Role: While a traditional sage often maintains a supportive role, the sage’s versatility is unparalleled. Depending on her background and praxis, a sage can specialize in support casting, invest in Knowledge or social skills,or even function as a competent melee combatant. Generally, a sage maintains her distance from combat and supports her allies from afar.

Alignment: Any

Hit Die: d8

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The Sage’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

 Table: Sage

Lvl

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+2

+0

+2

Background, Instinct +1, Praxis

3

2nd

+1

+3

+0

+3

Convert Power, Cosmopolitan Education

4

3rd

+2

+3

+1

+3

Place of Power, Praxis

5

4th

+3

+4

+1

+4

Metamagic Experience, Bonus Feat

6

3

5th

+3

+4

+1

+4

Instinct +2

6

4

6th

+4

+5

+2

+5

Instinctual Casting

6

5

3

7th

+5

+5

+2

+5

Praxis

6

6

4

8th

+6/+1

+6

+2

+6

Place of Power

6

6

5

3

9th

+6/+1

+6

+3

+6

Metamagic Aptitude

6

6

6

4

10th

+7/+2

+7

+3

+7

Instinct +3

6

6

6

5

3

11th

+8/+3

+7

+3

+7

Praxis

6

6

6

6

4

12th

+9/+4

+8

+4

+8

Bonus Feat

6

6

6

6

5

3

13th

+9/+4

+8

+4

+8

Place of Power

6

6

6

6

6

4

14th

+10/+5

+9

+4

+9

Reach Instinct

6

6

6

6

6

5

3

15th

+11/+6/+1

+9

+5

+9

Instinct +4, Praxis

6

6

6

6

6

6

4

16th

+12/+7/+2

+10

+5

+10

Life Cycle

6

6

6

6

6

6

5

3

17th

+12/+7/+2

+10

+5

+10

Improved Rituals

6

6

6

6

6

6

6

4

18th

+13/+8/+3

+11

+6

+11

Place of Power

6

6

6

6

6

6

6

5

3

19th

+14/+9/+4

+11

+6

+11

Greater Life Cycle, Praxis

6

6

6

6

6

6

6

6

4

20th

+15/+10/+5

+12

+6

+12

Effortless Praxis, Instinct +5, Bonus Feat

6

6

6

6

6

6

6

6

6

 Proficiencies

Sages are proficient with all simple weapons, as well as light armor, but not shields.

 Spells

A sage casts divine spells drawn from the Shaman spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sage must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sage spell is 10 + the spell’s level + the sage’s Wisdom modifier.

Like other spellcasters, a sage can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Sage. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Unlike other divine spellcasters, a sage’s selection of spells is extremely limited. A sage begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sage level, she gains one or more new spells, as indicated on Table: Sage Spells Known. Unlike spells per day, the number of spells a sage knows is not affected by her Wisdom score; the numbers on Table: Sage Spells Known are fixed.

Upon reaching 4th level, and at every even-numbered sage level after that (6th, 8th, and so on), a sage can choose to learn a new spell in place of one she already knows. In effect, the sage loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A sage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a shaman, a sage need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Sages do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

 Table: Sage Spells Known

Level

0th

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

4

2

2nd

5

2

3rd

5

3

4th

6

3

1

5th

6

4

2

6th

7

4

2

1

7th

7

5

3

2

8th

8

5

3

2

1

9th

8

5

4

3

2

10th

9

5

4

3

2

1

11th

9

5

5

4

3

2

12th

9

5

5

4

3

2

1

13th

9

5

5

4

4

3

2

14th

9

5

5

4

4

3

2

1

15th

9

5

5

4

4

4

3

2

16th

9

5

5

4

4

4

3

2

1

17th

9

5

5

4

4

4

3

3

2

18th

9

5

5

4

4

4

3

3

2

1

19th

9

5

5

4

4

4

3

3

3

2

20th

9

5

5

4

4

4

3

3

3

3

 Orisons

Sages learn a number of orisons, or 0-level spells, as noted on Table: Sage Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

 Background (Ex)

All sages possess a specific background which changes the way she approached certain tasks. The sage chooses one background at first level. Once chosen, this background cannot be changed. Additional backgrounds may exist in other parts of the world.

Diplomat: A sage whose experience comes from a diplomatic background uses her Wisdom modifier in place of her Charisma modifier on Bluff, Diplomacy and Intimidate skill checks. She can change a creature’s attitude up to 3 steps with the Diplomacy skill, instead of 2.

Adviser: A sage who came about her experience as an adviser uses her Wisdom modifier in place of her Intelligence modifier on all Knowledge skill checks and may take 10 on Knowledge checks even when distracted or in immediate danger.

Explorer: A sage who came about her experience exploring foreign wilds uses her Wisdom modifier in place of her Strength and Dexterity modifiers for all Strength and Dexterity-based skill checks and ability checks.

Ascetic: A sage whose experience comes from living in and communing with nature can use Wild Empathy, as the druid class feature, using her sage level in place of her druid level and her Wisdom modifier on her check in place of her Charisma modifier.

 Instinct (Su)

A sage’s experience grants her a pool of raw instinct, which helps her to protect herself and her allies from incoming threats. The maximum amount of instinct in the sage’s pool is equal to 1/2 her sage level + her Wisdom modifier. The sage’s instinct is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive.

When an ally within 30 feet of the sage is attacked or forced to make a saving throw, the sage may spend a point of instinct to grant the target a +1 insight bonus to AC against the triggering attack or on the triggering saving throw. This does not require an action. The sage must declare that she is using ability after the spell or attack is made but before the roll is made. If the triggering attack or effect succeeds despite her intervention, the sage regains one point of instinct. Points of instinct gained in excess of the pool’s maximum are lost.

