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The Sage - A new base class

Ahnehnois

First Post
Sage

The sage is a wandering master; an adventurer whose knowledge and ingenuity allow him to survive in a world of mighty warriors, spellcasters of terrible power, and monsters that only he has enough knowledge to identify. The sage learns how to fight and how to survive (among many other things), and he uses his wits to help him travel and adventure in search of knowledge and enlightenment.
Adventures: Sages adventure as a lifestyle. They are always in search of knowledge, from must old, musty tomes to the current state of the world to whatever tricks of survival anyone can teach them. Personal gain in terms of wealth and power is not the goal of a typical sage, but the sage can certainly live with the idea of getting the cash to build a library and retire.
Characteristics: The sage is not a “tough” character in the normal sense, and although he can fight well in a pinch, he doesn’t have the combat skill of a fighter, the powerful rage of a barbarian, or the deadly sneak attack of a rogue. What he does have is a great and versatile set of skills, complimented by a number of abilities that allow him to use his mental prowess to supplant his average physical combat abilities. Sages also focus on knowledge more than any class, and can recall an amazing number of eclectic facts at will.
Alignment: Sages are more out to learn about the world than to make moral judgments, and thus they tend to be neutral.
Religion: A sage learns about many religions, but sages are not especially religious overall. Those that do worship a god usually pick one associated with knowledge or wisdom.
Background: The path of the sage does not require a teacher; many sages are simply attentive individuals who try to learn all they can to help their personal growth. Others were mentored; often by other sages, loremasters, wizards, or clerics. A few belong officially to organizations devoted to knowledge, and strike out into the wilderness to add to the collection of tomes and scrolls in the keeps of knowledge they leave behind.
Sages usually respect all people and things, but they particularly respect each other. Knowledge is power, and no one stands to gain more knowledge than a sage working with someone else who shares his opportunistic and innately curious bent.
Races: Humans, with their general adaptability, make great sages. Elves live long enough to gain great knowledge, and those who do not pursue magic or archery may find the path of the sage attractive. Dwarves and gnomes are also long-lived, and there are some who wander the mountains learning the lore of the underground, and of dragons. Halflings are sometimes sages, but are more likely to become rogues, due to their emphasis on athleticism and stealth. Half-elves are sometimes sages but usually place more emphasis on diplomatic skills than eclectic knowledge. Half-orcs are rarely sages, due to their lack of focus and inability to learn complex information.
Sages are exceedingly rare among the savage races, who value combat prowess higher than cleverness and skill.
Other Classes: Sages have a lot in common with wizards, and they often exchange books (although the wizard’s spellbook is too involved for the sage’s taste). Sages can also learn survival tricks from the rogue and the bard, and they love to ask the druid and the ranger about secrets of the wild. Sages admire fighters and barbarians, due to their amazing ability to win the fight with skill and without magic, and they try to pick up a few combat tricks from anyone who will teach them.
Role: The sage is a well of knowledge and a master of skills. Although he is not the prototypical scout, he may fill that role as well. A charismatic sage can make an excellent leader who knows what to do in any situation.
In combat a sage’s first goal is to survive, and his best powers are defensive-minded. Although he does fight passably well and may choose to specialize in a particular weapon, the sage must usually rely on his instinct and ingenuity to win the day.


Game Rule Information
Abilities: Sages depend on intelligence, both for vital skill points and for cleverness in combat. Wisdom powers many of the sage's special abilities and class skills and is also important. Being generalists, sages can benefit from having a good score in any ability. Charisma enhances some important sage skills, dexterity makes the sage a good archer and improves his armor class. Constitution bolsters the sage's weak hit die and fort save to keep him alive. Strength makes the sage a force in melee and allows him to carry more gear.
Alignment: Any.
Hit Die: d6.
Starting Gold: 6d4x10 gp

Class Skills
The sage treats the following skills as class skills:
Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
In addition, the sage may choose any two other skills to add to his class skill list. These must be chosen when a character first takes the sage class and may not be changed afterward.
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.


