NEW POLL- Completed Derro Savant [Post 7 - CC Welcome]

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In your opinion, How should I define the Derro Savant?

1. Keep it as initially thought: A fighter Kit (see post 7)
0
No votes
2. Make it a Cleric (no spells until 4th) Kit
0
No votes
3. Make it a Mage (no spells until 4th) Kit
0
No votes
4. Make it a Class "free" Kit (applicable to all class)
3
100%
5. Make it a Warrior subclass
0
No votes
6. Make it a Priest subclass
0
No votes
7. Make it a Specialty Priest
0
No votes
8. Make it a Wizard subclass
0
No votes
9. Others (Please explain)
0
No votes
 
Total votes: 3

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Boneguard
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NEW POLL- Completed Derro Savant [Post 7 - CC Welcome]

Post by Boneguard »

I've added a poll, to see what you think about it.

The Completed version is in post 7 and any comments, constructive criticisms or or suggestions are welcome.
--------------------------------------------------------------

Now Dragon #241 had created a Mage-Savant, but I'm trying to get a closer feel to the original idea so i figures to go with a new Fighter Kit (which might be adapted to be used by Theiwar Thief and Cleric who also can be Savant).


So What I had so far is this:

Derro Savant V1.0
Description: The Derro Savant are the equivalent of the priesthood of Diirinka amongst the Derro society.
Role:
Requirements: Str 9*, Int 12* Wis 10 Cha 12 (*Prime requisite)
Secondary Skill:
Weapon proficiencies:
Bonus: None
Required: Derro dagger
Recommanded: Hook-fauchard, Derro crossbow, spiked buckler, Aklys.
Nonweapon proficiencies:
Bonus: Spellcraft, Blindfighting
Required: Religion, Reading/Writting [Derro]
Recommanded: Venom Handling, trap-building (as per thief), endurance, Sound analysis, Fungus Recognition, underground survival, underground navigation, alertness, herbalism, alchemist, Torture.
Equipment:
Special Benefits:
-Exceptional constitution.
-Can use magical item for both Wizard and Warriors
-At 4th level Gain spell Casting (Randomly selected cast as per a 12th level Mage)
-Can learn Mage proficiency at cost.
-Best Save as Wizard or Warrior
Special Hindrances:
-Hit point as Cleric
-No specialisation
-Limited to Derro armour (either Studded (7) or Heavy Hide (5))
-Maximum level: 8
-Must follow the Teaching of Diirinka
Wealth Option: Standard for fighter
Race allowed: Derro only. Can also be applied to Krynn's Theiwar, Zhakar, Dewar and Vrakar.

So what do you think. Good, Bad, need improvement?
Last edited by Boneguard on Tue Jul 07, 2015 2:06 pm, edited 7 times in total.
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Re: [WIP] Derro Savant [CC Welcome]

Post by Boneguard »

1st update done.

Modified the format
Added a description (to be expended)
Added some proficiencies
Adjusted the armour requirement to take into account, game produce and the fact they are more of a priest-like class.
Advance as Straight Fighter
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Re: [WIP] Derro Savant [CC Welcome]

Post by AuldDragon »

As I haven't gotten to Diirinka and Diinkarazan in my Monster Mythology project, I haven't solidified my own ideas for the Savant, but what I'd planned to do is make them a heavily modified form of specialty priest, and give them regularized learning of random wizard spells and sage knowledge (I've been meaning to reread Sages & Specialists to see if I could adapt rules from it).

Jeff
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Re: [WIP] Derro Savant [CC Welcome]

Post by Boneguard »

Thats another way to go and it has the potential of keeping it in line with thier priestly duty -I try for the Monster manual feel.

We also had the Savant class for AD&D 1st edition -which was more of a mage or cleric split class. in Dragon magazine 140.
Last edited by Boneguard on Mon May 13, 2013 10:19 pm, edited 2 times in total.
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Re: [WIP] Derro Savant [CC Welcome]

Post by AuldDragon »

Boneguard wrote:Thats another way to go and it has the potential of keeping it in line with thier priestly duty -I try for the Monster manual feel.

