Table of Contents

Sages are masters of their internal energy, known as chi or ki, using martial techniques and discipline to foster and grow this energy within themselves. True masters of ki can mold this energy to suit any purpose, firing blasts of destructive energy, creating protective barriers, or boosting physical performance and abilities. Some sages even learn to use ki to stave off or reverse death.
Role: A sage can use his ki abilities to attack from afar, enhance an ally’s physical abilities, manipulate their opponents, or even heal wounds.
Alignment: Any
Hit die: d6.
Starting Wealth: 1d6 x 10 gp (Average 35 gp) In addition, each character begins play with an outfit worth 10 gp or less.
Starting Age: Trained
Class Skills: The sage’s class skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
Class Features
Table: SageClass Level  BAB  Fort Save  Reflex Save  Will Save  Special  AC Bonus  Combat Talents 

1  +0  +2  +2  +2  Chi gong, combat training, esoteric training, ki pool, meditation, style talent  +0  0 
2  +1  +3  +3  +3  Esotery  +0  1 
3  +1  +3  +3  +3  Skill focus, style talent  +0  1 
4  +2  +4  +4  +4  Esotery  +1  2 
5  +2  +4  +4  +4  Style talent  +1  2 
6  +3  +5  +5  +5  Esotery, skill focus  +1  3 
7  +3  +5  +5  +5  Style talent  +1  3 
8  +4  +6  +6  +6  Esoteric training, esotery  +2  4 
9  +4  +6  +6  +6  Skill focus, style talent  +2  4 
10  +5  +7  +7  +7  Esotery  +2  5 
11  +5  +7  +7  +7  Style talent  +2  5 
12  +6/+1  +8  +8  +8  Esotery, skill focus  +3  6 
13  +6/+1  +8  +8  +8  Style talent  +3  6 
14  +7/+2  +9  +9  +9  Esotery  +3  7 
15  +7/+2  +9  +9  +9  Skill focus, style talent  +3  7 
16  +8/+3  +10  +10  +10  Esoteric training, esotery  +4  8 
17  +8/+3  +10  +10  +10  Style talent  +4  8 
18  +9/+4  +11  +11  +11  Esotery, skill focus  +4  9 
19  +9/+4  +11  +11  +11  Style talent  +4  9 
20  +10/+5  +12  +12  +12  Esotery, signature technique  +5  10 
Proficiencies
Sages are proficient with simple weapons. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
AC Bonus (Ex)
When unarmored and unencumbered, the sage adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a sage gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four sage levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the sage is flatfooted. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Chi Gong (Su)
At 1st level, the sage learns the chi gong technique, which allows him to wield his ki as a precise instrument, thrusting it into an opponent and disrupting their physiology or reinforcing a wounded ally. A sage’s chi gong is measured in d6’s: the sage begins with 1d6 chi gong, which increases by 1d6 at 3rd level and every 2 levels thereafter. The sage gains a melee touch attack that is treated as a light weapon and can be used whenever the sage could make an attack (such as during an attack action or attack of opportunity) dealing piercing damage to the opponent equal to his chi gong dice; the sage may also apply this bonus damage to his unarmed strikes or natural attacks. In addition, the sage can use this ability to heal a creature instead of damaging them by sealing their wounds together with ki as a move action, but this patchwork healing cannot restore a creature’s hit points above half their normal maximum.
Combat Training
A sage may combine combat spheres and talents to create powerful martial techniques. Sages are considered Proficient practitioners and use Wisdom as their practitioner modifier.
Esoteric Training (Su)
At 1st level, and again at 8th and 16th level, a sage gains one of the following esoteric training packages:
Chakra Disruptor
The sage trains to wield his chi gong touch with incredible precision, stabbing it into his foe’s chakra points to cripple and disable them. Whenever the sage deals damage to an opponent using his chi gong ability, he may slam his ki into the opponent’s body, disrupting their natural processes and ruining their coordination.
The opponent must succeed at a Fortitude save or take a penalty to their CMD equal to the number of chi gong dice the sage possesses (so a 5th level sage would inflict a 3 penalty to his opponent’s CMD) until the end of the sage’s next turn; multiple uses of this ability do not stack. The sage may spend a ki point when activating this ability to increase the penalty to twice the number of chi gong dice he possesses. Whenever an opponent fails their saving throw against this ability, the sage may attempt a bull rush, trip, or reposition combat maneuver against them as a swift action.
