SmileyFaceOfRom
2011-10-17, 11:00 AM
This is my attempt at slightly nerfing the Wizard. Let me know what you guys think!
In this class, I make reference to base Intelligence modifier, and effective Intelligence modifier.
Your base Intelligence is the intelligence you have when there are no buffs upon you. Pretend you're stark naked and have no spells currently active. This affects your bonus spells.
You effective Intelligence is your Intelligence with any bonuses from any source at all, whether it's a spell, an item or something else. This affects your spell DC's
The Sage
Abilities: Intelligence is the most important thing, as it determines the bonus spells and DC's of the spells he casts. Constitution increases his hit points, which are vital if the Path of the Bloody is taken. Dexterity increases his AC, which means he takes less hits.
Alignment: Any.
Hit Die: d4
Starting Age: As Wizard.
Starting Gold: As Wizard.
Class Skills
The Sagess class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all, taken individually) (Int), Profession (Wis), Spellcraft (Int), Spot (Wis).
Skill Points at First Level: (3 + Int modifier) x 4
Skill Points at Each Additional Level: 3 + Int modifier
{table="head"]Level|BAB|Fortitude|Reflex|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th
1st|+0|+0|+0|+2|Arcane Bond, Thematic Casting|3|1||||||
2nd|+1|+0|+0|+3|-|4|2||||||
3rd|+1|+1|+1|+3|Minor Arcane Learning|4|3||||||
4th|+2|+1|+1|+4|Cantrips|4*|4|1|||||
5th|+2|+1|+1|+4|-|4*|4|2|||||
6th|+3|+2|+2|+5|Thematic Casting|4*|4|3|-||||
7th|+3|+2|+2|+5|-|4*|4|4|1||||
8th|+4|+2|+2|+6|Lesser Arcane Learning|4*|4|4|2|-|||
9th|+4|+3|+3|+6|-|4*|4|4|3|-|||
10th|+5|+3|+3|+7|-|4*|4|4|4|1|-||
11th|+5|+3|+3|+7|Thematic Casting|4*|4|4|4|2|-||
12th|+6/+1|+4|+4|+8|-|4*|4|4|4|3|-|-|
13th|+6/+1|+4|+4|+8|Major Arcane Learning|4*|4|4|4|4|1|-|
14th|+7/+2|+4|+4|+9|-|4*|4|4|4|4|2|-|-
15th|+7/+2|+5|+5|+9|-|4*|4|4|4|4|3|-|-
16th|+8/+3|+5|+5|+10|Thematic Casting|4*|4|4|4|4|4|1|-
17th|+8/+3|+5|+5|+10|-|4*|4|4|4|4|4|2|-
18th|+9/+4|+6|+6|+11|Greater Arcane Learning|4*|4|4|4|4|4|3|-
19th|+9/+4|+6|+6|+11|-|4*|4|4|4|4|4|4|1
20th|+10/+5|+6|+6|+12|Philosopher's Stone|4*|4|4|4|4|4|4|2
[/table]
Spellcasting: A sage can prepared a number of spells per day as shown above. In addition, a sage gains a number of bonus spells equal to his base Intelligence bonus. He must have a base Intelligence of at least 10+spell level to cast a spell, and his spell's save DC's are equal to 10 + effective Int. bonus + spell level. The sage draws his spell list from the Wizard/Sorcerer spell list.
The sage begins play with 4+base Int. bonus cantrips and 2+base Int. bonus 1st level spells in his spellbook. At 4th and every third level after, he adds a number of spells equal to 3 + base Int. mod to his spellbook. These spells may be of any level he is able to cast. He can also attempt to copy spells from other Sage's scrolls. It must be of a level he can cast, and it must be specifically from a scroll of a member of this class. He cannot copy spells from spellbooks, regardless of class.
A sage may know any number of spells. He must have 8 hours of uninterrupted sleep at any point since the last time he prepared spells, and he must prepare his spells at dawn (6:00 am). Regardless of how many hours of sleep a sage gains, he may never prepare spells at a time other than dawn.
