wrecan
- Jun 2005 -
19235 Posts

Lucky Power 5: Savants, the Lucky Controllers

This is the fifth in a series of blogs about a new power source I have developed called “Luck”.

The other blogs in this series are:
Lucky Power 1: A New Power Source
Lucky Power 2: Buffoons, the Lucky Strikers
Lucky Power 3: Mascots, the Lucky Leaders
Lucky Power 4: Jinxes, the Lucky Defenders
Lucky Power 5: Savants, the Lucky Controllers
Lucky Power 6: Hybrids and Multiclassing

In this blog, I will present the fourth of four classes for the Luck power source: Savants, the lucky controllers.

Savant

“Abracad— whoa!”

CLASS TRAITS
Role: Controller. You have no formal training in magic, no secret pact with an otherworldly being, no innate ability to draw upon the magic of the universe. You just like to fiddle with things, and sometimes fiddling causes things to happen, sometimes not what you wanted to happen.
Power Source: Luck. Your fiddling would result in nothing happening for anybody else, or perhaps they would fry themselves. Not you. Somehow, the fates smile on you and you can get implements and magic items to create remarkable effects.
Key Abilities: Charisma, Intelligence. Constitution doesn’t hurt either.

Armor Proficiencies: Cloth.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Daggers, Holy Symbol, Ki Focus, Orbs, Rods, Staffs, Tomes, Totems, Wands. Bonus to Defense: +2 to Fortitude.

Hit Points at 1st Level: 11 + Constitution Score.
Hit Points per Level Gained: 5 Healing Surges per Day: 6 + Constitution Modifier.
Trained Skills: Arcane, History, Religion. Savants do not select additional skills, unless they get one as a result of a racial power (like human) or feat. If so, they may choose any skill in which to be trained. Savants who choose a Background that adds a new Skill to their list of Class Skills immediately replace one of their Trained Skills with the new Skill from their Background.

Class features: Weirdness, Savantry, Boosts, Flourishes, Savant Advancement

Savants can use any implements (other than weapons) that any other implement-using class can use. Although the Savant’s at-will power (Hocus Pocus) only has the Luck keyword, it gains a new keyword dependent on the implement the Savant uses. The new keyword should be related to the power source whose classes use that implement. For implements used by multiple sources (e.g., ki focuses, which are used by both shadowy assassins and psionic monks) the savant’s player may choose which keyword applies.

A savant’s player should have fun creatively describing the variety of effects that can be caused by the character. Savant powers are very broadly described, allowing for a vast variety of different visual manifestations. The savant’s player can also have fun choosing to have the savant be utterly unprepared for whatever effect is called. The character may decide to try a fiery spell, and the player decides that the spell summons writhing vines instead. Again, one of the advanced features of these classes is the division between player and character knowledge.

WEIRDNESS
Savants may use the wizard power Prestidigitation once per encounter as a standard action. Often the player will invoke this without the character’s choice to create the illusion that the character does not have control over his magic. A character may attempt an epic enchantment, or even a ritual, and end up creating only a shower of sparks or puff of smoke.

SAVANTRY
Savants get one class power: at at-will knack called “Hocus Pocus”. All of the other class features of the savant build off of this attack power. If a character would be entitled to take an additional at-will power for any reason (such as the human racial ability to take a bonus at-will power), the character instead gets an additional minor boost (see below).

The savant’s at-will power is unique in that it has an area of effect of “Burst 0”. This means one square in range will be affected. The “Burst 0” will be expanded by the use of boosts (see below).

Hocus Pocus
Savant Attack Knack 1
Using your magic implement, you cause. . . something to happen.
At-Will ♦ Implement, Luck, Zone
Standard Action ♦ Area burst 0 within 10 squares
Target: All creatures in burst
Attack: Charisma vs. Reflex.
Hit: 1d8 + Intelligence modifier damage.
Effect: The area of the burst becomes a zone of difficult terrain until the end of your next turn.
Special: The knack gains a keyword of Arcane, Divine, Elemental, Primal, Psionic, or Shadow, depending on the nature of the implement used.
Level 21: The damage is increased to 2d8 + Intelligence modifier damage. If no boost or flourish is added to the attack, apply a power bonus of +5 to the damage inflicted by the attack.
Special: If the target would be reduced to less than 1 hp by the damage inflicted by the attack, the target takes no damage, but still incurs any other effects of the attack.


BOOSTS
Instead of choosing from an array of encounter and daily attack powers, savants get minor and major boosts that they apply to their savant knack. Savants who declare the use of a savant knack may also declare that one minor or major boost will apply to the power. A minor boost increases the damage of the attack by 1d8 per tier, the radius of the burst by 1 square +1 square/tier, and the range of the attack to within 15 squares. A major boost increases the damage of the attack by 1d8 + 1d8/tier, the radius of the boost by 1 squares +2 squares/tier, and the range of the attack to within 20 squares. Additionally, any knack to which a major boost is applied can be sustained until the end of the savant’s next turn with a minor action. Savants get 1 minor boost at 1st, 3rd, 7th, and 13th levels. Minor boosts replenish after a short rest. Savants get 1 major boost at 1st, 5th, 9th, and 15th levels. Major boosts replenish after an extended rest.