Enhancer
The sage learns to reinforce his or an ally’s body with ki, granting increased strength, speed, and endurance. As a swift action, the sage may grant himself or an ally within his reach a +2 bonus to either their Strength, Dexterity, or Constitution score for a number of rounds equal to the sage’s Wisdom modifier, or for 1 minute if the sage spends a ki point when activating the ability. At 3rd level and every 3 levels thereafter, the bonus granted by this ability increases by an additional +2.
The sage may apply all of this bonus to a single physical ability score, or divide it in units of +2 between multiple physical ability scores; regardless of how the sage assigns this bonus, he cannot add more than +10 to a given ability score. Sages with this ability may take (enhance) talents from the Enhancement sphere without possessing the Enhancement base sphere and use them as a swift action, though they may only be used on creatures or items within sage’s reach and their effects last for a number of rounds equal to the sage’s Wisdom modifier, or for 1 minute if the sage spends a ki point when activating the ability. The save DC for (enhance) talents used in this way is 10 + 1/2 the sage’s class level + his Wisdom modifier. For every 4 class levels the sage possesses, he gains one (enhance) talent as a bonus talent.
^{Wiki Note: The Enhancer's ability score booster is an untyped bonus, so it stacks with other common bonuses like enhancement bonuses. This also applies to the Mental Escalation esotery. You cannot provide more than one physical and one mental enhancement per target.}
^{Author's Note: Applying (enhance) talents to enemies with this ability requires a melee touch attack, as it is performed using the Sage's reach.}
Infuser
The sage learns to infuse unusual or unexpected properties into his ki, transforming it into a powerful and unpredictable tool. Sages with this esoteric training package gain Improved Unarmed Strike as a bonus feat. Whenever the sage could make an attack with an unarmed strike (such as when using the attack action or making an attack of opportunity), or when he would be entitled to make a combat maneuver check on his turn (such as when maintaining a grapple), he may instead force the creature to make a Reflex save (DC 10 + 1/2 the sage’s class level + his Wisdom modifier); creatures who fail their save are automatically subject to a disarm, grapple, or trip attempt (chosen by the sage at the time this ability is used) as though the sage had succeeded on a combat maneuver check against their CMD. Creatures targeted by this ability get a +1 circumstance bonus on their saving throw for each size category they are larger than the sage.
The sage may spend a ki point when using this ability to force the target to roll twice and take the least favorable result. This does not allow the sage to subject the target to combat maneuvers they would otherwise be immune to, such as due to flight or size limitations. At 4th level, and every 4 levels thereafter, sages with this esoteric training package gain a bonus combat talent of their choice. Whenever the sage would be allowed to use a combat maneuver due to a talent or feat, he may force them to make a Reflex save as described above instead of attempting a combat maneuver check against their CMD.
Ki Blaster
The sage has trained to project his energy outside of himself, firing devastating blasts of energy from his palms, eyes, or another part of his body. Ki blasts are rays that can be fired as ranged touch attacks with a range of close (25 ft. + 5 ft. per 2 class levels), dealing an amount of bludgeoning and piercing damage equal to the sage’s chi gong dice. The sage may spend a ki point as a swift action to increase this damage to 1d6 per class level for 1 round, plus 1 additional round at 5th level and every 5 levels thereafter. The sage may use a ki blast whenever he could normally make a ranged attack, such as when using the attack action or making an attack in a full attack sequence.
This counts as the destructive blast ability from the Destruction sphere and may be modified by talents with the (blast type) descriptor. In addition, sages with this ability may take (blast type) talents without having the Destruction base sphere. For every 4 class levels the sage possesses, he gains one (blast type) talent as a bonus talent.
Ki Pool (Su)
At 1st level, a sage gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a sage’s ki pool is equal to his sage level + his Wisdom modifier. By spending 1 point from his ki pool, a sage can increase his speed by 20 ft. for 1 round. Alternatively, he can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action.
Many esoteries and esoteric training packages require the sage to spend ki points to modify an effect; unless specifically stated otherwise, the sage cannot spend more ki points on an esotery or esoteric training ability than 1 + 1 per 5 class levels he possesses.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Errata: This counts as both the casting and spell pool class features; a sage who gains a spell pool from another source calculates their total from both sources into a single pool as normal for a multiclass sphere caster. Sages gain two bonus talents if this is their first level in a casting class and qualify for a unified tradition, applying any appropriate casting limitations to their ki powers (so a sage with a casting tradition that includes the Verbal Casting drawback would apply that limitation to all of their ki powers, not just those that use magic talents).
