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The Sage - A new base class
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<blockquote data-quote="Ahnehnois" data-source="post: 2000679" data-attributes="member: 17106"><p><strong><span style="font-size: 22px">Sage</span></strong></p><p></p><p>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.</p><p><strong>Adventures:</strong> 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.</p><p><strong>Characteristics:</strong> 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.</p><p><strong>Alignment:</strong> Sages are more out to learn about the world than to make moral judgments, and thus they tend to be neutral.</p><p><strong>Religion:</strong> 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.</p><p><strong>Background:</strong> 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.</p><p>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.</p><p><strong>Races:</strong> 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.</p><p>Sages are exceedingly rare among the savage races, who value combat prowess higher than cleverness and skill.</p><p><strong>Other Classes:</strong> 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.</p><p><strong>Role:</strong> 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.</p><p>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.</p><p></p><p></p><p><span style="font-size: 18px">Game Rule Information</span></p><p><strong>Abilities:</strong> 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.</p><p><strong>Alignment:</strong> Any.</p><p><strong>Hit Die:</strong> d6.</p><p><strong>Starting Gold:</strong> 6d4x10 gp</p><p></p><p><strong>Class Skills</strong></p><p>The sage treats the following skills as class skills:</p><p>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).</p><p>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.</p><p><strong>Skill Points at 1st Level: (8 + Int modifier) x4.</strong></p><p><strong>Skill Points at Each Additional Level: 8 + Int modifier.</strong></p><p></p><p><strong>Base Attack:</strong> Medium (As rogue)</p><p><strong>Saves:</strong> Good Will; Bad Fort and Ref</p><p></p><p><strong>Level Special</strong></p><p>1st Bonus language, lore, specialty, willpower</p><p>2nd Sage information, weak spot (+1)</p><p>3rd Defensive insight</p><p>4th Bonus feat</p><p>5th Bonus language, combat cunning</p><p>6th Fast movement +5 ft.</p><p>7th Skill focus</p><p>8th Sage advice, weak spot (+2)</p><p>9th Skill mastery</p><p>10th Bonus feat, bonus language</p><p>11th Think fast</p><p>12th Endurance</p><p>13th Skill focus</p><p>14th Sage’s intellect, weak spot (+3)</p><p>15th Bonus language, greater defensive insight</p><p>16th Bonus feat</p><p>17th Greater combat cunning, slippery mind</p><p>18th Fast movement +10 ft.</p><p>19th Skill focus</p><p>20th Bonus language, sage’s intuition, weak spot (+4)</p><p></p><p></p><p></p><p><strong><span style="font-size: 18px">Class Features</span></strong></p><p>All of the following are class features of the sage.</p><p><strong>Weapon and Armor Proficiency:</strong> 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.</p><p><strong>Bonus Language:</strong> At 1st level, and at every 5th level, the sage learns a new language of his choice.</p><p><strong>Lore:</strong> 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.</p><p>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. </p><p>DC Type of Knowledge</p><p>10 Common, known by at least a substantial minority; common legends of the local population.</p><p>20 Uncommon but available, known by only a few people.</p><p>25 Obscure, known by few, hard to come by.</p><p>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.</p><p><strong>Specialty:</strong> 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.</p><p><strong>Willpower (Ex):</strong> Once per day, the sage can gain a bonus to any one skill check or saving throw equal to his wisdom bonus (if any).</p><p><strong>Sage Information (Ex):</strong> 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.</p><p><strong>Weak Spot (Ex):</strong> 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.</p><p>If, at any point, the knowledge check fails, the sage must study the creature again to regain the bonus.</p><p>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.</p><p>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.</p><p>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).</p><p>The DM may alter the effects of finding a weak spot for unusual creatures or situations.</p><p><strong>Defensive Insight (Ex):</strong> 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.</p><p>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).</p><p><strong>Bonus Feats:</strong> 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.</p><p><strong>Combat Cunning (Ex):</strong> 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.</p><p>This ability cannot be used if the sage wears medium or heavy armor or if he carries a medium or heavy load.</p><p><strong>Fast Movement (Ex):</strong> 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.</p><p><strong>Skill Focus:</strong> At 7th, 13th, and 19th level, the sage gains a bonus Skill Focus feat for any intelligence, wisdom, or charisma-based skill.</p><p><strong>Sage Advice (Ex):</strong> 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.</p><p><strong>Skill Mastery:</strong> At 9th level, the sage becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions.</p><p>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.