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General Tabletop Discussion
*Dungeons & Dragons
Two New Aptitudes for the Savant Class
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<blockquote data-quote="Mike Myler" data-source="post: 7768818" data-attributes="member: 6726030"><p>Aye that's intentional. The more powerful tricks require a bonus action to activate. There's an assumption that a savant will always have a trick prepared, and so the use of the more potent ones (prepare -> activate) is drawn out (no pun intended). </p><p></p><p></p><p></p><p>That is an <em>excellent </em>suggestion and I'm changing the PDF now. Thank you! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p></p><p>The latter! <em>*fixes*</em></p><p></p><p></p><p></p><p>It should include the ability for them to move (add "and move up to their speed" to the end of the sentence). </p><p></p><p></p><p></p><p>Yup! It's like <em>revivify </em>but requires a roll and doesn't expend a personal resource (it is 1 successful resuscitate per customer though).</p><p></p><p></p><p></p><p>It is the intent, aye. Figuring out what a bugbear is capable of needs to be easier than figuring out the same for an ancient gold dragon. Savants get feat slots like anybody else though so if they want to pop up Perception there are opportunities to do it (and Coordinators get Expertise).</p><p></p><p></p><p></p><p>I'm looking around in the PDFs and I'm not sure what you mean by Uncanny Healing. The only "Uncanny ___" thing is Uncanny Immunity which is complete disease and poison immunity (including magical stuff which Exposure Immunity doesn't protect against).</p><p></p><p>Thank you for the feedback it is super useful. Sounds like you generally are digging in too and I am 100% for that <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Mike Myler, post: 7768818, member: 6726030"] Aye that's intentional. The more powerful tricks require a bonus action to activate. There's an assumption that a savant will always have a trick prepared, and so the use of the more potent ones (prepare -> activate) is drawn out (no pun intended). That is an [I]excellent [/I]suggestion and I'm changing the PDF now. Thank you! :D The latter! [I]*fixes*[/I] It should include the ability for them to move (add "and move up to their speed" to the end of the sentence). Yup! It's like [I]revivify [/I]but requires a roll and doesn't expend a personal resource (it is 1 successful resuscitate per customer though). It is the intent, aye. Figuring out what a bugbear is capable of needs to be easier than figuring out the same for an ancient gold dragon. Savants get feat slots like anybody else though so if they want to pop up Perception there are opportunities to do it (and Coordinators get Expertise). I'm looking around in the PDFs and I'm not sure what you mean by Uncanny Healing. The only "Uncanny ___" thing is Uncanny Immunity which is complete disease and poison immunity (including magical stuff which Exposure Immunity doesn't protect against). Thank you for the feedback it is super useful. Sounds like you generally are digging in too and I am 100% for that :D [/QUOTE]
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Two New Aptitudes for the Savant Class
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