Arcane Bond: At 1st level, sages form a powerful bond with an object or a creature. This bond can take one of two forms: an animal familiar or a bonded object. An animal familiar is a magical pet that enhances the sage's skills and senses and can aid him in magic, while a bonded object is an item a sage can use to cast additional spells and to serve as a magical item. Once a sage makes this choice, it is permanent and cannot be changed. Animal familiars follow the standard rules as per Wizards, while bonded objects are described below.
Sages who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a sage attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the sage has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the sage, including casting time, duration, and other effects dependent on the sage's level. This spell cannot be modified by metamagic feats or other abilities.
A sage can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a sage with a bonded dagger must be at least 5th level to add magic abilities to the dagger. If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the sage who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the sage prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per sage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A sage can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Thematic Casting: Every sage learns his magic in a different way. Some are trained in armies, taught to fight on the front-line with fighters and barbarians. Some are raised in the wilderness, where strange magics and are just a part of being a shaman. Yet others train in academies, hearing the history of magic and learning old ways to use their power. At 1st level and every 5 levels after, you may select a Path. Every time you select a path, you learn the next Form in it. (So at level 1 you could choose Path of War and learn Form 1, then at 6th level choose it again to learn Form 2, or choose a different Path to gain the first form for that Path.)
If you ever choose Path of the Bloody, you PERMANENTLY lose the ability to cast 6th level spells or higher.
Paths
Path of the Bloody
Battlemage (EX): You have sacrificed diligent studying of the magical arts for more practical applications of your magic: killing.
Form 1 grants the sage proficiency with 1 martial weapon of his choice. In addition, he gains the feats Improved Toughness and Combat Casting if he doesn't already have them and even if he doesn't meet the prerequisites. From this point on, all future sage hit die become d8's instead of d4's and you gain the BAB of a fighter with one limitation: you still only gain two attacks max. (This means that at 20th level, you would have +20/+15, not +20/+15/+10/+5)
Form 2 allows the sage to ignore the arcane spell failure chance of light armor. He also gains the feats Improved Toughness and Eschew Materials.
Form 3 allows the sage to ignore the arcane spell failure chance of all shields, excluding tower shields. He also gains the feats Improved Toughness and Weapon Focus with the martial weapon he chose at Form 1.
Form 4 allows the sage to ignore the arcane spell failure chance of medium armor. In addition, he gains the feats Improved Toughness and Weapon Specialization with the martial weapon he chose at Form 1.
.
Path of the Shaman
Shamanistic Fetish (Ex): You have learned the ways of temporary but draining infusions.
Form 1 allows that sage to perform minor infusions, gaining the power to deposit magical power into unstable fetishes to give benefits. As a ritual taking 10 minutes, the sage may expend a 0 level spell in order to infuse an item with the spell. The spell chosen cannot deal damage or it any other way harm any potential bearer of the item. This is a constant effect that lasts for 1 day and grants the spells effects to the bearer of the item. The item takes up a slot normal for its type and size.
Form 2 doubles the duration of the sages infusions to 2 days and lets him infuse spells of up to 1st level.
Form 3 expands the sages powers of infusion. He may now infuse spells of up to 2nd level and they now last 3 days.
Form 4 grants the sage the power to, once a day, infuse an item with a number of spells equal to his base Constitution mod (minimum +2). These spells are not expended from his prepared spells, and do not require the typical 10 minutes casting time, taking only a full round action instead.
Path of the Studious
Academic Sage (Ex): Some sages lose themselves in books, eventually stumbling upon the magic rites of old.
Form 1 reveals to the sage the rituals of old: a number of times per day equal to the sages base Constitution mod, he may increase the casting time of any full round or standard action to 2 rounds in order to treat it as if it was cast at +2 CL higher. This applies only to spells up to 2nd level. While performing a ritual, the sage takes a -10 to his Spot, Listen and Hide checks.
Form 2 teaches the value of patience. The sage may choose to extend the ritual an extra 2 rounds (to a total of 4 rounds) to multiple the duration by 2.
Form 3 allows the sage to ritualize spells of up to 3rd level. In addition, he learns 2 new spells. These 2 spells may be of any level, so long as the sage can cast them.
