 9,000 gp; Weight 3 lbs.

These bracers are etched with symbols depicting dozens of combat styles. Whenever a creature with the flexible combat training class feature can change their combat talents gained from savant levels, they may choose a different set of talents to imbue into these bracers. Thereafter, while wearing these bracers and by spending a full-round action, that same creature may activate these bracers to instantly change all of their combat talents from savant levels into those saved into the bracers.

Construction Requirements
Craft Apparatus, War sphere, creator must have the flexible combat training class feature; Cost 4,500 gp

Ring Of Strain-Storing [TS:WAT]

Aura moderate War; CL 8th
Slot ring; Price 15,000 gp; Weight 1/2 lbs.

This ring consists of delicate layers of magical energy that help to absorb wasted force when it does not have a proper outlet. Every time a creature wearing this ring misses on the first attack roll or combat maneuver check they make while using strain against an enemy whose presence they are aware of, this ring gains one charge. The ring can hold up to three charges, and the user can expend one or more charges as a free action before they roll an attack or attempt a combat maneuver check to increase their bonus from strain by the number of charges spent. A creature cannot benefit from more than one of these rings at a time.

Construction Requirements
Craft Apparatus, War sphere (any (momentum) talent), creator must have the strain class feature; Cost 7,500 gp


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