Sage

Reproduced from the Players’ Guide to the Wilderlands, with minor modifications as indicated.

Knowledge is power. Tomes containing ancient knowledge and secrets beyond the ken of even the most powerful wizard are the domain of the sage, master of lore and legendry. The pursuit of knowledge for knowledge’s sake is the ultimate goal of the sage. Some say that sages carry on the research traditions of the ancient Philosophers, though in a way different from the alchemist; while others point to the sage-priests of Thoth to rebut any connection to the ancient Philosophers.

Sages can be found in the larger cities of the Wilderlands, often offering their knowledge and services to well-paying patrons. Many sages multiclass, taking one or two levels in an arcane or divine spellcasting class, giving them even greater access to knowledge. The god Thoth, for example,often has priests who are also sages.

Abilities: Intelligence is by far the dominant ability for a sage as it controls Knowledge skills. Many sages also have high Wisdom scores, reflecting their learning of philosophy and the ancient teachings of many religions, cultures and societies. Wisdom also increases Will saves, aiding in protecting against the madness often accompanying the perusal of ancient tomes of knowledge.
Alignment: Any
Hit Die: d4
Regions: All, though mostly in the regions that contain major cities.

Class Skills

The sage’s class skills are: Concentration (Con), Decipher Script (Int), Knowledge (all, taken individually)(Int), Profession (sage) (Wis), Read Language (Int), Language (languages taken individually)(Int), Spellcraft (Int) and Use Magic Device(Int).
Skill Points at 1st Level: (7 + Int modifier) x 4.
Skill Points at Each Additional Level: 7 + Int modifier. [per house rule skill boost]

Table: The Sage

Level Base attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Major, Minor, Minor
2nd +1 +0 +0 +3 Language
3rd +1 +1 +1 +3 Minor, Read magic
4th +2 +1 +1 +4 Language
5th +2 +1 +1 +4 Major, Transcribe
6th +3 +2 +2 +5 Language
7th +3 +2 +2 +5 Minor
8th +4 +2 +2 +6 Language
9th +4 +3 +3 +6 Minor
10th +5 +3 +3 +7 Language
11th +5 +3 +3 +7 Major
12th +6 +4 +4 +8 Language
13th +6 +4 +4 +8 Minor
14th +7 +4 +4 +9 Language
15th +7 +5 +5 +9 Minor
16th +8 +5 +5 +10 Language
17th +8 +5 +5 +10 Major
18th +9 +6 +6 +11 Language
19th +9 +6 +6 +11 Minor
20th +10 +6 +6 +12 Language