Form 4 shows how the sage has reached the pinnacle of his art. By choosing to increase the casting time to 8 rounds, he may extend the duration to Concentration+1 round. If the spell doesn't normally have a duration, or is instantaneous, the spell repeats itself. If he does this however, he takes 1d6 non-lethal damage per level of the spell when he ceases concentration on the spell.
Minor Arcane Learning (Su): The sage may select one of the effects shown below.
Strange Eyes: The sages eyes permanently are a different color, shape, etc. This has no mechanical effect.
Everitem: The sage permanently gains a small mundane item. This item can be a piece of chalk, a small pipe, an inkpen, or anything else, but never more than one. This item never runs out. If chalk, the stick is never used up. If a pipe, it never runs out of pipeweed and can be lit/doused with a word. Any item can be used in this way, but the item cannot be something that provides a benefit for the bearer such as a magic ring, a potion, Alchemist's Fire, etc. The DM should ensure the item is in the same vein as the examples listed above.
Astrological Knowledge: Having practiced the art of astrology for many years, the sage may determine the exact date (In the format of month/day/year) by studying the night sky for 5 minutes.
Alchemical Passion: The skill Profession (Alchemist) is always a class skill for the sage, regardless of his current class.
Cantrips:Beginning at 4th level, the sage has acquired such a mastery of these basic spells that they are not expended when cast.
Lesser Arcane Learning (Su): The sage selects one of the abilities listed below.
Advice of the Sage: Three times per day, the sage may give expert knowledge to his allies, granting them a bonus to attack. As a swift action, the sage may make a DC15 effective Intelligence check. If he makes this check, he may select one ally withing 40 feet. That ally gains a +1 bonus to attack on his next turn. if he doesn't attack on his next turn, the bonus is lost.
Alchemical Wonders: Twice per day, the sage may quickly mix a crude but effective contact poison. This requires a DC15 Profession (Alchemist) check. If he succeeds, he may throw a small vial of poisonous liquid at an enemy within 30 feet. This is a standard action, requires the sage to actually possess a (at least one) vial and actually throw it, and provokes AoO. The poison does 1d6 damage and causes mild skin irritation for 1d3 rounds. During those rounds, the target has a -1 to attack rolls.
Gilded Bird: The sage may create a diminutive and delicately crafted bird. Doing so costs 100 gold, and he may only have one at any given time. Crafting the bird takes 2 days and a Craft (Metalworking) check equal to DC10. If he fails, the materials and time are wasted. If he succeeds, he gains a diminutive golden bird.
Gilded Bird
Size/Type: Diminutive Construct
Hit Dice: 1d4-3 (1 hp)
Initiative: +0
Speed: Fly 30 ft (Perfect) (6 squares)
Armor Class: 16 (+6 size), touch 10, flat-footed 16
Base Attack/Grapple: -/-
Attack: -
Space/Reach: 1/2 ft./0 ft.
Special Attacks:
Special Qualities: Construct traits, damage reduction 5/magic
Saves: Fort +0, Ref +6, Will +0
Abilities: Str 1, Dex 10, Con , Int , Wis 10, Cha 8
Skills: Hide +8, Move Silently +12, Perform (Oratory) +4
Challenge Rating: 0
Gilded Birds are beautifully crafted constructs. Possessed of no intelligence of their own, they are amazingly functional vessels for sages with a taste for spying.
Powered by Gears: A Gilded Bird must be wound using a key on its back. Winding a Gilded Bird as a move action powers it for 4 rounds, winding it as a standard action powers it for 1 minute, and winding it as a full round action powers it for 1 hour. A Gilded Bird may only ever be wound for a maximum time of 4 hours.
Assume Direct Control (Ex): The sage may see through the eyes of the Gilded Bird. As a full round action, you may ASSUME DIRECT CONTROL of the Gilded Bird, essentially becoming it. You may direct it's movements, and may make Perform (Oratory) skill checks (using the Gilded Bird's Perform (Oratory) ranks in place of your own of your own) instead of Bluff checks to convince any watcher that you are merely a normal bird. You use your own Listen and Spot skills to notice details and listen to conversations. Each round that you are in Direct Control of the Gilded Bird, your body is considered flat-footed. If you take damage from an attack, your control is immediately broken and cannot be resumed for 1d4 rounds.