</p><p><strong>Think Fast (Ex):</strong> 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).</p><p>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.</p><p><strong>Endurance:</strong> 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.</p><p><strong>Sage’s Intellect (Ex):</strong> 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.</p><p><strong>Greater Defensive Insight (Ex):</strong> 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.</p><p><strong>Greater Combat Cunning (Ex):</strong> 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).</p><p><strong>Slippery Mind (Ex):</strong> 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.</p><p><strong>Sage’s Intuition (Ex):</strong> 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).</p><p></p><p></p><p></p><p><strong>New Sage-Related Feats:</strong></p><p></p><p>Improved Skill Mastery [General]</p><p>You have mastered using even more skills while under stress.</p><p>Prerequisite: Skill Mastery class ability</p><p>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.</p><p>Special: This feat may be selected multiple times. Each time it applies to different skills.</p><p></p><p>Knowledgable [General]</p><p>You know a broad variety of specialized information.</p><p>Prerequisites: 6 ranks in at least three different Knowledge skills, Int 17+</p><p>Benefit: You gain a +1 bonus to checks for all categories of Knowledge in which you are trained.</p><p></p><p>Obscure Knowledge [General]</p><p>You have learned many little-known legends and facts.</p><p>Prerequisite: Lore class ability</p><p>Benefit: You gain a +3 bonus on all lore checks.</p><p></p><p>Trapfinder [General]</p><p>You are experienced at detecting hidden traps.</p><p>Prerequisites: Search 4 ranks, Intelligence 13+</p><p>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.</p><p></p><p>Versatile [General]</p><p>You have a variety of unusual skills.</p><p>Benefit: Choose any two skills. These skills are always considered class skills for all class levels you take.</p><p>Special: This feat may be taken more than once. Each time, it applies to two different skills.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 2000679, member: 17106"] [B][SIZE=6]Sage[/SIZE][/B] 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. [B]Adventures:[/B] 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. [B]Characteristics:[/B] 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. [B]Alignment:[/B] Sages are more out to learn about the world than to make moral judgments, and thus they tend to be neutral. [B]Religion:[/B] 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. [B]Background:[/B] 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. [B]Races:[/B] 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. [B]Other Classes:[/B] 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. [B]Role:[/B] 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. [SIZE=5]Game Rule Information[/SIZE] [B]Abilities:[/B] 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. [B]Alignment:[/B] Any. [B]Hit Die:[/B] d6. [B]Starting Gold:[/B] 6d4x10 gp [B]Class Skills[/B] 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. [B]Skill Points at 1st Level: (8 + Int modifier) x4. Skill Points at Each Additional Level: 8 + Int modifier.[/B] [B]Base Attack:[/B] Medium (As rogue) [B]Saves:[/B] Good Will; Bad Fort and Ref [B]Level Special[/B] 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) [B][SIZE=5]Class Features[/SIZE][/B] All of the following are class features of the sage. [B]Weapon and Armor Proficiency:[/B] 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. [B]Bonus Language:[/B] At 1st level, and at every 5th level, the sage learns a new language of his choice. [B]Lore:[/B] 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. [B]Specialty:[/B] 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. [B]Willpower (Ex):[/B] Once per day, the sage can gain a bonus to any one skill check or saving throw equal to his wisdom bonus (if any). [B]Sage Information (Ex):[/B] 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. [B]Weak Spot (Ex):[/B] 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. [B]Defensive Insight (Ex):[/B] 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). [B]Bonus Feats:[/B] 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. [B]Combat Cunning (Ex):[/B] 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. [B]Fast Movement (Ex):[/B] 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. [B]Skill Focus:[/B] At 7th, 13th, and 19th level, the sage gains a bonus Skill Focus feat for any intelligence, wisdom, or charisma-based skill. [B]Sage Advice (Ex):[/B] 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. [B]Skill Mastery:[/B] 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. [B]Think Fast (Ex):[/B] 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. [B]Endurance:[/B] 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. [B]Sage’s Intellect (Ex):[/B] 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. [B]Greater Defensive Insight (Ex):[/B] 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. [B]Greater Combat Cunning (Ex):[/B] 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). [B]Slippery Mind (Ex):[/B] 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. [B]Sage’s Intuition (Ex):[/B] 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). [B]New Sage-Related Feats:[/B] 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. [/QUOTE]
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The Sage - A new base class
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