Base Attack: Medium (As rogue)
Saves: Good Will; Bad Fort and Ref

Level Special
1st Bonus language, lore, specialty, willpower
2nd Sage information, weak spot (+1)
3rd Defensive insight
4th Bonus feat
5th Bonus language, combat cunning
6th Fast movement +5 ft.
7th Skill focus
8th Sage advice, weak spot (+2)
9th Skill mastery
10th Bonus feat, bonus language
11th Think fast
12th Endurance
13th Skill focus
14th Sage’s intellect, weak spot (+3)
15th Bonus language, greater defensive insight
16th Bonus feat
17th Greater combat cunning, slippery mind
18th Fast movement +10 ft.
19th Skill focus
20th Bonus language, sage’s intuition, weak spot (+4)



Class Features
All of the following are class features of the sage.
Weapon and Armor Proficiency: A sage is proficient with all simple weapons, and he may be proficient with another weapon as well (see Specialty below). Sages are proficient with light armor, but not with shields.
Bonus Language: At 1st level, and at every 5th level, the sage learns a new language of his choice.
Lore: A sage may make a special lore check with a bonus equal to his sage level + his Intelligence modifier to see whether he knows some relevant information about local lore or adventurers’ legends. (If the sage has 5 or more ranks in Knowledge (history), he gets a +2 bonus on the check.) Lore stacks with bardic knowledge and other similar abilities, add all the appropriate class levels together to determine the check bonus.
A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. A sage may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority; common legends of the local population.
20 Uncommon but available, known by only a few people.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
Specialty: At 1st level, a sage chooses any Armor Proficiency, Exotic or Martial Weapon Proficiency, Shield Proficiency, Weapon Focus (any weapon), or Skill Focus feat as a bonus feat. He may ignore the base attack bonus prerequisite if he chooses an Exotic Weapon Proficiency or Weapon Focus feat, but otherwise must meet prerequisites normally.
Willpower (Ex): Once per day, the sage can gain a bonus to any one skill check or saving throw equal to his wisdom bonus (if any).
Sage Information (Ex): By 2nd level, a sage is an expert at using his cleverness to find out things he doesn’t already know. He may use his intelligence modifier for Gather Information checks, instead of his charisma modifier. If the sage has the Skill Focus: Gather Information feat, he can add his intelligence and charisma modifiers, if they are both positive.
Weak Spot (Ex): A sage may study any creature for one round (studying requires a standard action, so the sage can still move his speed, but only one creature may be studied at a time, and this requires the sage to be able to observe the creature clearly, so an invisible creature cannot be studied). After studying the creature for one round, the sage may make a knowledge check in the skill that would be used to identify the creature (nature for animals, dungeoneering for aberrations, etc.), with a DC of 10+the creature's hit dice. If the check succeeds, the sage gains a +1 insight bonus to attack and damage rolls against the creature for a number of rounds equal to 1d6 plus the sage’s wisdom modifier minus the target creature’s wisdom modifier (minimum 1 round). After this time has expired, the situation changes somewhat, but the sage can retain the bonus for another 1d6 rounds (modified by the sage’s and the target’s wisdom modifiers, as above) by making another knowledge check (at the same DC). The sage can continue to make checks each time the duration expires at the same DC.
If, at any point, the knowledge check fails, the sage must study the creature again to regain the bonus.
The insight bonus gained may increase by +1 for every 6 levels the sage has beyond 2nd. For each five points by which the sage exceeds the knowledge check DC, the attack and damage bonus increases by +1, up to the maximum indicated by the sage's level. If the sage retries the check when the duration expires, recalculate the bonus granted according to the new result.
He can grant the same attack and damage bonuses to a number of allies equal to his charisma bonus by communicating this weakness to them, but only if the ally can understand him (granting the bonus is language-dependent). If the sage stops communicating the nature of the weak spot for any reason, his allies lose the bonus immediately.