Meditation (Ex)
The sage can spend 1 hour in quiet contemplation to gather and reinforce his mental and spiritual energies in preparation for the task ahead. When the sage meditates in this manner, he gains a pool of bonus dice equal to 1/2 his class level (rounded down, minimum 1) that can be spent whenever he makes an ability check, skill check, or saving throw to add 1d6 to the roll. The sage can also use this ability whenever an opponent uses an ability which targets the sage’s CMD to add 1d6 to his CMD against the attempt. The sage cannot gain more bonus dice at one time than half his class level using this ability.
Style Talent
Every sage develops a unique combination of martial and mystical talents that form a unique and recognizable style. At 1st level and every 2 levels thereafter, the sage gains a bonus combat talent or magic talent of his choice. Style talents are separate from, and in addition to, the Sage's normal combat talents. Sages who gain magic talents are treated as HighCasters when determining their caster level, use Wisdom as their casting ability modifier, and treat their ki pool as their spell pool when using magic spheres and talents.
^{Wiki Note: Some casting traditions that are fine for regular caster are crippling for the Sage. Think very carefully when deciding which drawbacks, if any, to take. Magical Signs isn't too bad, but Diagram Magic and Extended Magic, for example, are particularly harsh for the Sage since the limits also apply to your ki powers.}
Esotery (Su)
At 2nd level and every 2 levels thereafter, the sage learns a single esotery he qualifies for. Many esoteries require the sage to know a particular esoteric training package first; the sage cannot take an esotery that requires an esoteric training package he does not possess. Unless otherwise noted, a sage can take a given esotery only once. If an esotery ability grants a saving throw, the DC is 10 + 1/2 the sage’s class level + his Wisdom modifier.
Universal Esoteries
Flight
The sage may spend a ki point as a swift action to grant himself a fly speed of 30 ft. with average maneuverability for 1 minute per class level he possesses. For every 3 class levels the sage possesses beyond 5th, the flight speed increases by 10 ft. and the maneuverability increases by 1 step (to a maximum of perfect). If the sage is at least 10th level, this effect lasts for 1 hour per class level instead of 1 minute. The exact nature of this flight depends on which esoteric training package(s) the sage possesses; enhancers fly by leaping and kicking out with such force that they are launched through the air as they desire, chakra disruptors hurl themselves through the air on concussive pulses of ki, ki blasters ride on sustained bursts of energy, and infusers manipulate their ki in various ways to simulate flight, whether creating wings of pure ki, using ki to make their bodies lighter than air, or some similar technique. Regardless of the exact nature of their flight, only the outward appearance of the granted flight changes, all mechanical benefits are identical.
A sage who possesses multiple esoteric training packages may choose to manifest his flight in a way consistent with any package he possesses. Creatures who see the sage in flight may make a DC 20 Knowledge (arcana) check to identify what esoteric training package the flight mode represents and what the base ability of that package is.
The sage must be at least 5th level to take this esotery.
Ki Power
The sage gains a ki power from the unchained monk list, treating their sage level as their monk level for all purposes of the gained ability, including determining whether or not the sage qualifies to take it.
Chakra Disruptor Esoteries
Hinder Movement (Chakra Disruptor)
Whenever the sage deals damage to an opponent using his chi gong ability, he may spend a ki point to use his ki to disrupt the opponent’s motor functions. The opponent must succeed at a Fortitude save or have all of their movement speeds reduced by 5 ft. per chi gong die he possesses until the end of the sage’s next turn; multiple uses of this ability do not stack, and this ability cannot reduce the opponent’s speed to lower than 5 ft. in any movement mode they possess.
Maneuver Master (Chakra Disruptor, Enhancer, or Infuser)
The sage treats his class level as his base attack bonus when calculating his combat maneuver bonus and combat maneuver defense. This stacks with base attack bonus gained from other classes. If the sage has the infuser esoteric training package and this esotery, he may spend a ki point as an immediate action whenever an opponent would succeed on a combat maneuver check against him to force the opponent to reroll the check, keeping the second result.
Ponderous Touch (Chakra Disruptor or Infuser)
Whenever a creature is damaged by the sage’s chi gong ability, fails a saving throw to resist one of the sage’s esoteries or resist a combat maneuver, or when the sage succeeds on a combat maneuver attempt against a creature (including maintaining a grapple) that creature must succeed on a Will saving throw (DC 10 + 1/2 the sage’s class level + his practitioner modifier) or be slowed (as the Time sphere alter time effect) for 1 round.
Restore Life (Chakra Disruptor, Infuser, or Ki Blaster)
As a standard action, the sage may touch a creature that has been dead no longer than 1 hour per sage level, and spend 3 ki points to raise them from the dead. The subject’s soul must be free and willing to return, otherwise they simply do not return to life. Coming back from the dead is an ordeal. The subject gains two permanent negative levels when it is raised, just as if it had been hit by an energydraining creature. If the subject is 1st or 2nd level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be raised).
