Req: Trained in 3 Knowledges, Arcane Gift, Divine
Gift, 2 Talents from Metamagic or Seer
Hit Dice: The Sage uses d6 Hit Dice
BAB: Low
Defense Bonuses: Sages gain a +4 class bonus to their Will defense
and a +2 class bonus to their reflex defense.
Special Ability: Sage Lore: You gain this as a bonus (+1 at 2nd,
+1 e/o lvl.) to all Knowledges you are Trained in and as a bonus to Will
defense versus Illusions.
Talent Trees
-Metamagic (Magic-User)
-Seer (Cleric)
-Healer (Cleric)
Loremaster
Monster Lore
You gain a +5 to Knowledge checks made to identify
creatures.
You gain
+1 to attacks, damage and opposed checks against creatures you have
successfully identified.
Recall
When you take a 10 on a knowledge check, treat the
die roll as a 12.
Eidetic Memory
Req: Recall
You may make an Int check with a DC equal to the
number of days since you have seen or heard something. If you exceed the DC you
remember that thing with perfect clarity.
Synergy
You gain a +2 synergy bonus in an associated skill
for each Knowledge skill you have trained.
History →
Perception, Arcana → Spellcasting, Religion → Devotion, Nature → Survival,
Underdark → Endurance, Politics → Diplomacy, Engineering → Mechanics, Tactics →
Initiative
Knowledgeable
Advice
You may spend a full-round action to give a player
than can see and hear you a +5 to a single skill check.
Uncanny
Linguist
You may make a DC 15 Int check you determine
whether you speak a given language. Once you have successfully made this check
for a language you do not have to make it again. You cannot retry this check.
Scholarship
You may reroll any Knowledge check, but must take
the result even if it is worse.
Practiced Advisor
Req: Knowledgeable Advice
Targets of your Knowledgeable Advice gain a
temporary action point. This action point is lost if it is not used by the end
of the encounter.
Exploit
Weakness
Req: Monster Lore
You may
spend two swift actions to give all allies that can see or hear you your Sage
Lore bonus to attacks against a creature you have successfully identified.
Theurgy
Adaptable Spell Pool
You may sacrifice
two spells to recall a spell you have already used.
Unified Magic
Req: Adaptable Spell
Pool, Ritual Master
You may choose to use either Spellcasting or
Devotion when casting any spell.
Action
Reserve
At the beginning of
each encounter you gain 1 temporary action point that may only be used to
augment spells. You may take this talent more than once.
Clarity
Req: Action Reserve
When you roll a natural 20 on a Spellcasting or
Devotion check you may recall a spell.
Signature Spell
Choose one spell.
Whenever you cast that spell you may take a 10 and do not provoke attacks of
opportunity.
Signature
Spell Focus
Req: Signature Spell
You gain a
+2 on all checks to cast your signature spell.
Ritual Master
You gain a +5 on all skill checks to cast rituals
and may use either Spellcasting or Devotion when either is called for.
Efficient Ritualist
Req: Ritual Master
It takes
you 3/4 as much gold and 3/4 as much time as normal for you to perform rituals.
Artificer
Req: Trained in Mechanics, Skill Focus: (Mechanics), Magical Gift, Academy Training, 2 Talents from either Melee Training or Ranged Training
Hit Dice: d8
BAB: mid
Defense Bonuses: Artificers gain a +4 Bonus to their Will Defense and a +2 Bonus to their Fortitude Defense.
Special Ability: Infusion
Talent Trees
-Either Melee or Ranged Training, depending on which one was used for class entry
-Metamagic
-Warpriest
Alchemist
Master Craftsman
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