
Savant
Profession, dual-classed
A dual-classed scholar who also practices either Divine Magic or Mysticism, devoting life to knowledge or contemplation. The chosen field decides which related skills the savant may learn.
CombinesScholar
From the book
Savants join the scholar's learning to one of two fields, Divine Magic or Mysticism, giving their lives to study or to contemplating the mysteries of their faith.
Divine Magic savants are usually students of the arts and sciences tied to a church or temple, doing work such as copying or translating old texts, writing scrolls, classifying unknown birds and beasts, and mapping strange lands; they study to glorify their patron deity, sometimes live as cloistered monks or clergy, and since they can convert others some travel widely for their church; their spells come from the patron. Mysticism savants avoid civilization for the wilds, living as hermits in caves, woods or grottoes or roaming as seers and truth-seekers; they seldom join any church, pursue personal goals like inner peace, harmony with nature or enlightenment, and draw spells from their own Ki.
All savants can turn undead, and gain a set number of skills from their field's list at given levels.
Skills by level
- Level 1
- Any Single Weapon
- Read Magic (100%)
- Spell Casting
- Any 4 Related Skills
- Level 3
- Holy Items
- Any 2 Related Skills
- Level 5
- Any 2 Related Skills
- Level 7
- Scrolls
- Any 1 Related Skill
- Level 9
- Minor Magic Items
- Any 1 Related Skill
- Level 11
- Rods, Staves, Wands
- Any 1 Related
- Level 13
- Greater Magic Items
- Any 1 Related Skill
At a glance
- Minimum attributes
- INT 14, WILL 14
- Alignment
- Any (or as per patron Deity)
- Combat training
- Untrained
- Hit points per level
- 1 H.P. per point of CON, plus 2 H.P. at first level; then +2 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
- Special abilities
- Turn Undead, as a priest or mystic; Divine Magic savants can convert others to their faith, as a priest; Mysticism savants may learn any 2 Elemental Magic spells or any 2 Low Magic spells in place of one related skill (spell level set by the savant's level, never above 5th, no restricted spells)
- Fields of magic
- Divine Magic or Mysticism (choose one)
- Free skill choices
- Related skills by field: 4 at level 1, 2 at level 3, 2 at level 5, then 1 each at levels 7, 9, 11 and 13. Divine Magic list: Analyze Mixtures, Ancient Lore, Art, Cartography, Chirography, Drafting, Healing Arts, Herb Lore, Herbal Elixirs, Herbal Remedies, Horticulture, Inventing, Music, Naturalism, Theology. Mysticism list: Ancient Lore, Healing Arts, Herb Lore, Herbal Remedies, Internal Alchemy, Naturalism, Read Tracks, Stalking, Woodcraft, Martial Arts I, Martial Arts II, Zen Archery, Any 2 spells of Elemental Magic, Any 2 spells of Low Magic. Prerequisite restrictions may limit choices, except that Zen Archery may be acquired at or after seventh level.
- Restrictions
- Skill prerequisites still apply to related-skill choices (Zen Archery excepted at 7th level+); Spells taken in lieu of a skill: no higher than the savant's level allows, never above 5th level, no restricted spells
- Patron
- Divine Magic savants draw all spell casting from a patron Deity; Mysticism savants draw it from their own Ki energies, not a patron
- Divine Magic savant
- Church- or temple-linked student of the arts and sciences. Copies/translates texts, inscribes scrolls, classifies species, explores and charts lands; may be cloistered monks or clergy; can convert (as priest); spells from the patron Deity.
- Mysticism savant
- Wilderness hermit, wanderer, seer or seeker of truth. Usually no church affiliation; pursues inner peace, harmony with nature, enlightenment, nirvana, etc.; spells from own Ki; may swap one related skill for 2 Elemental Magic or 2 Low Magic spells.
The book calls savants dual-classed scholars plus Divine Magic or Mysticism; it does not name the priest or mystic as the second profession.