Expedient Messenger (Ex): The sage may expend a Message spell while holding the bird to enable the bird to carry and repeat the message to a target of your choice. The bird always knows the location of your message's target, but only if he is on the same plane and you have met him previously. The message is held by the bird until discharged, or until the bird is unwound. Once the bird finds its target, it repeats the message in your voice. It then waits for a response, which may consist of up to 30 words, then immediately fly's back to you.
Major Arcane Learning (Su): The sage may select one of the following abilities.
Unequivalent Exchange (Ex): The sage has done the impossible: created something from nothing. Once per week, he may extend the duration of any Summon Monster spell to permanent. The spell slot that held the Summon Monster spell cannot be used until this effect is ended. He may dismiss this effect as a free action. You may only have one permanent Summon Monster from this effect at any time.
Malleable Life (Ex): The sage has learned the art of empowering homuncului. He may use a homunculus as the subject of his Shamanistic Fetish, with the homunculus gaining the effects of the spells for the normal duration.
More ideas for these are welcome.
Greater Arcane Learning (Su): Looking for any good ideas, as I seem to have slowly run out.
Philosopher's Stone: At 20th level, the sage has unlocked the secrets of his art. He chooses one of the following abilities. Once made, this choice cannot be changed.
He may creates a Elixer of Life, as described below.
He may turn any unattended object into an equal amount of gold with a standard action at will. This object can weigh no more than 5 lbs., must be non-magical, and cannot have a value of more than 500 gold in order to be transmuted.
Elixir of Life: The receives an Elixir of Life for free upon selecting this option (which can only be drunk by him).
The Elixir of Life has two effects. If a living creature drinks it, he stops aging- he no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place and bonuses still accrue. His maximum age is now considered infinite. He also becomes immune to non-magical diseases and poisons, and gains Damage Reduction 10/Magic and Fasthealing 2 as a side-effect of the process.
If the Elixir is applied instead to a dead creature, it returns to life 1d6x10 minutes later as though affected by a True Resurrection spell.
It is possible to create more Elixir's of Life, but doing so requires a month of work, 25,000 gold and 5,000 experience points.
In this class, I make reference to base Intelligence modifier, and effective Intelligence modifier.
Your base Intelligence is the intelligence you have when there are no buffs upon you. Pretend you're stark naked and have no spells currently active. This affects your bonus spells.
You effective Intelligence is your Intelligence with any bonuses from any source at all, whether it's a spell, an item or something else. This affects your spell DC's
The Sage
Abilities: Intelligence is the most important thing, as it determines the bonus spells and DC's of the spells he casts. Constitution increases his hit points, which are vital if the Path of the Bloody is taken. Dexterity increases his AC, which means he takes less hits.
Alignment: Any.
Hit Die: d4
Starting Age: As Wizard.
Starting Gold: As Wizard.
Class Skills
The Sagess class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all, taken individually) (Int), Profession (Wis), Spellcraft (Int), Spot (Wis).