A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While this esotery closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this ability.
A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this esotery. Constructs, elementals, outsiders, and undead creatures can’t be raised. This cannot bring back a creature that has died of old age.
If the sage has the ki blaster esoteric training package, he may use this ability at close range (25 ft. + 5 ft. per class level) instead of touch.
A sage must be at least 10th level to gain this esotery.
Shattering Touch (Chakra Disruptor)
The sage may make a sunder attempt against an unattended, inanimate object or surface using his unarmed strike or the melee touch attack granted by the chi gong ability, adding his chi gong dice to the damage dealt. The bonus damage from his chi gong dice is not affected by Hardness or damage reduction. In addition, whenever the sage would damage a construct with his chi gong melee touch attack, the attack ignores any damage reduction the construct may possess.
Slow Reflexes (Chakra Disruptor)
Whenever the sage deals damage to an opponent using his chi gong ability, he may spend a ki point to twine his ki throughout his opponent’s body, hindering their movement and slowing their reactions. The opponent must succeed at a Fortitude save or take a penalty to their Reflex saving throws and attack rolls made as part of an attack of opportunity equal to the number of chi gong dice the sage possesses (so a 5th level sage would inflict a 3 penalty) until the end of the sage’s next turn; multiple uses of this ability do not stack.
Soul Stitching (Chakra Disruptor or Infuser)
The sage transforms his ki into a tangible needle and thread he can use to stitch wounds. As a standard action, the sage can spend 1 ki point to heal himself or an adjacent target of an amount of hit point damage equal to 3 x his class level. If the sage is at least 5th level, the target is also healed of 1 point of ability damage, plus 1 additional point of ability damage for every 3 class levels he possesses. This ability can be used to reattach severed limbs, as long as the original limb is available, removing any effects or penalties attributed with the limbs’ loss.
Stunning Fist (Chakra Disruptor or Enhancer)
The sage gains Stunning Fist as a bonus feat, even if he would not normally qualify for it. The sage treats his class level as monk levels when determining all effects of this feat, including uses per day. In addition to his unarmed strikes, the sage may declare a Stunning Fist attempt whenever he attacks with the melee touch attack granted by his chi gong class feature.
Enhancer Esoteries
Combat Form (Enhancer or Infuser)
The sage gains the ability to manipulate his body and ki into a more powerful form. If the sage has the enhancer esoteric training package, whenever he uses its ability to grant himself a bonus to any of his physical ability scores, he also gains the Improved Unarmed Strike feat if he did not already possess it, deals unarmed strike damage as a monk of his class level, uses his class level in place of his base attack bonus when determining the saving throw DCs and effects of any combat talents he possesses, and gains DR/ equal to half his class level (this damage reduction stacks with damage reduction of the same type from different sources).
If the sage has the infuser esoteric training package, he may spend a ki point as a swift action to grant himself a +1 deflection bonus to his armor class, +1 per 4 class levels he possesses, for 1 minute. As long as this ability is active, the DC for the saving throw to resist the sage’s infuser ability increases by +5 and the sage is treated as being 1 size category larger than he actually is when determining whether or not he can use a combat maneuver against a given creature and what, if any, bonuses it receives to its Reflex saving throw for being larger than the sage.
Hardened Combatant (Enhancer)
Whenever the sage uses the ability granted by the enhancer esoteric training package to grant himself a bonus to one or more of his physical ability scores, he gains a +1 competence bonus to his CMB and CMD for the duration of the effect. At 4th level and every 4 levels thereafter, this bonus increases by an additional +1.
Hardened Skin (Enhancer)
Whenever the sage uses the ability granted by the enhancer esoteric training package to grant himself a bonus to one or more of his physical ability scores, he may spend a ki point to gain an armor bonus equal to 1/2 his class level for the duration of the effect.
Healing Factor (Enhancer)
Whenever the sage uses the ability granted by the enhancer esoteric training package to grant himself a bonus to one or more of his physical ability scores, he may spend a ki point to gain regeneration 1 for the duration of the effect. At 4th level and every 4 levels thereafter, this regeneration increases by an additional 1. Taking damage from ki effects (such as a ki blast, chi gong touch attack, or any damaging effect that requires the user to expend 1 or more ki points to activate) suppresses this regeneration for 1 round.
Maneuver Master (Chakra Disruptor, Enhancer, or Infuser)
The sage treats his class level as his base attack bonus when calculating his combat maneuver bonus and combat maneuver defense. This stacks with base attack bonus gained from other classes. If the sage has the infuser esoteric training package and this esotery, he may spend a ki point as an immediate action whenever an opponent would succeed on a combat maneuver check against him to force the opponent to reroll the check, keeping the second result.