FLOURISHES
Instead of utilities, savants choose from a small selection of “flourishes”. Like boosts, the application of a flourish is announced when the savant declares the use of a knack. The savant reduces the radius of the knack by 1 or more squares in return for imposing an additional effect on the targets and on the zone creates by the knack. The area of the burst cannot be reduced to less than 1 by applications of flourishes (even though the knack has an area of burst 0 without any boosts applied to it.) Each flourish can be invoked once a day. A savant learns a new flourish at 2nd, 6th, 10th, 12th, 16th, 20th, 22nd, 26th, and 30th levels. Flourishes can be combined with boosts, but no application of a flourish can reduce the number of dice applied in an attack to less than 1. A savant can choose the same flourish multiple times, which allows the savant to use that flourish an additional time per day. One flourish can be retrained each time the savant increases a level, using the retraining rules.

The flourishes from which a savant may choose are:
Flourish: Burning
Square Cost: 1
Hit: Attack causes fire damage
Zone: The knack gains the Fire keyword. Any creature that ends its turn in the zone takes fire damage equal to 5/tier

Flourish: Frightening
Square Cost: 1
Hit: Attack causes psychic damage and targets Will
Zone: The knack gains the Fear and Psychic keywords. Any creature that ends its turn in the zone is immobilized.

Flourish: Icy
Square Cost: 1
Hit: Attack causes cold damage
Zone: The knack gains the Cold keyword. Any creature that enters a square in the zone is knocked prone

Flourish: Loud
Square Cost: 1
Hit: Attack causes thunder damage and targets Fortitude
Zone: The knack gains the Thunder keyword. Any creature that enters or begins its turn within the zone is deafened until the end of its next turn.

Flourish: Shocking
Square Cost: 1
Hit: Attack causes lightning damage
Zone: The knack gains the Lightning keyword. At the end of your next turn, each creature in the zone takes 5 lightning damage per creature in the zone.

Flourish: Attractive
Square Cost: 1+
Hit: Target is pulled 1 square per square spent towards the center of the zone
Zone: Any creature that ends its turn in the zone is pulled 1 square per square spent towards the center of the zone.

Flourish: Devastating
Square Cost: 1+
Hit: Attack causes additional 1d8 damage for each square spent
Zone: The knack loses the Zone keyword and does not create a zone of difficult terrain.

Flourish: Blistering
Square Cost: 2
Hit: Attack causes acid damage and targets Fortitude
Zone: The knack gains the Acid keyword. Any creature that ends its turn in the zone takes ongoing 5 acid damage (save ends).

Flourish: Bright
Square Cost: 2
Hit: Attack causes radiant damage and targets Fortitude
Zone: The knack gains the Radiant keyword. Creatures are considered blinded while in the zone, and are denied any benefits of concealment.

Flourish: Confusing
Square Cost: 2
Hit: Attack causes psychic damage and targets Will
Zone: The knack gains the Charm and Psychic keywords. Any creature that ends its turn in the zone will make a basic attack against one of its own allies within reach as a free action.

Flourish: Dark
Square Cost: 2
Hit: Attack causes necrotic damage and targets Fortitude
Zone: The knack gains the Necrotic keyword. The zone is considered heavily obscured terrain.

Flourish: Dotted
Square Cost: 2
Hit: Target is slowed until the end of its next turn.
Zone: For each square within the burst choose a square within the area of your attack range (whether or not that square is within the burst. You attack the targets in these chosen squares, and do not attack the targets in the burst (unless they are also in a chosen square). These chosen squares act as hindering terrain until the end of your next turn, and not the burst (unless the square was also chosen).

Flourish: Expansive
Square Cost: 2
Hit: Attack targets Fortitude. Target is pushed 1 square form the center of the zone.
Zone: Any creature that starts its turn in the zone takes 1d8/tier damage. Each time the knack is sustained, the zone increases in size by 1.

Flourish: Forceful
Square Cost: 2
Hit: Attack causes force damage and targets Fortitude.
Zone: The attack gains the Force keyword. Ranged and area attacks from within the zone cannot target creatures outside the zone and vice versa.

Flourish: Grasping
Square Cost: 2
Hit: Target is grabbed while the zone is active. Attempts to escape the grab are opposed by your Arcane check.
Zone: Any creature that ends its turn in the zone is grabbed. Attempts to escape the grab are opposed by your Arcane check.

Flourish: Helpful
Square Cost: 2
Hit: Allies are not targeted by the attack
Zone: The knack gains the Healing keyword. An ally that ends its turn in the zone may spend a healing surge as a standard action.