We also had the Savant class for AD&D 1st edition -which was more of a mage or cleric split class. in Dragon magazine 140.
I definitely would not use any existing Savant classes, as they're not the same thing (ditto for Aboleth Savants). The idea would be to regularize the progression of what is described in the Monstrous Manual.

Jeff
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Re: [WIP] Derro Savant [CC Welcome]

Post by Boneguard »

The only thing I might use from the Savant Class is the Field of Study. They have a nice comprehensive list, that should help -as Derro Savant and Savant-apprentice have 1 or several field of knowledge.

Edit:
2nd update
- Adjusted the stat -dropped the Dex requirement, increase the charisma, added wisdom.
- added Aklys as weapon
- addes extra nonweapon that would fit.
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Derro Savant -COMPLETED VERSION HERE-

Post by Boneguard »

Initial Draft (V2.3) done:

Savant
Description:
The Derro Savants are a rare type of derro who is able to cast arcane spell –this power deriving from their God Diirinka. They are member if the societies highest Caste and are feared and renowned for their knowledge and magical ability.
Role: The Savants are the Lorekeeper and unconditional leader of Derro Society. they play a role in Derro Society similar to the one played by Priest in other culture although few Religious Rite are perform, they speak in Diirinka’s name and bring their God’s Will into Derro society.
Every 20 year or so, they are the one who send the Derro into a Uniting War –an all-out war of cleansing in the name of their God. Although unwinnable, it removes the weakest element of the society and attracts slaves as well as adventurers with lots of magical items to add to their Treasuries.
Requirements: Str 9*, Int 12* Wis 10 Cha 12 (*Prime requisite)
Secondary Skill: Scribe
Weapon proficiencies:
Bonus: None
Required: Secari (dagger)
Recommanded: Hook-fauchard, Derro repeating crossbow, spiked buckler, Aklys.
Forbidden: Spear and military pick (unless of noble family).
Nonweapon proficiencies:
Bonus: Spellcraft, Blindfighting
Required: Religion, Reading/Writting [Derro]
Recommanded: Venom Handling, trap-building (as per thief), endurance, Sound analysis, Fungus Recognition, underground survival, underground navigation, alertness, herbalism, alchemist, Torture.
Equipment: A Savant will always carry a secari, some kind of lore book as well as one or several of the magical items available.
Special Benefits:
- At 1st level, they gain hit point for exceptional constitution as per regular fighter; can have access to Mage proficiencies at no extra cost and use the best of Fighter or Mage Saving throw.
- At 1st level, they can also use any weapon or magical item.
- At 1st level, they can instinctively Comprehend language and Read Magic as per the spell.
- At 3rd level, they gain their 1st Field of Study
- At 4th level, they gain spell Casting (Casted as per a 12th level Mage). As a Student Savant,they can only cast 1d3 spells that are randomly selected and usable once a day.
- Any time after he reached his 5th level, the Student can become a Savant. As a Full Savant, they can cast 1d4+5 spell randomly selected once a day
- Upon becoming a Full Savant, they can learn up to 2 more Field of Study if they so wish.
Special Hindrances:
- Although fighters, Savant gains 1d8 hit point per level as a cleric do and they cannot gain weapon specialisation.
- Like all Derro, they can wear armour but are limited to Derro armour (either Studded (7) or Heavy Hide (5))
- A Student Savant is limited to the 5th level (can advanced to 6th with a Str and Int of 14-15 and to 7th level with Str and Int of 16-17)
- A Savant is limited to the 6th level (can advanced to 7th with a Str and Int of 16-17 and to 8th level with Str of 17 and Int of 18)
- As Religious Leader and Conduit of their God, all Savants must follow the Teaching of Diirinka
Wealth Option: Standard for fighter
Race allowed: Derro only. (Can also be applied to Krynn's Theiwar, Zhakar, Dewar and Vrakar)
Last edited by Boneguard on Wed Jul 08, 2015 11:59 pm, edited 7 times in total.
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Re: [See post 7] Completed Derro Savant [CC Welcome]

