Sage
From Paradox Haze
Sorcerer
Alignment: Any Hit Die: d6
Class Skills
The sages’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Perform (Oratory), Ride (dex), Speak Language, Truespeak, Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | ——––———————Utterances Known————————— | ||
---|---|---|---|---|---|---|---|---|
Lexicon of the Evolving Ming | Lexicon of the Crafted Tool | Lexicon of the Perfected Map | ||||||
1st | +1 | +0 | +0 | +2 | Sage's Staff, Ancient Knowledge, Known Personal Truename, AC Bonus (Wisdom) | 1 | - | — |
2nd | +2 | +0 | +0 | +3 | Knowledge Focus | 2 | - | — |
3rd | +3 | +1 | +1 | +3 | Staff Point | 3 | - | — |
4th | +4 | +1 | +1 | +4 | -- | 4 | 1 | - |
5th | +5 | +1 | +1 | +4 | Staff Point | 5 | 1 | - |
6th | +6/+1 | +2 | +2 | +5 | Truename Research | 6 | 1 | - |
7th | +7/+2 | +2 | +2 | +5 | Knowledge Focus, Staff Point | 7 | 2 | - |
8th | +8/+3 | +2 | +2 | +6 | Bonus Recitation Feat | 8 | 2 | 1 |
9th | +9/+4 | +3 | +3 | +6 | See the Named, Staff Point | 9 | 2 | 1 |
10th | +10/+5 | +3 | +3 | +7 | Telekinesis | 10 | 2 | 1 |
11th | +11/+6/+1 | +3 | +3 | +7 | Staff Point | 11 | 3 | 1 |
12th | +12/+7/+2 | +4 | +4 | +8 | Versatile Telekinesis | 12 | 3 | 2 |
13th | +13/+8/+3 | +4 | +4 | +8 | Sending, Staff Point | 13 | 3 | 2 |
14th | +14/+9/+4 | +4 | +4 | +9 | Sustained Concentration, Knowledge Focus | 14 | 3 | 2 |
15th | +15/+10/+5 | +5 | +5 | +9 | Improved Staff Point | 15 | 4 | 2 |
16th | +16/+11/+6 | +5 | +5 | +10 | Full Attack Telekinesis | 16 | 4 | 3 |
17th | +17/+12/+7 | +5 | +5 | +10 | Staff Point | 17 | 4 | 3 |
18th | +18/+13/+8 | +6 | +6 | +11 | Improved Violent Thrust | 18 | 4 | 3 |
19th | +19/+14/+9 | +6 | +6 | +11 | Fling Skyward | 19 | 5 | 3 |
20th | +20/+15/+10 | +6 | +6 | +12 | Staff Point | 20 | 5 | 4 |
- See Truenamer class in Tome of Magic.
Weapon and Armor Proficiency: Sages are proficient with all simple weapons and martial weapons. They are not proficient with any type of armor or shield. They cannot use any of their abilities while wearing armor of any type.
Ancient Knowledge: Bardic Knowledge, essentially
Truename Magic - See Truenamer Class in Tome of Magic. For the sage, all class abilities related to truenaming are based on intelligence.
Telekinesis- As long as the Sage is wielding his staff, he can use the telekinesis any amount of times per day without needing to roll for drain. For the sage, telekinesis is cast based on wisdom. For other telekinetic abilities, see Complete Warrior (Master of the Unseen Hand).
'Sage's Staff - The Sages staff is a powerful item, that embodies the sage's power. At lvl 1, it starts as a +1 quarter staff. The appearance of the staff depends on the sage; it may be ornate and gold-embossed, or simple and wooden. In any case, the sage's staff is imbued with great power; it's nearly indestructible. In the hands of any creature, it retains its indestructibility and +1 one bonus, but any further bonuses gained from staff points are only active while in the hands of the Sage. The sage's staff is completely immune to all spells besides the sage's telekinetic abilities. Thus, it cannot be enchanted except through the sage's staff points.
Staff Points- As the Sage levels up and increases in power, his staff too becomes more powerful. He may invest a staff point to improve his staff in any of the following ways;
- Magic Modifier - Add +1 to the staff. This can be selected four times, up to a total of +5 to the staff.
- Mental Bonus - Add +1 to your Intelligence, Wisdom, or Charisma Attribute while wielding the staff. You can select this bonus three times, but each time you must select a different stat
- Spell-Like Ability 1 - The Staff can cast the following spells for free
- Light
- Open/Close
- Mage Hand
- Spell-Like Ability 2 - The Staff can cast the following spells for free. Must have Spell-Like Ability 1.
- Shield of Faith
- Doom
- Silence
- Weapon Special Abilities; gain the Defending, Flaming, Frost, Shock, Ghost Touch, Keen, Merciful, Thundering, or Vicious property. One ability per point.