HD-
d6
Max AC-
12 /Minimum Hit-Points-
2
Saves-
Every odd level, +1 to magic saves. Every even level, +1 to all
saves.
You
are the wise and curious among the mortal races. Beyond this, you are
also a keeper of knowledge, both practical and arcane. Your “sixth
sense” is the most honed of all character classes and you are the
best at dealing with disquiet ghosts and spirits. You are also
automatically assumed to be literate and good with a quill; add your
level to number of pages you can write per season.
While
not having it innately, magic is a skill you can excel in. Casting
magic spells, weaving enchantments, performing rituals, summoning
entities from other worlds, and so on. While abstract, you gain a +1
to all magic rolls starting at level 2, and +2 at 9th
level and beyond.
You
can also identify magic items; during downtime you may roll a 1d8 on
a magic item or artifact using the table here. The DM will tell you what you find out.
Rolling the same number twice on the same item will fully identify it
for you. You may not be able to uncover everything, depending on the
breadth of your scholarly knowledge. At 4th level you get
a free roll on the identification table the moment you pick up and
closely examine an item.
At
levels 3, 6, 9, and 10 you gain an extra dice whenever you
heal someone. Also as a Sage of any level, you can split up your
healing dice to multiple targets or to multiple injuries of different
types at the same time, making your healing more efficient.
At
levels 1, 4 and 7, you can treat your level as one higher when
commanding spirits, turning the undead, or creating wards against
mystical creatures. For example; at level 6 you'd count your level as
8 for dealing with these entities.
At
10th
level, you become a Mystic.
You
can build yourself a magician's tower or manse in an area filled with
magical energy or phenomenon, letting you study it and keep it out of
the wrong hands. Most Mystics do this in far away places and live as
hermits, due to the fact you will receive 1d4 annoying petitioners
each season asking you to solve their problems with your awesome
magical powers and
cure their ills. How you answer them or what you demand in exchange
is your choice. You will also receive a 1st
level apprentice Sage who seeks guidance and knowledge. You can also
recruit or stumble upon other apprentices, but the one awarded by you
reaching 10th
level will be especially talented.
Additionally;
you gain the ability to Delve Lore.
By studying your references, consulting your experts, and meditating
to focus your supernatural insight you can find out a secret. This
secret can be a clue to the location of a lost place, the secret
weakness of a monster, a magical incantation from days of yore, etc.
You can only do this during downtime and once per season.
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