Post by Boneguard »

Did a couple updates

V2.1
- Added some base requirement for a Savant Apprentice to become a full Savant. (if he has a strength of 14 or higher and an intelligence of 15 or higher)
- Adjusted the max level Stat's requirement
- Fixed a couple typos


I'm revisiting my Savant as I'm planning to add it to my Ravenloft Domain. So any CC would be apprenciated.

@AuldDragon
I'm really looking forward for the update of the missing demihuman deities and your take on the Derro Savants.
Last edited by Boneguard on Wed Jul 08, 2015 11:58 pm, edited 2 times in total.
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Re: NEW POLL- Completed Derro Savant [Post 7 - CC Welcome]

Post by Boneguard »

I've added a poll, to see what you think about it.

The Completed version is in post 7 and any comments, constructive criticisms or or suggestions are welcome.
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Re: NEW POLL- Completed Derro Savant [Post 7 - CC Welcome]

Post by Boneguard »

Quick edit

V2.2

Added a wisdom and a charisma threshold to the Strength and wisdom one to become a Full-fledge Savant. Only the best, smartest, most cunning and better connected one can be selected. (a wisdom of 14 or higher and a charisma of 15 and higher)
Last edited by Boneguard on Wed Jul 08, 2015 11:58 pm, edited 1 time in total.
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Re: NEW POLL- Completed Derro Savant [Post 7 - CC Welcome]

Post by Boneguard »

Here is an idea on which I'd love to get your opinion.

Rather then imposing higher limits to the Savant, what if I kept it as is (str 9, wis 10, int and cha 12) and instead allow a Derro that meet the strength and intelligence requirement ( but not the wisdom or charismatique one) to become but remain an apprentice...without changing the exceptions requirements to advance beyond 5th level.

What do you think?
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Re: NEW POLL- Completed Derro Savant [Post 7 - CC Welcome]

Post by AuldDragon »

Boneguard wrote:Here is an idea on which I'd love to get your opinion.

Rather then imposing higher limits to the Savant, what if I kept it as is (str 9, wis 10, int and cha 12) and instead allow a Derro that meet the strength and intelligence requirement ( but not the wisdom or charismatique one) to become but remain an apprentice...without changing the exceptions requirements to advance beyond 5th level.

What do you think?
As they're sage-types, I would have them be a subclass/kit/etc. of either wizards or priests. Intelligence and Wisdom should be their Prime Reqs, with a minimum of a 14 or 15 Int, and perhaps something like a 12 for Wisdom. I don't see a need to require Strength or Charisma. I don't think there should be separate requirements for the apprentices; the apprentices should just be lower level characters in the class.

Jeff
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Re: NEW POLL- Completed Derro Savant [Post 7 - CC Welcome]

Post by Boneguard »

The strength requirement was because I'm making it as a fighter kit. Granted, if I shift it to the wizard or priest class, it becomes moot. The charisma requirement is to represente their role as leader. Savant are both a communauty and military leader so I figured a fighter charisma would be required.

I start toying with the idea of different stats between the Student Savant and Savant after reading the Derro MC sheet again as the ratio Student Savant : Savant is qui te high in favor of Student Savant. As well as the rage of level: 4 to 7 for Student Savant and 5 to 8 for Savant which seems to indicate that a lot of Derro never graduate.
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Re: NEW POLL- Completed Derro Savant [Post 7 - CC Welcome]

Post by Boneguard »

Here's an alternate version for the Derro Savant. This time as a specilaty Priest class as oppose to a kit.