The sage can only gain the bonus against one creature at a time. To find a weak spot in another creature or during another encounter, the sage must study the target and roll a new check. However, the DM may award a circumstance bonus if the character is especially familiar with the creature in question. He must continue observing the target to gain the bonus; if he loses sight of the creature or decides to stop observing it he loses the bonus and must study a creature normally to begin using this ability again (any allies who have gained the bonus lose it as well).
The DM may alter the effects of finding a weak spot for unusual creatures or situations.
Defensive Insight (Ex): At 3rd level and beyond, the Sage applies his wisdom bonus (if any) as an insight bonus to AC against a single opponent. For the bonus to apply, the Sage must be unencumbered. If the Sage uses armor, the insight bonus cannot surpass the armor’s maximum dexterity bonus. Any time the Sage would lose his dexterity bonus to AC, he loses this bonus as well.
The sage can choose an opponent to apply the bonus to as a free action, similar to the Dodge feat (if the sage has this feat, he need not apply it and defensive insight to the same creature).
Bonus Feats: At 4th level and every 6 levels thereafter, the sage gains a bonus feat. The feat may be any feat for which the sage qualifies. These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
Combat Cunning (Ex): When a sage of 5th level or higher fights with a light weapon, a weapon that can be used with the weapon finesse feat, or unarmed, he may choose to add one-half his intelligence bonus (if any) in place of the usual ability modifier (strength or dexterity) to the attack roll. If the sage has the weapon focus feat for the weapon (or for unarmed combat), he adds his full intelligence bonus.
This ability cannot be used if the sage wears medium or heavy armor or if he carries a medium or heavy load.
Fast Movement (Ex): A traveler at heart, the sage is light on his feet, gaining a +5 ft. enhancement bonus to his land speed at 6th level. This bonus does not apply if the sage wears medium or heavy armor or carries a medium or heavy load. At 18th level, the bonus is +10 ft.
Skill Focus: At 7th, 13th, and 19th level, the sage gains a bonus Skill Focus feat for any intelligence, wisdom, or charisma-based skill.
Sage Advice (Ex): At 8th level, the calm serenity and knowing face of the Sage inspire others to trust and believe in his words: lies and deceptions or calls for friendship. When using the Bluff or Diplomacy skill, the sage may substitute his wisdom modifier for his charisma modifier, if it is better. If he has the Skill Focus feat for the skill in question, he adds his wisdom and charisma modifiers to the check, if they are both positive.
Skill Mastery: At 9th level, the sage becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions.
Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so.
Think Fast (Ex): At 11th level and higher, a sage’s quick wits and instincts allow him to add his wisdom bonus (if any) to initiative checks and reflex saves (his dexterity modifier applies, as normal).
In addition, a sage can add his wisdom bonus to any ally’s reflex save, as long as the ally is within reach (effectively “threatened” in melee by the sage). To grant this bonus to an ally, the sage and the ally he is helping must both be aware of the attack. He cannot grant the bonus if he the ally has lost his dexterity bonus to AC.
Endurance: After spending some extended time on the road, the sage develops the needed stamina for prolonged travel, gaining Endurance as a bonus feat at 12th level.
Sage’s Intellect (Ex): At 14th level, the sage’s cunning aids his common sense. He applies his intelligence bonus (if any) to wisdom checks, and to any wisdom-based skill for which he has the Skill Focus feat.
Greater Defensive Insight (Ex): At 15th level, the insight bonus to AC applies against all opponents. It still does not function if the sage loses his dexterity bonus to AC.
Greater Combat Cunning (Ex): A 17th level sage can add his full intelligence bonus to any attack, replacing the usual ability modifier. When using a weapon for which he has the weapon focus feat, he also adds his intelligence bonus to the damage roll (the damage bonus doesn’t apply if the target is immune to critical hits).
Slippery Mind (Ex): This ability, gained at 17th level, represents the sage’s ability to wriggle free from magical effects that would otherwise control or compel him. If a sage with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
Sage’s Intuition (Ex): At 20th level, the Sage’s instinct fully synergizes with his intellect. He adds his wisdom bonus (if any) to intelligence checks, lore checks, and to all intelligence-based skills for which he has the Skill Focus feat (still adding the intelligence modifier, as normal).