Mental Escalation (Enhancer or Infuser)
As a swift action, the sage may grant himself a +2 bonus to either his Charisma, Intelligence, or Wisdom score for a number of rounds equal to his Wisdom modifier, or for 1 minute if the sage spends a ki point when activating the ability. At 3rd level and every 3 levels thereafter, the bonus granted by this ability increases by an additional +2. The sage may apply all of this bonus to a single mental ability score, or divide it in units of +2 between multiple mental ability scores; regardless of how the sage assigns this bonus, he cannot add more than +10 to a given ability score.
Stunning Fist (Chakra Disruptor or Enhancer)
The sage gains Stunning Fist as a bonus feat, even if he would not normally qualify for it. The sage treats his class level as monk levels when determining all effects of this feat, including uses per day. In addition to his unarmed strikes, the sage may declare a Stunning Fist attempt whenever he attacks with the melee touch attack granted by his chi gong class feature.
Infuser Esoteries
Attune With Darkness (Infuser)
The sage has learned how to convert their ki into clouds of shadowy darkness that feed on his foes. The sage gains the Dark sphere and the Hungry Darkness talent as bonus talents. If the sage already possesses either of these talents, he may choose any other Dark sphere talent in its place. Sages with this ability are only affected by their (darkness) talents if they choose to be.
Attune With Light (Infuser)
The sage has learned how to convert their ki into cloaks of brilliant energy that make them or their allies stronger and more powerful. The sage gains the Light sphere and the Encompassing Light talent as bonus talents. If the sage already possesses either of these talents, he may choose any other Light sphere talent in its place.
Combat Form (Enhancer or Infuser)
The sage gains the ability to manipulate his body and ki into a more powerful form. If the sage has the enhancer esoteric training package, whenever he uses its ability to grant himself a bonus to any of his physical ability scores, he also gains the Improved Unarmed Strike feat if he did not already possess it, deals unarmed strike damage as a monk of his class level, uses his class level in place of his base attack bonus when determining the saving throw DCs and effects of any combat talents he possesses, and gains DR/ equal to half his class level (this damage reduction stacks with damage reduction of the same type from different sources).
If the sage has the infuser esoteric training package, he may spend a ki point as a swift action to grant himself a +1 deflection bonus to his armor class, +1 per 4 class levels he possesses, for 1 minute. As long as this ability is active, the DC for the saving throw to resist the sage’s infuser ability increases by +5 and the sage is treated as being 1 size category larger than he actually is when determining whether or not he can use a combat maneuver against a given creature and what, if any, bonuses it receives to its Reflex saving throw for being larger than the sage.
Elemental Aura (Infuser or Ki Blaster)
The sage converts his ki into a raw energy aura that protects him by damaging his foes and amplifying his attacks. As long as the sage has at least 1 point of ki in his ki pool, he can spend a swift action to shroud his body in an aura of acid, cold, fire, or electricity (chosen when he activates this ability) that deals 1d8 damage, plus 1d8 damage for every 4 class levels he possesses, of the corresponding type to any creature who strikes the sage with a melee attack or otherwise comes into direct physical contact with the sage (such as when performing a combat maneuver or delivering a touch spell) for a number of rounds equal to the sage’s Wisdom modifier, or 1 minute if he expends a point of ki when activating this ability. While this ability is active, this additional damage is also added to the sage’s unarmed strikes and chi gong melee touch attacks, and dealt to any creature the sage successfully performs a combat maneuver against. The sage may end this effect as a free action. If the sage has the ki blaster esoteric training package, he can spend 1 point of ki while this ability is active as part of making a ki blast attack to add the energy damage to his ki blast damage until the start of his next turn; when using this ability, all ki blast attacks made for the round after the first are treated as having had 1 additional ki point spent on them when determining the maximum amount of ki that can be spent to modify their effects.
Ki Clone (Infuser)
The sage may spend a ki point as a standard action to form his ki into a perfect clone of himself that aids him in combat for a number of rounds equal to the sage’s class level. The ki clone may act immediately and shares the sage’s place in the initiative order. When the sage creates a ki clone, it has all of his abilities and statistics, but it is destroyed if it takes any amount of hit point or ability score damage. Anything the ki clone sees, hears, or otherwise learns during its existence is transferred to the sage when the ki clone is dismissed, expires, or is destroyed. The ki clone does not have any ki of its own, but the sage may invest any number of his own ki points into the clone at the time he creates it (this does not count against the normal limit on how many ki points can be spent when activating an esotery); if the ki clone is killed or destroyed, the sage loses this ki until he rests and recovers it, but he regains the ki automatically if the effect expires naturally or if he dismisses the clone (a free action). The ki clone is instantly destroyed if it ever leaves the same plane of existence as the sage but can otherwise move about freely. The sage may spend additional ki points when activating this ability to create multiple clones, but cannot exceed his normal limitations on the total number of ki points he can spend on an esotery effect, and each additional ki clone after the first costs 2 ki points instead of 1.