Specialty Priests (Savant)
REQUIREMENTS: Intelligence 14, Wisdom 10, Charisma 12
PRIME REQ.: Intelligence, Wisdom
ALIGNMENT: CE
WEAPONS: Secari (dagger), Hook-fauchard, Derro repeating light crossbow, spiked buckler, Aklys. Spear and military pick (Only allowed if the children of leader’s (10% chance)).
ARMOR: Derro Studded (7), Derro Scaled leather (6), Derro Heavy Hide (5), Derro Heavy (Brigandine) Armour (4), Buckler
MAJOR SPHERES: N/A
MINOR SPHERES: N/A
MAGICAL ITEMS: Any potion, any scroll, any wand, rod and staff, ring of fire resistance, invisibility, protection, spell storage, Studded leather, any shield, any sword up to +3, bracer of defence, brooch of shielding, cloak of protection, any miscellaneous weapon, bag of beans, bag of tricks, boot of levitation
REQ. PROFS: Religion, Reading/Writing [Derro]
BONUS PROFS: Spellcraft,
- Savants can only be Derro
- Savants are not allowed to multiclass.
- Savants cannot turn or command undead
- Savants can have access to Wizard proficiencies at no extra cost.
- Savants use the best of Priest or Wizard Saving throw.
- Savants always cast spell as if they were a 12th level Mage.
- The Savants maximum level is 8th. Students are artificially limited at their 7th level.
- As Religious Leader and Conduit of their God, all Savants must follow the Teaching of Diirinka
- At 1st level, Student Savants must learn the use of the Secari.
- At 1st level, Student Savants can instinctively Comprehend Language and Read Magic as per the 1st level wizard spell.
- At 3rd level, Student Savants gain their 1st Field of Study.
- At 4th level, Student Savant gain spell casting, they can only cast 1d3 spells that are randomly selected and usable once a day. If they have less than 3 spells, they can petition for more spells upon gaining a new level (with a limit of 1 spell per attempt). To convince a Savant to grant them more magical knowledge they must successfully roll less or equal to their Intelligence + Level + Charisma Reaction modifier on a percentile dice.
- Upon reaching his 5th level, the Student Savant could become a Savant. His chance to be selected for this equal or less to sum of his Intelligence + wisdom + Charisma on a percentile dice. If he fails to be promoted at this point, he will always remain a Student Savant.
- At 5th level, Savants can cast 1d4+5 spell (including those learned as a Student) randomly selected once a day. If they have less than 9 spells, they can petition for more spells upon gaining a new level (with a limit of 1 spell per attempt). To convince a Savant to grant them more magical knowledge they must successfully roll less or equal to twice their Intelligence + Level + Charisma Reaction modifier on a percentile dice.
- At 5th level, Savants learn up to 2 more Field of Study if they so wish.

Spells available (d20)
1. Affect Normal Fires (W1)
2. Light (W1)
3. Anti-Magic shell (W6)
4. Lightning Bolt (W3)
5. Blink (W3)
6. Minor Creation (W4)
7. Charm Person (W1)
8. Paralysation (W3)
9. Cloudkill (W5)
10. Repulsion (W6)
11. ESP (W2)
12. Shadow Magic (W5)
13. Hypnotic Pattern (W2)
14. Spider Climb (W1)
15. Ice Storm (W4)
16. Ventriloquism (W1)
17. Invisibility (W2)
18. Wall of Fog (W1)
19. Levitate (W2)
20. Wall of Force (W5)

Paralyzation (Illusion/Phantasm)
Level: 3 Components: V, S Range: 10”/level Casting Time: 3 Duration: Special Saving Throw: Neg. Area of Effect: 20" x 20" area
Explanation/Description: The paralyzation spell enables the spell caster to create illusionary muscle slowdown in creatures whose combined hit dice do not exceed twice the total level of experience of the Illusionist. If the recipient creatures fail their saving throws, they become paralyzed, and a dispel illusion or dispel magic spell must be used to remove the effect, or the Illusionist may dispel it at any time he or she desires.
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