Post by Vaynor on Mar 24, 2007 23:23:51 GMT -5
Sage
Sages are strict followers of religion, and never stray from that path. Devotion is necessary.
Adventures: A good Sage seeks to destroy evil. Evil sages seek power at all costs. They fight with a heroic vigilance and never give up.
Alignment: A Sage's alignment is based off of his god.
Religion: A Sage
Races:All races have their own form of sages. Many tend to religious practices and healing for their tribes. Others wander around the lands trying to further their cause.
Other Classes: Sages get along well with other Sages, Templar, Warriors, and Shamans with similar alignments.
Alignment: A sage’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis.
Class Skills
The sage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level
(2 + Int modifier) _4.
Skill Points at Each Additional Level
2 + Int modifier.
Class Features[/size]
All of the following are class features of the sage.
Weapon and Armor Proficiency: Sages are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
Spells: A sage casts divine spells, which are drawn from the sage spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A sage must choose and prepare his spells in advance (see below).
To prepare 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’s spell is 10 + the spell level + the sage’s Wisdom modifier.
Like other spellcasters, a sage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Wisdom score.
Sages meditate or pray for their spells. Each sage must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a sage can prepare spells. A sage may prepare and cast any spell on the sage spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Spontaneous Casting: A sage can channel stored spell energy into healing spells that the sage did not prepare ahead of time. The sage can "lose" any prepared spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
Chaotic, Evil, Good, and Lawful Spells: A sage can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bonus Languages: A sage’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
Healing Affinity: A sage adds his sage level when determining how much damage is healed when casting a cure spell (or any other spell that heals damage).
Maximized Healing: A sage may spontaneously maximize any healing spell an amount of times per day as shown on the table.
Spell List
Level 0
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue
create water, cure minor wounds, deathwatch, detect magic,
detect poison, light, mending, purify food and drink, read magic.
[First Level[/b]
Bless
Bless Water
Command
Comprehend Languages
Cure Light Wounds
Deathwatch
Detect Chaos
Detect Evil
Divine Favor
Endure Elements
Entropic Shield
Obscuring Mist
Protection from Chaos
Protection from Evil
Remove Fear
Sanctuary
Shield of Faith
bless water, cure light wounds, goodberry, protection from
evil, remove fear, remove paralysis, sanctuary, speak with animals.
Second Level
Aid
Augury
Bear's Endurance
Bull's Strength
Calm Emotions
Consecrate
Cure Moderate Wounds
Delay Poison
Eagle's Splendor
Gentle Repose
Hold Person
Inflict Moderate Wounds
Make Whole
Owl's Wisdom
Remove Paralysis
Resist Energy
Restoration, Lesser
Shield Other
Silence
Spiritual Weapon
Status
Zone of Truth
calm emotions, cure moderate wounds, delay poison, gentle
repose, remove blindness/deafness, remove disease, lesser restoration.
Third Level
Create Food and Water
Cure Serious Wounds
Daylight
Dispel Magic
Glyph of Warding
Helping Hand
Locate Object
Magic Circle against Chaos
Magic Circle against Evil
Magic Vestment
Meld into Stone
Prayer
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Searing Light
Speak with Dead
Water Breathing
Water Walk
close wounds*, create food and water, cure serious wounds,
neutralize poison, remove curse, restoration, status.
Fourth Level
Control Water
Cure Critical Wounds
Death Ward
Dimensional Anchor
Discern Lies
Divination
Divine Power
Freedom of Movement
Imbue with Spell Ability
Magic Weapon, Greater
Neutralize Poison
Planar Ally, Lesser
Repel Vermin
Restoration
Sending
Spell Immunity
cure critical wounds, death ward, freedom of movement,
mass cure light wounds, panacea*.
Fifth Level
Atonement
Break Enchantment
Command, Greater
Commune
Cure Light Wounds, Mass
Dispel Chaos
Dispel Evil
Hallow
Mark of Justice
Plane Shift
Raise Dead
Righteous Might
Scrying
Spell Resistance
Symbol of Sleep
True Seeing
atonement, break enchantment, mass cure moderate
wounds, raise dead, revivify*, stone to flesh, true seeing.
Sixth Level
* Animate Objects
* Antilife Shell
* Banishment
* Bear's Endurance, Mass
* Blade Barrier
* Bull's Strength, Mass
* Create Undead
* Cure Moderate Wounds, Mass
* Dispel Magic, Greater
* Eagle's Splendor, Mass
* Find the Path
* Forbiddance
* Geas/Quest
* Glyph of Warding, Greater
* Harm
* Heal
* Heroes' Feast
* Inflict Moderate Wounds, Mass
* Owl's Wisdom, Mass
* Planar Ally
* Summon Monster VI
* Symbol of Fear
* Symbol of Persuasion
* Undeath to Death
Wind Walk
Word of Recall
greater restoration, heal, heroes’ feast, mass cure serious
wounds, regenerate.
Seventh Level
mass cure critical wounds
repulsion
resurrection
Eighth Level
discern location
holy aura
mass heal
Ninth Level
foresight
gate
true resurrection
* Spell from Miniatures Handbook
Sages are strict followers of religion, and never stray from that path. Devotion is necessary.