Ki Wall (Infuser or Ki Blaster)
Whenever the sage would be struck by an attack, he may spend a ki point as an immediate action to create a protective barrier of ki, granting him a deflection bonus to his AC equal to twice the number of chi gong dice he possesses against that attack. The sage may also use this ability whenever he would need to make a Reflex saving throw against a spell or effect to add a bonus equal to the number of chi gong dice he possesses to his roll.
Maneuver Master (Chakra Disruptor, Enhancer, or Infuser)
The sage treats his class level as his base attack bonus when calculating his combat maneuver bonus and combat maneuver defense. This stacks with base attack bonus gained from other classes. If the sage has the infuser esoteric training package and this esotery, he may spend a ki point as an immediate action whenever an opponent would succeed on a combat maneuver check against him to force the opponent to reroll the check, keeping the second result.
Mental Escalation (Enhancer or Infuser)
As a swift action, the sage may grant himself a +2 bonus to either his Charisma, Intelligence, or Wisdom score for a number of rounds equal to his Wisdom modifier, or for 1 minute if the sage spends a ki point when activating the ability. At 3rd level and every 3 levels thereafter, the bonus granted by this ability increases by an additional +2. The sage may apply all of this bonus to a single mental ability score, or divide it in units of +2 between multiple mental ability scores; regardless of how the sage assigns this bonus, he cannot add more than +10 to a given ability score.
Ponderous Touch (Chakra Disruptor or Infuser)
Whenever a creature is damaged by the sage’s chi gong ability, fails a saving throw to resist one of the sage’s esoteries or resist a combat maneuver, or when the sage succeeds on a combat maneuver attempt against a creature (including maintaining a grapple) that creature must succeed on a Will saving throw (DC 10 + 1/2 the sage’s class level + his practitioner modifier) or be slowed (as the Time sphere alter time effect) for 1 round.
Restore Life (Chakra Disruptor, Infuser, or Ki Blaster)
As a standard action, the sage may touch a creature that has been dead no longer than 1 hour per sage level, and spend 3 ki points to raise them from the dead. The subject’s soul must be free and willing to return, otherwise they simply do not return to life. Coming back from the dead is an ordeal. The subject gains two permanent negative levels when it is raised, just as if it had been hit by an energydraining creature. If the subject is 1st or 2nd level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be raised).
A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While this esotery closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this ability.
A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this esotery. Constructs, elementals, outsiders, and undead creatures can’t be raised. This cannot bring back a creature that has died of old age.
If the sage has the ki blaster esoteric training package, he may use this ability at close range (25 ft. + 5 ft. per class level) instead of touch.
A sage must be at least 10th level to gain this esotery.
Revivifying Ki Blast (Infuser or Ki Blaster)
Whenever the sage would be reduced to 0 or fewer hit points, or when the sage would be killed by an effect that would leave his body relatively intact, he may spend all his remaining ki as an immediate action to lob a ball of revivifying energy into the air. As long as the sage’s body remains within 10 ft. of the location he was in when he activated this ability, 1d4 rounds after the sage uses this ability the energy crashes back into his body; the sage is healed for 2d8 hit points per point of ki expended when activating this ability, even if the sage was killed by the triggering attack or during the time between when this healing is granted and the ability’s initial activation. As long as the sage’s hit points are above his normal threshold for dying after this effect resolves, he is restored to life and regains 1 ki point.
The sage must be at least 8th level to select this esotery.
Rubber Ki (Infuser)
The sage’s natural reach with his unarmed strikes and melee touch attacks increases by 5 ft., plus an additional 5 ft. for every 4 class levels he possesses. Whenever the sage succeeds at a combat maneuver check against an opponent, or when the opponent fails a Reflex save against the sage’s infuser ability, the sage may move that opponent up to 10 ft. in any direction (including directly up), though the opponent must end their movement within the sage’s unarmed strike reach. Opponents moved by this ability provoke attacks of opportunity from creatures other than the sage for moving through threatened spaces.