Flourish: Noxious
Square Cost: 2
Hit: Attack causes poison damage and targets Fortitude.
Zone: The knack gains the Poison keyword. Any creature that begins its turn in the zone is weakened until the end of its next turn.

Flourish: Shuffling
Square Cost: 2
Hit: Attack targets Fortitude. Target is teleported to any unoccupied square in the zone.
Zone: The knack gains the Teleportation keyword. You teleport any creature than begins its turn in the zone to any unoccupied space in the zone.

Flourish: Walled
Square Cost: 2
Hit: Target pushed to nearest unoccupied space on the far side of the wall.
Zone: Instead of a burst, the knack’s area is a contiguous wall originating from within the range of the knack and occupying a number of squares equal to triple the diameter of the burst. Any creature that attempts to pass through the wall or ends its turn in the wall takes damage equal to double the wall’s length. Any creature that ends its turn adjacent to the wall takes damage equal to the wall’s length.

Flourish: Warding
Square Cost: 2
Hit: Attack targets Fortitude and does not target allies. The target is teleported to an unoccupied square adjacent to edge of the zone.
Zone: The attack gains the Teleportation keyword. Creatures may not teleport into or out of the zone.

Flourish: Stunning
Square Cost: 3
Hit: Attack targets Fortitude. Target is dazed until the end of its next turn.
Zone: Any creature that ends its turn in the zone is stunned until it saves. This flourish cannot be sustained.

SAVANT ADVANCEMENT
Savants gain the following class features at 11th, 16th, 21st, 24th, and 30th level respectively: Savant Action: At 11th level, you can use one action point every encounter. You can never have more than one action point, but that action point replenishes after a short rest.

Paragon Savantry: At 16th Level, once per day, spend all of your remaining minor boosts as a standard action. You create any non-magical material you desire, up to 100 lbs. per minor boost spent. This material will be of average workmanship and lasts until the end of the encounter or five minutes. You may also dismiss the material with a standard action. The material must appear within 10 squares of you. The material will not provide nourishment, oxygen, or slake one’s thirst and cannot be a consumable item such as antivenoms. The material will glow with the brightness of candlelight, and are thus immediately recognizable as having been magically generated.

Better Lucky than Safe: At 21st level, once per day, as a minor action, if you have used all your major boosts, you may choose to become vulnerable 10 to all damage until the end of your next turn. You may also apply a major boost to the next savant knack you use. This boost must be applied in the encounter in which this class feature is invoked.

Lucky to Be Around: At 24th level, once per day, you can spend a major boost as an immediate interrupt when you or an ally is hit with an attack that would render you or the ally helpless or unconscious. Make an implement-based Charisma attack against the vale of the attack roll that triggered the attack. If successful, the attack is considered a miss against its target. Describe your ability to counter the attack in an appropriately thematic way.

Epic Savantry: At 30th Level, once per day, spend all of your remaining major boosts as a standard action. Until the end of the encounter, when you apply a minor boost to your savant knack, you may apply as many flourishes as the major boosts you spend. The effects of the multiple flourishes are cumulative as are their costs, but if the flourishes contradict one another, neither applies. In addition, the zone created by such a knack may be sustained until the end of your next turn with a minor action.

FEATS
Savants’ feats are preselected. The character gains the benefit of this feat, even if the character would not otherwise qualify for the feat. The feats may be retrained per normal retraining rules. Any race entitled to a bonus feat may choose any feat for which the savant qualifies. If that feat appears at a higher level on the savant’s feat list, the savant may select a new feat upon achieving that level. All feats are from the Players Handbook or Players Handbook 2. The feats that savants automatically gain are:

1st: Ritual Caster
2nd: Implement Expertise (player’s choice)
4th: Jack of All Trades
6th: Alertness
8th: Timely Respite
10th: Melee Training (Charisma)
12th: Paragon Defenses*
14th: Danger Sense
16th: Fleet-Footed
18th: Mettle
20th: Evasion
22nd: Epic Will
24th: Quick Recovery
26th: Epic Reflexes
28th: Triumphant Attack
30th: Epic Fortitude
*It is recommended that you retrain this feat to Robust Defenses at 21st level.

Racial Preferences
The races that make the best savants include changelings, deva, eladrin, gnomes, humans, shades, shardminds, and tieflings

THE “MAGIC-USER” AS A RETROFITTED SAVANT
If you do not want to play the savant as a lucky character, but still want the simplicity of play of the class, it is easy to alter the savant into an arcane class, which I’ve called the “MAGIC-USER”. Make the following changes:

Intelligence Primary: Change each instance of “Charisma” to “Intelligence”.
Magic-User Flavor: Rename “Savant” as “Magic-User”, “Savantry” as “Magic-Use”, “knack” as “spell”, and “Luck” as “Arcane”.
Arcane Class: No keyword is added to the Hocus-Pocus spell based on the magic-user’s implement.
Arcane Implements: The magic-user can only use daggers, orbs, rods, staffs, and wands as implements.

Savant

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