Adventures: A good Sage seeks to destroy evil. Evil sages seek power at all costs. They fight with a heroic vigilance and never give up.
Alignment: A Sage's alignment is based off of his god.
Religion: A Sage
Races:All races have their own form of sages. Many tend to religious practices and healing for their tribes. Others wander around the lands trying to further their cause.
Other Classes: Sages get along well with other Sages, Templar, Warriors, and Shamans with similar alignments.
Alignment: A sage’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis.
Class Skills
The sage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level
(2 + Int modifier) _4.
Skill Points at Each Additional Level
2 + Int modifier.
Class Features[/size]
All of the following are class features of the sage.
Weapon and Armor Proficiency: Sages are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
Spells: A sage casts divine spells, which are drawn from the sage spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A sage must choose and prepare his spells in advance (see below).
To prepare 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’s spell is 10 + the spell level + the sage’s Wisdom modifier.
Like other spellcasters, a sage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Wisdom score.
Sages meditate or pray for their spells. Each sage must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a sage can prepare spells. A sage may prepare and cast any spell on the sage spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Spontaneous Casting: A sage can channel stored spell energy into healing spells that the sage did not prepare ahead of time. The sage can "lose" any prepared spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
Chaotic, Evil, Good, and Lawful Spells: A sage can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bonus Languages: A sage’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
Healing Affinity: A sage adds his sage level when determining how much damage is healed when casting a cure spell (or any other spell that heals damage).
Maximized Healing: A sage may spontaneously maximize any healing spell an amount of times per day as shown on the table.
Spell List
Level 0
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue
create water, cure minor wounds, deathwatch, detect magic,
detect poison, light, mending, purify food and drink, read magic.
[First Level[/b]
Bless
Bless Water
Command
Comprehend Languages
Cure Light Wounds
Deathwatch
Detect Chaos
Detect Evil
Divine Favor
Endure Elements
Entropic Shield
Obscuring Mist
Protection from Chaos
Protection from Evil
Remove Fear
Sanctuary
Shield of Faith
bless water, cure light wounds, goodberry, protection from
evil, remove fear, remove paralysis, sanctuary, speak with animals.
Second Level
Aid
Augury
Bear's Endurance
Bull's Strength
Calm Emotions
Consecrate
Cure Moderate Wounds
Delay Poison
Eagle's Splendor
Gentle Repose
Hold Person
Inflict Moderate Wounds
Make Whole
Owl's Wisdom
Remove Paralysis
Resist Energy
Restoration, Lesser
Shield Other
Silence
Spiritual Weapon
Status
Zone of Truth
calm emotions, cure moderate wounds, delay poison, gentle
repose, remove blindness/deafness, remove disease, lesser restoration.
Third Level
Create Food and Water
Cure Serious Wounds
Daylight
Dispel Magic
Glyph of Warding
Helping Hand
Locate Object
Magic Circle against Chaos
Magic Circle against Evil
Magic Vestment
Meld into Stone
Prayer
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Searing Light
Speak with Dead
Water Breathing
Water Walk
close wounds*, create food and water, cure serious wounds,
neutralize poison, remove curse, restoration, status.
Fourth Level
Control Water
Cure Critical Wounds
Death Ward
Dimensional Anchor
Discern Lies
Divination
Divine Power
Freedom of Movement
Imbue with Spell Ability
Magic Weapon, Greater
Neutralize Poison
Planar Ally, Lesser
Repel Vermin
Restoration
Sending
Spell Immunity
cure critical wounds, death ward, freedom of movement,
mass cure light wounds, panacea*.
Fifth Level
Atonement
Break Enchantment
Command, Greater
Commune
Cure Light Wounds, Mass
Dispel Chaos
Dispel Evil
Hallow
Mark of Justice
Plane Shift
Raise Dead
Righteous Might
Scrying
Spell Resistance
Symbol of Sleep
True Seeing
atonement, break enchantment, mass cure moderate
wounds, raise dead, revivify*, stone to flesh, true seeing.
Sixth Level
* Animate Objects
* Antilife Shell
* Banishment
* Bear's Endurance, Mass
* Blade Barrier
* Bull's Strength, Mass
* Create Undead
* Cure Moderate Wounds, Mass
* Dispel Magic, Greater
* Eagle's Splendor, Mass
* Find the Path
* Forbiddance
* Geas/Quest
* Glyph of Warding, Greater
* Harm
* Heal
* Heroes' Feast
* Inflict Moderate Wounds, Mass
* Owl's Wisdom, Mass
* Planar Ally
* Summon Monster VI
* Symbol of Fear
* Symbol of Persuasion
* Undeath to Death
Wind Walk
Word of Recall
greater restoration, heal, heroes’ feast, mass cure serious
wounds, regenerate.
Seventh Level
mass cure critical wounds
repulsion
resurrection
Eighth Level
discern location
holy aura
mass heal
Ninth Level
foresight
gate
true resurrection
* Spell from Miniatures Handbook