Soul Stitching (Chakra Disruptor or Infuser)
The sage transforms his ki into a tangible needle and thread he can use to stitch wounds. As a standard action, the sage can spend 1 ki point to heal himself or an adjacent target of an amount of hit point damage equal to 3 x his class level. If the sage is at least 5th level, the target is also healed of 1 point of ability damage, plus 1 additional point of ability damage for every 3 class levels he possesses. This ability can be used to reattach severed limbs, as long as the original limb is available, removing any effects or penalties attributed with the limbs’ loss.
Ki Blaster Esoteries
Elemental Aura (Infuser or Ki Blaster)
The sage converts his ki into a raw energy aura that protects him by damaging his foes and amplifying his attacks. As long as the sage has at least 1 point of ki in his ki pool, he can spend a swift action to shroud his body in an aura of acid, cold, fire, or electricity (chosen when he activates this ability) that deals 1d8 damage, plus 1d8 damage for every 4 class levels he possesses, of the corresponding type to any creature who strikes the sage with a melee attack or otherwise comes into direct physical contact with the sage (such as when performing a combat maneuver or delivering a touch spell) for a number of rounds equal to the sage’s Wisdom modifier, or 1 minute if he expends a point of ki when activating this ability. While this ability is active, this additional damage is also added to the sage’s unarmed strikes and chi gong melee touch attacks, and dealt to any creature the sage successfully performs a combat maneuver against. The sage may end this effect as a free action. If the sage has the ki blaster esoteric training package, he can spend 1 point of ki while this ability is active as part of making a ki blast attack to add the energy damage to his ki blast damage until the start of his next turn; when using this ability, all ki blast attacks made for the round after the first are treated as having had 1 additional ki point spent on them when determining the maximum amount of ki that can be spent to modify their effects.
Ki Bomb (Ki Blaster)
The sage may spend a ki point when making an attack with his ki blast to cause it to detonate in a 10 ft. radius burst if it strikes his target. The sage rolls damage for the attack once and deals it to all creatures within the radius of the effect; creatures other than the primary target of the attack may make a Reflex save for half damage. For every 5 class levels the sage possesses, the radius of the burst increases by 10 ft.; the sage may always choose to have the effect detonate in a smaller burst than its maximum, but can only decrease the radius in units of 10 feet.
Ki Wall (Infuser or Ki Blaster)
Whenever the sage would be struck by an attack, he may spend a ki point as an immediate action to create a protective barrier of ki, granting him a deflection bonus to his AC equal to twice the number of chi gong dice he possesses against that attack. The sage may also use this ability whenever he would need to make a Reflex saving throw against a spell or effect to add a bonus equal to the number of chi gong dice he possesses to his roll.
Meteor Shower (Ki Blaster)
The sage gains the Barrage combat sphere as a bonus sphere. If he already has the Barrage sphere from another source, he instead gains any one Barrage sphere talent he qualifies for. Whenever the sage uses his ki blast to attack multiple creatures as part of an attack action, he may attack 1 additional creature more than he would normally be able to. If the attack would normally target an area instead of a specific number of individuals, increase the base area of the effect by 5 ft. (so a 15 ft. cone would become a 20 ft. cone).
Piercing Beam (Ki Blaster)
The sage may spend a ki point when attacking with his ki blast to change it into a 30 ft. line, dealing his ki blast damage to all creatures it passes through unless they succeed at a Reflex saving throw. For every 5 class levels the sage possesses, the length of the line increases by 5 ft.
Restorative Blast (Ki Blaster)
The sage learns to convert the energy of his ki blasts into healing positive energy. The sage may spend 1 ki point when making a ki blast attack to cause the attack to heal an amount of damage equal to the damage it would normally deal; undead creatures are instead damaged by this effect. The sage rolls an attack roll as normal, and the healing is multiplied on a critical hit just as the damage dealt would normally be.
Restore Life (Chakra Disruptor, Infuser, or Ki Blaster)
As a standard action, the sage may touch a creature that has been dead no longer than 1 hour per sage level, and spend 3 ki points to raise them from the dead. The subject’s soul must be free and willing to return, otherwise they simply do not return to life. Coming back from the dead is an ordeal. The subject gains two permanent negative levels when it is raised, just as if it had been hit by an energydraining creature. If the subject is 1st or 2nd level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be raised).
A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While this esotery closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this ability.
A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this esotery. Constructs, elementals, outsiders, and undead creatures can’t be raised. This cannot bring back a creature that has died of old age.
If the sage has the ki blaster esoteric training package, he may use this ability at close range (25 ft. + 5 ft. per class level) instead of touch.
A sage must be at least 10th level to gain this esotery.