Skill Points at First Level: (3 + Int modifier) x 4
Skill Points at Each Additional Level: 3 + Int modifier
{table="head"]Level|BAB|Fortitude|Reflex|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th
1st|+0|+0|+0|+2|Arcane Bond, Thematic Casting|3|1||||||
2nd|+1|+0|+0|+3|-|4|2||||||
3rd|+1|+1|+1|+3|Minor Arcane Learning|4|3||||||
4th|+2|+1|+1|+4|Cantrips|4*|4|1|||||
5th|+2|+1|+1|+4|-|4*|4|2|||||
6th|+3|+2|+2|+5|Thematic Casting|4*|4|3|-||||
7th|+3|+2|+2|+5|-|4*|4|4|1||||
8th|+4|+2|+2|+6|Lesser Arcane Learning|4*|4|4|2|-|||
9th|+4|+3|+3|+6|-|4*|4|4|3|-|||
10th|+5|+3|+3|+7|-|4*|4|4|4|1|-||
11th|+5|+3|+3|+7|Thematic Casting|4*|4|4|4|2|-||
12th|+6/+1|+4|+4|+8|-|4*|4|4|4|3|-|-|
13th|+6/+1|+4|+4|+8|Major Arcane Learning|4*|4|4|4|4|1|-|
14th|+7/+2|+4|+4|+9|-|4*|4|4|4|4|2|-|-
15th|+7/+2|+5|+5|+9|-|4*|4|4|4|4|3|-|-
16th|+8/+3|+5|+5|+10|Thematic Casting|4*|4|4|4|4|4|1|-
17th|+8/+3|+5|+5|+10|-|4*|4|4|4|4|4|2|-
18th|+9/+4|+6|+6|+11|Greater Arcane Learning|4*|4|4|4|4|4|3|-
19th|+9/+4|+6|+6|+11|-|4*|4|4|4|4|4|4|1
20th|+10/+5|+6|+6|+12|Philosopher's Stone|4*|4|4|4|4|4|4|2
[/table]
Spellcasting: A sage can prepared a number of spells per day as shown above. In addition, a sage gains a number of bonus spells equal to his base Intelligence bonus. He must have a base Intelligence of at least 10+spell level to cast a spell, and his spell's save DC's are equal to 10 + effective Int. bonus + spell level. The sage draws his spell list from the Wizard/Sorcerer spell list.
The sage begins play with 4+base Int. bonus cantrips and 2+base Int. bonus 1st level spells in his spellbook. At 4th and every third level after, he adds a number of spells equal to 3 + base Int. mod to his spellbook. These spells may be of any level he is able to cast. He can also attempt to copy spells from other Sage's scrolls. It must be of a level he can cast, and it must be specifically from a scroll of a member of this class. He cannot copy spells from spellbooks, regardless of class.
A sage may know any number of spells. He must have 8 hours of uninterrupted sleep at any point since the last time he prepared spells, and he must prepare his spells at dawn (6:00 am). Regardless of how many hours of sleep a sage gains, he may never prepare spells at a time other than dawn.
Arcane Bond: At 1st level, sages form a powerful bond with an object or a creature. This bond can take one of two forms: an animal familiar or a bonded object. An animal familiar is a magical pet that enhances the sage's skills and senses and can aid him in magic, while a bonded object is an item a sage can use to cast additional spells and to serve as a magical item. Once a sage makes this choice, it is permanent and cannot be changed. Animal familiars follow the standard rules as per Wizards, while bonded objects are described below.
Sages who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a sage attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the sage has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the sage, including casting time, duration, and other effects dependent on the sage's level. This spell cannot be modified by metamagic feats or other abilities.
A sage can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a sage with a bonded dagger must be at least 5th level to add magic abilities to the dagger. If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the sage who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the sage prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per sage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A sage can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Thematic Casting: Every sage learns his magic in a different way. Some are trained in armies, taught to fight on the front-line with fighters and barbarians. Some are raised in the wilderness, where strange magics and are just a part of being a shaman. Yet others train in academies, hearing the history of magic and learning old ways to use their power. At 1st level and every 5 levels after, you may select a Path. Every time you select a path, you learn the next Form in it. (So at level 1 you could choose Path of War and learn Form 1, then at 6th level choose it again to learn Form 2, or choose a different Path to gain the first form for that Path.)
If you ever choose Path of the Bloody, you PERMANENTLY lose the ability to cast 6th level spells or higher.
Paths
Path of the Bloody
Battlemage (EX): You have sacrificed diligent studying of the magical arts for more practical applications of your magic: killing.
Form 1 grants the sage proficiency with 1 martial weapon of his choice. In addition, he gains the feats Improved Toughness and Combat Casting if he doesn't already have them and even if he doesn't meet the prerequisites. From this point on, all future sage hit die become d8's instead of d4's and you gain the BAB of a fighter with one limitation: you still only gain two attacks max. (This means that at 20th level, you would have +20/+15, not +20/+15/+10/+5)
Form 2 allows the sage to ignore the arcane spell failure chance of light armor. He also gains the feats Improved Toughness and Eschew Materials.
Form 3 allows the sage to ignore the arcane spell failure chance of all shields, excluding tower shields. He also gains the feats Improved Toughness and Weapon Focus with the martial weapon he chose at Form 1.