Class Features

Weapon and Armor Proficiency: Sages are proficient with the club, dagger, crossbow (light), and quarterstaff. They are not proficient with any type of armor or shield.
Literate: Sages receive Literacy as a bonus feat (see the Wilderlands Feats page).
Library: A sage requires a store of knowledge at his disposal, to which he is continuously adding and from which he is continuously learning and experimenting. A sage’s library costs, at a minimum, 1000 gp. A 1000 gp library allows Research checks to add a bonus of +1, a 5,000gp library allows Research checks to add a bonus of up to +2, while a 10,000 gp library allows Research checks to add a bonus of up to +3 (see “Research,” below). The library allows the use of the sage’s Research ability and Retry Knowledge Check ability. Without access to a library, a sage may only answer Knowledge questions as any other character—without research and without the ability to retry failed checks. It is possible that a sage may use the library of another sage, but study times and retry times and costs are doubled since the library is unfamiliar to the sage. A library is not portable by a character (absent magical means),requiring carts or wagons to move. As a rule of thumb, a library contains a number of books equal to 1/2 its gp value. Libraries may also contain Tomes of Ancient Knowledge—magical or non-magical books that themselves provide bonuses to Knowledge skill checks.
Research: Unlike other characters who must use Knowledge skills “off the top of their head,” a sage may spend time researching a question to attempt to increase his chance to know the answer to a specific question. For each set of hours equal to (DC of the Knowledge check he is researching x 2), the sage gains a +1 circumstance bonus to the Knowledge check, up to a maximum of +3 (limited by the value of the library, see above). A sage may spend up to 10 hours a day in research. For example, if a sage wishes to gain the maximum +3 bonus on a DC 20 Knowledge skill check, he must spend 120 hours—or 12 full days—in study (DC 20 x2 = 40 hours per +1, x 3 for +3 = 120 hours). Note: The Judge should not reveal the exact DC of the Knowledge check to the sage and should instead simply ask the sage how many hours he wishes to spend researching the question and apply whatever bonus those hours earn.
Retry Knowledge Checks: Because a sage’s knowledge comes from his research and study, a sage may attempt to retry a failed Knowledge skill check (unless a sage rolls 1 on a Knowledge skill check, in which case the sage mistakenly believes he has an answer and that it is correct, when in fact it is incorrect). The DC for the retry of the Knowledge check is equal to the original check DC + the number by which the sage failed the previous check. Additionally, the sage must spend a number of days re-researching the answer to the particular question equal to the new DC of the Knowledge check. The sage must also expend 5 gp x new DC of the Knowledge check in materials. There is no limit to the number of times a sage may retry a Knowledge skill check, other than the practical limit imposed by the increasing check DCs. The sage may spend additional time (in addition to the time needed for the retry) using his Research ability above on retry checks if he desires.
Familiarity by Region: The sage is the only character that can gain familiarity with a region of the Wilderlands (or other planes) by study rather than by actually visiting the region (see the notes on Knowledge [region] on the Skill Clarification page). A sage may spend skill points in regional knowledge for any region they have research materials on.
Major: Beginning at 1st level, a sage may select one field of study (i.e.: arcana, eldritch arcana, architecture, dungeoneering, geography, history, etc.; see the Skill Clarification page) to which he has dedicated himself and in which he is known as an expert. Each time a major is gained it may be used on a new Knowledge skill or on one previously selected as a major. Selecting a Knowledge skill as his major gives the sage a +1 competence bonus to that Knowledge skill. All competence bonuses from majors stack with any other bonus to that Knowledge skill.
Minor: Beginning at 1st level, a sage may select a sub-category of one Knowledge skill to which he has shown an interest. For example, a minor could be “royalty” within the Knowledge [History] skill, or “climate” within the Knowledge [geography] skill, or “outsiders” within the Knowledge [the planes] skill. See the Skill Clarification page for more detail. This minor may be in a skill that has been selected as a major or it may be in any other Knowledge skill. Each time a minor is gained it may be used on a new sub-category of a Knowledge skill or on one previously selected as a minor. The sage gains a +1 competence bonus in the chosen minor. All competence bonuses from minors stack with any other bonus to that Knowledge skill (including from majors). Instead of selecting a sub-category when a sage gains a minor a sage may instead opt to take 4 skill ranks in a new Knowledge [region], reflecting time spent studying about that far off locale.
Language: Beginning at 2nd level, and continuing on at every other level, the sage gains 3 skill points to spend on languages. The sage may select any language in the campaign setting, including dead and ancient languages as well as secret languages such as Druidic, providing he meets any prerequisites for learning the language (normally only applicable to ancient languages). Because the sage is literate and his knowledge comes from ancient documents not from mimicking speakers, the sage gains the ability to read and write the language as well as speak it, including dead languages.
Read Magic (Ex): At 3rd level, the sage gains the ability to read magic at will as per the spell of the same name.
Transcribe (Ex): At 5th level, the sage gains the ability to accurately transcribe any document, including documents written in a language he or she does not understand, read or speak. This includes the ability to accurately transcribe magical writings, such as scrolls. Magical writings, such as scrolls, that would ordinarily be used or triggered by their copying into a spell book are not used when transcribed by a sage, though the copy made by the sage itself has no magical effect.

Sage

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