This bonus increases by +1 at 5th level and every 5 levels thereafter. A sage cannot use this ability if she is denied her Dexterity bonus to her AC or if she unaware of the triggering attack or spell.

 Praxis (Ex)

Each sage’s unique personal experience presents itself as a praxis which grows as she does. This praxis grants the sage specific abilities as long she has an amount of instinct remaining equal to at least 1/2 her sage level (minimum 1).

The sage adds one ability to her praxis at 1st level. At 3rd level and every four levels thereafter, the sage develops each ability in her praxis and then gains a new praxis ability. This development is not retroactive and gaining an ability does not count as developing it.

For example, a 3rd level sage who selects Wildness at 1st level and Understanding at 3rd level has one natural attack (since Wildness was gained and then developed a single time) and a +2 insight bonus on Knowledge checks. When the sage develops her praxis again at 7th level, she will gain an additional natural attack (since Wildness will have been gained and then developed twice) and a +3 insight bonus on Knowledge checks (since Understanding will have been gained and then developed once).

 Convert Power (Su)

At 2nd level, the sage may sacrifice a spell slot as part of a 1 minute ritual. Doing so provides the sage with one point of instinct per spell level of the sacrificed spell. Instinct gained over her maximum is lost. The sage may only enact such a ritual if she is not in immediate danger or distracted.

 Cosmopolitan Education

At 2nd level and every two levels thereafter, the sage adds one spell of a spell level she can cast to her spell list and list of spells known. She may choose this spell from either the Cleric/Oracle spell list, the Psychic spell list, or the Sorcerer/Wizard spell list. Once the spell list is chosen, it may not be changed. These spells are in addition to the number of spells given on Table: Sage Spells Known. These spells cannot be exchanged for different spells at higher levels.

 Place of Power (Su)

At 3rd level, a sage may select a type of location from Table: Sage Places of Power (please note that instances of each location type are not limited to the listed examples).

While in her place of power, the sage gains a +1 circumstance bonus to the DCs of her sage spells and her praxis is always active. At 8th level and every 5 levels thereafter, a sage chooses an additional place of power and the bonus to spell DCs increases by +1

If a specific location falls into more than one category of place of power, these bonuses do not stack. Some places of power overlap, extending 10 or 15 feet within a second place of power. For example, a house may be a Place of Dwelling, but the house’s room with an ancestral shrine may be a Place of Divinity and the hearth within may be a Place of Fire. These overlaps must be permanent features of a location.

 Table: Sage Places of Power

Place of Creation (Forge, Workshop, Factory)

Place of History (Ruins, Museum, Shipwreck)

Place of Thought (Mindscape, Academy, Library)

Place of Air (Floating City, Airship, Cliffs)

Place of  Poverty (Sewers, Alleys, Peasant District)

Place of Magic (Ley Line, Illusory Terrain, Mage School)

Place of Fire (Volcano, Forge, Wildfire)

Place of Divinity (Temple, Altar, Shrine)

Place of Water (Beach, Tundra, Ocean, Lake, Bog)

Place of Travel (Camp, Road, Dock, Way House)

Place of Earth (Cavern, Tunnel, Mountain, Desert)

Place of Dwelling (Inn, Camp, Small City)

Place of Violence (Arena,Torture Room, War Council)

Place of  Authority (Castle, Court, Prison)

Place of Healing (Hospital, Medicine Field, Healer’s Hut)

Place of Blight (Sewers, Factories, Diseased Fields)

 Metamagic Experience (Sp)

At 4th level, the sage learns to use her instinct to apply metamagic to her spells more effectively. When the sage applies a metamagic feat to a spell she may spend a point of instinct to reduce the spell’s level adjustment by 1 (minimum +0). If the sage applies multiple metamagic feats to a spell, she may expend additional points of instinct in order to reduce the level adjustment of each metamagic feat.

 Bonus Feat

At 4th level, and every eight levels thereafter, the sage gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as metamagic feats. The sage must meet the prerequisites of the selected feats.

 Instinctual Casting (Sp)

At 6th level, the sage learns to cast just the right spell for her situation. The sage may enact a ritual requiring 1 minute in order to gain the ability to cast one spell of a level she can cast from her spell list as a spell-like ability. The DC of this spell-like ability is equal to 10 + 1/2 the sage’s level + her Wisdom modifier. This new spellcasting ability persist for one minute per sage level or until she casts the spell. The sage may use this ability once per day at 6th level and an additional time per day every 6 levels thereafter.

 Metamagic Aptitude (Ex)

At 9th level, when the sage applies a metamagic feat to a spell, she does not increase its casting time.

 Reach Instinct (Su)

At 14th level, the range at which the sage can use her instinct is increased to medium range (100 feet + 10 feet per 2 levels). When the sage is in her place of power, this increases to long range (400 ft. + 40 ft./level).

 Life Cycle (Sp)

At 16th level, when the sage dies, if she is in her chosen place of power, she is spontaneously reborn 24 hours later in the spot where she died (as reincarnate). She cannot be reincarnated this way more than once a month.

 Improved Rituals (Su)

At 17th level the sage may use instinctual casting and convert power as a standard action, instead of a one minute ritual.

 Greater Life Cycle

At 19th level, the sage’s life cycle ability activates even when she is not in her chosen place of power. Additionally, she does not gain any negative levels when she is reincarnated this way, and any negative levels she has accrued from being reincarnated by her life cycle ability are removed when she gains this ability.

 Effortless Praxis (Su)

At 20th level, the sage’s praxis becomes second nature. Her praxis is always active. Additionally, any numerical bonuses she gains from her praxis are doubled when she is in her chosen place of power.