Revivifying Ki Blast (Infuser or Ki Blaster)
Whenever the sage would be reduced to 0 or fewer hit points, or when the sage would be killed by an effect that would leave his body relatively intact, he may spend all his remaining ki as an immediate action to lob a ball of revivifying energy into the air. As long as the sage’s body remains within 10 ft. of the location he was in when he activated this ability, 1d4 rounds after the sage uses this ability the energy crashes back into his body; the sage is healed for 2d8 hit points per point of ki expended when activating this ability, even if the sage was killed by the triggering attack or during the time between when this healing is granted and the ability’s initial activation. As long as the sage’s hit points are above his normal threshold for dying after this effect resolves, he is restored to life and regains 1 ki point.
The sage must be at least 8th level to select this esotery.
Scatter Blast (Ki Blaster)
The sage may spend a ki point when making a ki blast attack to treat his ki blast as a scatter weapon for 1 round; while this effect is active his ki blast attacks target all creatures within a 15 ft. cone, making a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damageincreasing feats. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. At 6th level and every 6 levels thereafter, the size of the scatter cone increases by an additional 10 ft., though the sage may always choose to forego these increases when making a scatter attack.
Severing Ki Disc (Ki Blaster)
The sage may form his ki blasts into deadly discs of razor sharp energy capable of severing an opponent’s head from their body. Whenever the sage makes a ki blast attack, he may spend a ki point to declare it to be a ki disc attack, causing it to deal slashing damage instead of the normal bludgeoning and piercing damage and making the attack’s critical threat range 1820 with a x3 critical multiplier (instead of the normal 20 x2). Whenever the sage rolls a natural 20 on an attack while using this ability (followed by a successful roll to confirm the critical hit), the ki disc severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off.
The sage must be at least 12th level to select this esotery.
Skill Focus
The sage’s specialized training gives him keen insight into a variety of different subjects. At 3rd level and every three levels thereafter, the sage gains Skill Focus for a skill of his choice as a bonus feat.
Signature Technique (Su)
At 20th level the sage gains a powerful esotery from the following list that acts as his signature technique. The sage cannot select a signature technique unless he possesses the corresponding esoteric training package. Signature techniques follow all other rules for esoteries, including determining saving throw DCs and the number of ki points that can be spent when activating them.
Devastation Wave (Ki Blaster)
The sage’s ki blast now uses d10s instead of d6s for its damage dice. In addition, the sage may use a full round action to fire a powered up version of his ki blast. Instead of a ranged touch attack, the sage’s ki blast fires in a 10 ft. radius, 60 ft. long horizontal column originating from his square. Any creature within the area of this column takes damage as though hit by the sage’s ki blast (Reflex save for half).
Heart Stopper (Chakra Disruptor)
The sage may make a single melee touch attack using his chi gong ability as a full round action; if successful, the target of this attack must make a Fortitude save or die. Even creatures that are not technically living, such as constructs and undead, can be affected by this technique as the sage’s ki tears through their bodies and disrupts the energies that animate them.
Physical Perfection (Enhancer)
The sage gains a +5 inherent bonus to each of his physical ability scores (Constitution, Dexterity, and Strength), gains DR 5/, and increases his ki pool by 5 points. In addition, the sage no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken are removed. Age bonuses still accrue, and the sage still dies of old age when his time is up, but he doubles the maximum age limit for his species.
Spider’s Web (Infuser)
As a full round action, the sage forms his ki into a wide web that can be hurled across the battlefield, covering everything within a 60 ft. radius sphere centered on the sage. This web lasts for a number of rounds equal to the sage’s Wisdom modifier. As long as this ability is active, the sage threatens every square within its radius and may make an unarmed strike, chi gong melee touch attack, or ki blast against any creature that provokes an attack of opportunity within this territory without moving from his current location, sending pulses of devastating ki arcing across the strands of this ki web.
Archetypes
Battleshifter
Battleshifters are Sages who focus on shapeshifting themselves during battle.
Votary
Votaries are considered the most dedicated of sages, renouncing worldly pleasures and material wealth in exchange for a greater connection with the universe around them.
Wand Master
Wand Masters specialize in channeling their power through wands and spell engines.
Champions of the Spheres by Drop Dead Studios  

Classes  
Dragoon  Mountebank  Necros  Prodigy 
Reaper  Sage  Troubadour  
Rules  
Champion Feats  Unified Traditions  Champion FCBs  
Get It Here on DriveThruRPG  Study and Practice  
Get the Lost Champions Bundle  
LC: Dragoon  LC: Mountebank  LC: Necros  LC: Reaper 