New Sage-Related Feats:

Improved Skill Mastery [General]
You have mastered using even more skills while under stress.
Prerequisite: Skill Mastery class ability
Benefit: Select a number of skills equal to 3+your intelligence modifier that you have not already chosen for your Skill Mastery ability. When using these skills, you gain the benefit of Skill Mastery, and may take 10 on checks in these skills even when stress or distraction would normally prevent you from doing so.
Special: This feat may be selected multiple times. Each time it applies to different skills.

Knowledgable [General]
You know a broad variety of specialized information.
Prerequisites: 6 ranks in at least three different Knowledge skills, Int 17+
Benefit: You gain a +1 bonus to checks for all categories of Knowledge in which you are trained.

Obscure Knowledge [General]
You have learned many little-known legends and facts.
Prerequisite: Lore class ability
Benefit: You gain a +3 bonus on all lore checks.

Trapfinder [General]
You are experienced at detecting hidden traps.
Prerequisites: Search 4 ranks, Intelligence 13+
Benefit: You gain the trapfinding ability of a rogue, which allows you to use the search skill to find traps with a DC higher than 20.

Versatile [General]
You have a variety of unusual skills.
Benefit: Choose any two skills. These skills are always considered class skills for all class levels you take.
Special: This feat may be taken more than once. Each time, it applies to two different skills.
 
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Ahnehnois

First Post
This is a class I made up. The point is to be an int/wis character without being a caster. Mechanically, this is a skill-master class, with a bunch of other abilities. It became the ability-substitution class, using int and wis for everything.

This has nothing to do with the rules advice guru at WOTC

Opinions? Suggestions?
 

tjoneslo

First Post
Just because I can no longer resist, using the Class Construction Guide:

Sage: Hit Dice D6 (30), 8 Skill points per level (40), 46 class skills (20), Moderate BAB (45), one good save (24), simple weapons (10), light armor (2), four bonus languages (1), Lore (2), Speciality (2), willpower (2), Endurance (2), Sage Information (2), Defensive Insight (2), three bonus feats (6), clever combat (2), weak spot (4), mettle (2), sage advice (2), skill mastery (6), Think fast (2), Watch Out (2), Fortified Will (2), Greater Defensive Insight (2), greater clever combat (2), Sage Aid (2), slippery mind (2), Sages Intuition (8). Total 228

This is a little above the average for the core classes, but very much within the range. A well balanced class.

I would like to see more abilities like sage advice and sage's intuition and fewer of the combat enhancements, but that's just me.
 

Undead Lincoln

First Post
I'd allow it in a game I ran. There need to be more skill based characters than rogues.

I have a couple of suggestions though. The courtier, from OA, had an ability. that whenever they took skill focus in an intelligence, wisdom, or charsima based skill they increased the bonus by +2. That seems to fit the flavor of the sage quite well, and it provides an incentive to take skill focus. It also is less clunks than sage advice and similar abilities.

Mettle seems out of flavor for fortitude saves.

If you use the medium save progression in your game, I might give them medium fortitude and reflex saves.

Sage aid seems very weak. It might be better to make the bonus +1 per 5 points of the check instead of +2, and allow them to use the aid another action on any creature they can communicate with. This means that to help the fighter against the dragon they don't need to get close enough to get eaten themselves.

I have doubts about this class, and I'd have to see it in play before I could be sure. Does it has too many defensive abilities and too little it can do? Although most of its abilities are combat related, it has less offensive power than any other core class. Spellcasters have big flashy spells. Barbarians, paladins and rangers have nice special abilities and good BAB. Fighters have tons of feats. Rogues have sneak attack. Monks have mobility and lots of attacks. Bards are probably the closest to this class in power, but they have useful spells and bardic music. Is the sage going to be able to make a contribution in combat on par with any of these other classes?
 

Jdvn1

Hanging in there. Better than the alternative.
... I really like the idea for the class, though. I'd make the skill points 6+ instead of 8+. If you're planning for an Int/Wis type character, then they'll have a lot of skill points anyway.
 


Ahnehnois

First Post
I would like to see more abilities like sage advice and sage's intuition and fewer of the combat enhancements, but that's just me.
I have doubts about this class, and I'd have to see it in play before I could be sure. Does it has too many defensive abilities and too little it can do? Although most of its abilities are combat related, it has less offensive power than any other core class. Spellcasters have big flashy spells.
Um, I'll just upgrade everything. (Actually I am revising a bunch of stuff).

Sage aid seems very weak. It might be better to make the bonus +1 per 5 points of the check instead of +2, and allow them to use the aid another action on any creature they can communicate with. This means that to help the fighter against the dragon they don't need to get close enough to get eaten themselves.
Originally it was a low-level ability, but I switched it with Weak Spot because I liked that so much. I will take a look at it.
Mettle seems out of flavor for fortitude saves.
You're right, I'll rethink that too.