Form 4 allows the sage to ignore the arcane spell failure chance of medium armor. In addition, he gains the feats Improved Toughness and Weapon Specialization with the martial weapon he chose at Form 1.
.
Path of the Shaman
Shamanistic Fetish (Ex): You have learned the ways of temporary but draining infusions.
Form 1 allows that sage to perform minor infusions, gaining the power to deposit magical power into unstable fetishes to give benefits. As a ritual taking 10 minutes, the sage may expend a 0 level spell in order to infuse an item with the spell. The spell chosen cannot deal damage or it any other way harm any potential bearer of the item. This is a constant effect that lasts for 1 day and grants the spells effects to the bearer of the item. The item takes up a slot normal for its type and size.
Form 2 doubles the duration of the sages infusions to 2 days and lets him infuse spells of up to 1st level.
Form 3 expands the sages powers of infusion. He may now infuse spells of up to 2nd level and they now last 3 days.
Form 4 grants the sage the power to, once a day, infuse an item with a number of spells equal to his base Constitution mod (minimum +2). These spells are not expended from his prepared spells, and do not require the typical 10 minutes casting time, taking only a full round action instead.
Path of the Studious
Academic Sage (Ex): Some sages lose themselves in books, eventually stumbling upon the magic rites of old.
Form 1 reveals to the sage the rituals of old: a number of times per day equal to the sages base Constitution mod, he may increase the casting time of any full round or standard action to 2 rounds in order to treat it as if it was cast at +2 CL higher. This applies only to spells up to 2nd level. While performing a ritual, the sage takes a -10 to his Spot, Listen and Hide checks.
Form 2 teaches the value of patience. The sage may choose to extend the ritual an extra 2 rounds (to a total of 4 rounds) to multiple the duration by 2.
Form 3 allows the sage to ritualize spells of up to 3rd level. In addition, he learns 2 new spells. These 2 spells may be of any level, so long as the sage can cast them.
Form 4 shows how the sage has reached the pinnacle of his art. By choosing to increase the casting time to 8 rounds, he may extend the duration to Concentration+1 round. If the spell doesn't normally have a duration, or is instantaneous, the spell repeats itself. If he does this however, he takes 1d6 non-lethal damage per level of the spell when he ceases concentration on the spell.
Minor Arcane Learning (Su): The sage may select one of the effects shown below.
Strange Eyes: The sages eyes permanently are a different color, shape, etc. This has no mechanical effect.
Everitem: The sage permanently gains a small mundane item. This item can be a piece of chalk, a small pipe, an inkpen, or anything else, but never more than one. This item never runs out. If chalk, the stick is never used up. If a pipe, it never runs out of pipeweed and can be lit/doused with a word. Any item can be used in this way, but the item cannot be something that provides a benefit for the bearer such as a magic ring, a potion, Alchemist's Fire, etc. The DM should ensure the item is in the same vein as the examples listed above.
Astrological Knowledge: Having practiced the art of astrology for many years, the sage may determine the exact date (In the format of month/day/year) by studying the night sky for 5 minutes.
Alchemical Passion: The skill Profession (Alchemist) is always a class skill for the sage, regardless of his current class.
Cantrips:Beginning at 4th level, the sage has acquired such a mastery of these basic spells that they are not expended when cast.
Lesser Arcane Learning (Su): The sage selects one of the abilities listed below.
Advice of the Sage: Three times per day, the sage may give expert knowledge to his allies, granting them a bonus to attack. As a swift action, the sage may make a DC15 effective Intelligence check. If he makes this check, he may select one ally withing 40 feet. That ally gains a +1 bonus to attack on his next turn. if he doesn't attack on his next turn, the bonus is lost.
Alchemical Wonders: Twice per day, the sage may quickly mix a crude but effective contact poison. This requires a DC15 Profession (Alchemist) check. If he succeeds, he may throw a small vial of poisonous liquid at an enemy within 30 feet. This is a standard action, requires the sage to actually possess a (at least one) vial and actually throw it, and provokes AoO. The poison does 1d6 damage and causes mild skin irritation for 1d3 rounds. During those rounds, the target has a -1 to attack rolls.
