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The Savant - Xoth

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<strong>The</strong> <strong>Savant</strong>: A variant Scholar class for the Conan RPG<br />

made after a time of study. <strong>The</strong> check DC<br />

and study time is determined by the<br />

Game Master. As a guideline, use a DC of<br />

20 + minimum caster level (determined by<br />

the spell’s prerequisites), and a study time<br />

of 1d4 weeks per two minimum caster<br />

levels (minimum 1 week).<br />

Ancient scrolls or guidance by a teacher<br />

provide bonuses to the Knowledge<br />

(arcana) check. Writings from the age of<br />

Atlantis provide a +8 bonus, while writings<br />

from the age of Acheron and Old Stygia<br />

provide a +6 bonus. A teacher provides a<br />

+1 bonus per five savant levels or demonic<br />

hit dice (maximum +4). <strong>The</strong>se bonuses do<br />

not stack; use only the highest bonus.<br />

For example, a scroll with the Dread<br />

Serpent spell found in an Old Stygian<br />

tomb has a Knowledge (arcana) DC of 28<br />

(minimum caster level 8) and takes 4d4<br />

weeks to study. Its age grants a +6 bonus<br />

to the savant’s skill check. If the spell was<br />

instead taught to an acolyte by a 10thlevel<br />

high priest, he would grant a +2<br />

bonus to the student’s skill check.<br />

In cultures where formal written languages<br />

do not exist (such as in parts of the Black<br />

Kingdoms), spells are written down and<br />

learned using pictograms and arcane<br />

symbols, so the same rules apply.<br />

Once learned, the savant does not need<br />

to study the written spell to cast it, but if<br />

required he can recreate a written copy<br />

from memory. Such copies do not provide<br />

any bonuses to students trying to learn the<br />

spell, so for this reason ancient scrolls are<br />

more prized than more recent copies.<br />

If the savant fails the Knowledge (arcana)<br />

check to learn the spell, the study time is<br />

wasted and he must wait until he gains a<br />

new level before he can attempt to learn<br />

it again. <strong>The</strong> savant cannot take 10 or 20<br />

on the Knowledge (arcana) check to<br />

learn a spell. During the study time, he<br />

must devote at least 8 hours per day to<br />

study, but can otherwise act freely for the<br />

remainder of that day. <strong>The</strong> total study<br />

period does not need to be continuous;<br />

for example, the savant can study a new<br />

spell for two weeks, then take a break for<br />

five weeks, and then continue where he<br />

left off.<br />

Pact: A savant who makes a pact with a<br />

demonic entity or other dark force to<br />

learn sorcery is in a very similar state to<br />

that of an acolyte to a sorcerers’ ring or<br />

coven, since he is often effectively in thrall<br />

to the source of his knowledge. He has a<br />

lot more choice as to what he learns;<br />

however, the master has no human<br />

compunctions to prevent him from forcing<br />

the poor savant to perform the direst of<br />

acts.<br />

Furthermore, he will begin the game at<br />

least somewhat corrupt, for no truly<br />

decent sorcerer makes pacts with de-<br />

Page 4<br />

mons. A savant with a pact begins the<br />

game with a Corruption of 1.<br />

At 1st level, he must choose the New<br />

Sorcery Style: Summoning and the spell<br />

Demonic Pact. He may choose either to<br />

do his own researches, in which case he<br />

must find and learn spells as though he<br />

were an independent, or else risk further<br />

Corruption by calling up the entity with<br />

whom he has the pact once more. If he<br />

does the latter, he may freely choose<br />

which style or spell he learns, so long as it is<br />

one the entity knows, but he must also<br />

make a Corruption check for dealing with<br />

the demon once more.<br />

A savant with a pact also starts the game<br />

with one additional bonus language<br />

available, as well as those offered him by<br />

his race. This is Demonic. He must expend<br />

a language slot as usual to learn to speak<br />

it.<br />

<strong>The</strong> Game Master is always free to rule<br />

that player character savants may not<br />

begin the game with a pact. This is particularly<br />

appropriate in short-term or oneoff<br />

campaigns, where the natural disadvantage<br />

of the pact savant (namely the<br />

Corruption he gains, which will someday<br />

almost certainly doom him, one way or<br />

another) may have little impact on play.<br />

This background is better balanced for<br />

longterm campaigns, offering immediate<br />

power at the cost of one’s soul, or worse.<br />

Lay Priest: <strong>Savant</strong>s who choose the lay<br />

priest background are attached to a<br />

temple for purposes of study but with little<br />

or no religious authority. If they wish, they<br />

can work their way up to the position of<br />

fully ordained priest (see the Feats chapter),<br />

which brings with it a number of<br />

benefits and responsibilities.<br />

Priests, whether they are lay priests or fully<br />

ordained, do not usually have access to<br />

sorcery at all; if they do, it is most commonly<br />

some form or other of countersorcery<br />

with which to combat evil cults.<br />

<strong>The</strong> precise nature of each priest and<br />

which magical abilities (if any) are available<br />

to him will vary depending on both<br />

the deity he worships and his own honesty<br />

– or lack of it.<br />

Priests are treated as acolytes in that they<br />

must gain sorcery styles known to their<br />

religion. <strong>The</strong>y do not usually need to learn<br />

their styles in a specific order but in most<br />

cases their religion will offer only a very<br />

limited selection of styles in the first place.<br />

Most higher-level priests have either<br />

conducted independent studies themselves<br />

in secret, or have even more<br />

secretly made a pact with a demon or<br />

joined a sorcerous society.<br />

<strong>The</strong> shamans found in barbaric regions<br />

such as the Pictish Wilderness can usually<br />

be treated as lay priests. A shaman might<br />

have the Priest feat but will not have had

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