sage

Sage (Fighter 1b, Mage 2, Thief 1, HD 0) – d4 HD –INT,

(8 powers, trade 2 at 1st for 1 3<sup>rd</sup>, 5<sup>th</sup>, and 7<sup>th</sup>, trade 1 1st for 1 @ 2nd and 12th )

Sages are masters of knowledge, research and learning. 

Sages learn some basic combat training.  At first level, sages hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels of experience. They cannot wear armor or use shields. They may use swords, daggers, bows, or crossbows.   They may fight with a one handed weapon, or with a weapon in each hand.

A sage saves as a mage.  They can use any magical item usable by mages, or any magical weapon they are proficient with.  They gain proficiencies as a thief. 

At 1st level a sage starts with one class proficiency, a general proficiency, and a Knowledge proficiency of their choice. (1 custom power).  A sage’s specialized research and training allows them expert knowledge.  As a result, any time they choose a new knowledge proficiency, profession – librarian or scribe, or the engineering proficiency, they automatically begin with two levels of that proficiency (2 custom powers). 

Sages have a general level of loremastery (1 custom power).   A sage can decipher occult runes, remember ancient history, identify historic artifacts, and similar tasks. At 1st level, the character must make a proficiency throw of 18+ on 1d20 to succeed in these tasks. The proficiency throw required reduces by 1 per level. At first level, a sage may also attempt to read languages on a proficiency throw of 5+ (1 custom power). 

At 2nd  level a sage gains a bonus language (1 custom power @ 2nd). They continue learn a bonus language at each even level.

At 6th level a sage gains the ability to cast arcane spells.  At 8th level they gain the ability to research spells, create potions, and scribe scrolls as a mage of their effective level.

At 3rd, 5th, and 7th level a sage gains a bonus class proficiency. 

When a sage attains 9th level (Learned Professor), he can establish a college, and 2d6 0 level students and 1d6 sage apprentices of 1st to 3rd level will come to study.  While studying the sage must cover their expenses and they must be paid standard rates for hirelings.

Proficiencies: Alchemy, Alertness, Art, Beast Friendship, Black Lore of Zahar, Collegiate Wizardry,  Craft, Diplomacy, Elementalism, Engineering, Healing, Illusion Resistance, Knowledge, Language, Magical Engineering, Precise Shooting, Professions, Mapping, Land Surveying, Mystic Aura, Naturalism, Quiet Magic,  Transmogrification, Sensing Power, Soothsaying, Siege Engineering, Skirmishing, Swashbuckling.

Experience

Title

Lvl

Hit Dice

BTH      BTHBTH

   Spells

  Eff. lvl

 

0

Student

1

1d4

0

 

    0

Loremastery, expert knowledge, read languages, bonus proficiency

1950

Thinker

2

2d4

+0

 

    0

Bonus language

3900

Scholar

3

3d4

+1

 

    0

Bonus class proficiency

7800

Sage

4

4d4

+1

 

    0

Class proficiency, Bonus language

15600

Learned Sage

5

5d4

+2 

 

    0

Bonus proficiency, general proficiency

31200

Expert Sage

6

6d4

+2

2

    2

Bonus language

65000

Philosopher

7

7d4

+3

2 2

    4

Bonus proficiency

130000

Professor

8

8d4

+3

3 2 1

    6

Spell research, create scrolls, brew potions Class proficiency,  Bonus language

280000

Learned Professor

9

9d4

+4 

4 2 2 2

    7

General proficiency

330000

Authority

10

9d4+1

+4

4 3 2 2

    8

Bonus language

480000

Headmaster

11

9d4+2

+5

4 4 3 2 1

    9

Create magic items

630000

Headmaster 12th lvl

12

9d4+3

+5

4 3 2 2 2

    10

Class proficiency, Bonus language

780000

Headmaster 13th lvl

13

9d4+4

+6

4 3 2 2 2

    10

General Proficiency

930000

Guru

14

9d4+5

+6

4 3 2 2 2

    11

Learn and cast Ritual spells, create constructs and Undead,  Bonus language

 

sage

Dwimmermount - The Village People jojodogboy