If you use the medium save progression in your game, I might give them medium fortitude and reflex saves.
I would give them medium ref (they used to have good ref and evasion and stuff). However, until the medium save becomes "official" I prefer to stay away from it to avoid alienating people who don't like it. I would not give them medium fort. The whole concept is "smart, but not tough" and I tried to avoid anything that might constitute toughness in the abilities (which is why I'd rethink Mettle).

I'd make the skill points 6+ instead of 8+. If you're planning for an Int/Wis type character, then they'll have a lot of skill points anyway.
I don't see the fact that they will have high Int as a reason to lower their skill points (no, I don't like the design of the wizard). These guys have to put a bunch of points in knowledge before they even start worrying about everything else, unlike a comparable rogue. I think that evens things out. Even with 8+int, I see the sage running out of points real fast, because he must depend on so many skills.

"Clever Combat" should be able to apply to a weapon the Sage picks as his "Specialty."
It does if you take Weapon Focus. If you choose a defensive/skill specialty, no help there. If you choose a martial or exotic weapon, you must blow another feat for focus (which is fine by me because I don't want sages running around with spiked chains anyway). It applies partially to any weapon, weapon focus just helps. And yes, I think "Clever Combat" sounds silly, but all the good names I could think of were already taken.


I will revise several abilities this afternoon, partially based on the various advice. Thanks for posting everyone! :D
 

Ahnehnois

First Post
Numerous revisions. Updated and moved up Weak Spot to improve offense. Added bonus feats and took away mettle. Changed think fast to use wis mod. Rewrote sage intellect and sage intuition abilities. Removed sage aid altogether. (could reinsert an improved version at one of the weaker high levels).

What do you think of the revisions?

EDIT: Added fast movement to enhance "traveler" feel and to give the sage yet another reason not to wear heavy armor.
 
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Ahnehnois

First Post
More revisions. Reduces the class skill list, moved some abilities around, revised some flavor text. I'm pretty close to being satisfied with this class.

Any last opinions?
 

Ismaul

Explorer
As the Wizards Boards are down, I'll just continue here.

The new class skill list is much better than before. The only 3 skills that IMO are not quite suited for the Sage are Disguise, Escape Artist and Intimidate. Intimidate I'd remove without hesitation. Almost any other skill would have more sense to be there in my point of view. If I'd have to keep one of those three, I'd keep Disguise.

About Escape Artist, I was wrong with what I said about the agile group skills. It's Climb, Balance, Escape Artist and Tumble. Climb is also matched with Str-based skills, but Balance, Escape Artist and Tumble are not separated within core classes. Only Bards, Rogues and Monks get them, the agile classes. Now the Sage doesn't look like he fits this archetype. I could see someone having Escape Artist without being one of the agile classes, but that would need to include Sleight of Hands, kind of a deft hands group skill. Think about it.

And Intimidate definitely has to go.


About other abilities. Clever Combat and Defensive Insight look a abit awkward now, because of half modifiers bonus.

Sage Advice gives a bonus if you already have taken a feat? never happens with a core class. Some won't gain the bonus, some will have it all. I know you have skill focus as a class feature, but this just seems odd. Sage Information mechanics is also wierd. The first part about ability substitution is fine, but the fact that he can add both abilities mods if he has Skill focus doesn't work well. Skill focus is already a bonus, why make it worth it twice? Again, keep bonuses dependant on class abilities and not on potential feats that might be taken. If you want to go this route, why not remove the skill focus part and give skill focus with a certain skill plus the possibility to add both modifiers? Seems to me right now that you remove some choices to the Sage, because by taking Skill focus in something other than Bluff, Diplomacy, Gather Information and Intimidate, he loses on class abilities. Bad design IMHO.

Slippery Mind is a bit too good here. Remember that it is given to classes that have a low Will save. Coupled with a high Will save, the Sage becomes almost invulnerable to mind-affecting effects. Doesn't seem to me like the right thing.

Watch out! is odd too. First define what is an adjacent ally. Within 30 ft, within reach? Now the really odd thing is that the Wis bonus is limited by the Cha bonus. I'd remove that altogether. Also, as things happen so fast, I don't even see how he would have time to warn his ally. Instead, change the name of the ability. Call it Predict or something. This makes more sense and adjusts that time problem, and the Cha problem too.

Solve all those problems, and you'll have a much better class mechanically.
There are other things, but I'll come to them later.
 

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