Gilded Bird: The sage may create a diminutive and delicately crafted bird. Doing so costs 100 gold, and he may only have one at any given time. Crafting the bird takes 2 days and a Craft (Metalworking) check equal to DC10. If he fails, the materials and time are wasted. If he succeeds, he gains a diminutive golden bird.
Gilded Bird
Size/Type: Diminutive Construct
Hit Dice: 1d4-3 (1 hp)
Initiative: +0
Speed: Fly 30 ft (Perfect) (6 squares)
Armor Class: 16 (+6 size), touch 10, flat-footed 16
Base Attack/Grapple: -/-
Attack: -
Space/Reach: 1/2 ft./0 ft.
Special Attacks:
Special Qualities: Construct traits, damage reduction 5/magic
Saves: Fort +0, Ref +6, Will +0
Abilities: Str 1, Dex 10, Con , Int , Wis 10, Cha 8
Skills: Hide +8, Move Silently +12, Perform (Oratory) +4
Challenge Rating: 0
Gilded Birds are beautifully crafted constructs. Possessed of no intelligence of their own, they are amazingly functional vessels for sages with a taste for spying.
Powered by Gears: A Gilded Bird must be wound using a key on its back. Winding a Gilded Bird as a move action powers it for 4 rounds, winding it as a standard action powers it for 1 minute, and winding it as a full round action powers it for 1 hour. A Gilded Bird may only ever be wound for a maximum time of 4 hours.
Assume Direct Control (Ex): The sage may see through the eyes of the Gilded Bird. As a full round action, you may ASSUME DIRECT CONTROL of the Gilded Bird, essentially becoming it. You may direct it's movements, and may make Perform (Oratory) skill checks (using the Gilded Bird's Perform (Oratory) ranks in place of your own of your own) instead of Bluff checks to convince any watcher that you are merely a normal bird. You use your own Listen and Spot skills to notice details and listen to conversations. Each round that you are in Direct Control of the Gilded Bird, your body is considered flat-footed. If you take damage from an attack, your control is immediately broken and cannot be resumed for 1d4 rounds.
Expedient Messenger (Ex): The sage may expend a Message spell while holding the bird to enable the bird to carry and repeat the message to a target of your choice. The bird always knows the location of your message's target, but only if he is on the same plane and you have met him previously. The message is held by the bird until discharged, or until the bird is unwound. Once the bird finds its target, it repeats the message in your voice. It then waits for a response, which may consist of up to 30 words, then immediately fly's back to you.
Major Arcane Learning (Su): The sage may select one of the following abilities.
Unequivalent Exchange (Ex): The sage has done the impossible: created something from nothing. Once per week, he may extend the duration of any Summon Monster spell to permanent. The spell slot that held the Summon Monster spell cannot be used until this effect is ended. He may dismiss this effect as a free action. You may only have one permanent Summon Monster from this effect at any time.
Malleable Life (Ex): The sage has learned the art of empowering homuncului. He may use a homunculus as the subject of his Shamanistic Fetish, with the homunculus gaining the effects of the spells for the normal duration.
More ideas for these are welcome.
Greater Arcane Learning (Su): Looking for any good ideas, as I seem to have slowly run out.
Philosopher's Stone: At 20th level, the sage has unlocked the secrets of his art. He chooses one of the following abilities. Once made, this choice cannot be changed.
He may creates a Elixer of Life, as described below.
He may turn any unattended object into an equal amount of gold with a standard action at will. This object can weigh no more than 5 lbs., must be non-magical, and cannot have a value of more than 500 gold in order to be transmuted.
Elixir of Life: The receives an Elixir of Life for free upon selecting this option (which can only be drunk by him).
The Elixir of Life has two effects. If a living creature drinks it, he stops aging- he no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place and bonuses still accrue. His maximum age is now considered infinite. He also becomes immune to non-magical diseases and poisons, and gains Damage Reduction 10/Magic and Fasthealing 2 as a side-effect of the process.
If the Elixir is applied instead to a dead creature, it returns to life 1d6x10 minutes later as though affected by a True Resurrection spell.
It is possible to create more Elixir's of Life, but doing so requires a month of work, 25,000 gold and 5,000 experience points.