Table of Contents
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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 flat-footed. 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.
Author's Note: Chi gong's base damage is 1d6. The additional dice gained at 3rd level and every 2 levels after are additional dice not multiplied on critical hit or increased by Vital Strike, etc.
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 Convergent [EO3]
The sage becomes attuned to a single elemental focus, and can draw upon the essence of nature around him to infuse his chi gong with the elements. The sage gains the Nature sphere as a bonus talent. Whenever the sage would use his chi gong ability, he may change the damage dealt from piercing damage to a damage type associated with a Nature package he possesses, chosen at the time of using the ability.
Whenever the sage deals damage to a creature using his chi gong ability, he can forgo half the damage dice of the ability and spend 1 ki point as an immediate action to call upon nature. The creature is affected by the Create Fire, Entangle, Freeze, Gust Of Wind, Magnetize, or Tremor geomancing sphere ability for 1 round (if a concentration effect), as long as he possesses the ability. The chosen sphere ability only affects the damaged creature and the square(s) they occupy.
The sage can forgo all of his chi gong damage dice to not require to spend a ki point when using this ability.Nature Package | Damage Type |
---|---|
Air | Nonlethal bludgeoning or electricity |
Earth | Acid or bludgeoning |
Fire | Fire |
Metal | Slashing |
Plant | Bludgeoning |
Water | Cold |
For every 4 sage levels the sage possesses, he gains one Nature sphere talent as a bonus talent.
Sages with this esoteric training package may choose the following esoteries, in addition to the esoteries generally available to sages with the ki convergent esoteric training package: elemental aura, hinder movement, ki trance, ki wall, maneuver master, restore life, rubber ki, shattering touch, soul stitching.
Manipulator [AoP2]
The sage learns to manipulate and control the raw essence of magic around them, combining the essence of magic and ki into one single form of training. Whenever the sage deals damage to an opponent using his chi gong ability, he may force his ki through the opponent’s body, disrupting concentration and slowing the channel of magic.
The opponent must succeed at a Will save or treat the damage dealt by the sage’s chi gong as continuous for the purposes of any concentration checks until the start of his next turn. The sage may spend a ki point as an immediate action when activating this ability to attempt to establish a manabond with the damaged creature, paying any associated costs as normal. Sages with this ability may take (manabond) or (manipulation) talents without having the Mana base sphere. For every 4 class levels the sage possesses, he gains one (manabond) or (manipulation) 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 High-Casters 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.
Ki Weapon [Cata. HB]
The sage gains the ability to channel the damage and other effects of chi gong through any melee weapon he is wielding rather than just unarmed or natural attacks. If the sage possesses the ki blaster esoteric training, he may apply the weapon’s enhancement bonus and any of its other special abilities (such as keen, flaming, or seeking) to the ki blast. When applying bonuses to a ki blast, the sage may only transfer special abilities which could be applied to a ranged attack which deals the same type of damage as the ki blast.
Wiki Note: You cannot apply chi gong to a chi gong attack through ki weapon.
Phantom Strike [Cata. HB]
The sage may spend a ki point as swift action to allow all of their attacks to resolve as touch attacks for one round. A sage must be at least 6th level to select this esotery.
Chakra Disruptor Esoteries
Absorb Magic (Chakra Disruptor or Manipulator) [AoP2]
Whenever the sage deals damage to an opponent using his chi gong ability, he may spend a ki point as an immediate action to attempt to destroy the bonds of any magic that is benefiting the creature. This otherwise acts as the Counterspell feat, as if attempting to dispel an existing magical effect upon the creature.
If the dispel attempt is successful, the sage may spend an additional ki point to re-establish the magical bonds upon himself, treating himself as the effect’s target, and gaining the benefits of the effect for a number of rounds equal to the sage’s casting ability modifier.
The sage must be at least 6th level to take this esotery.
Disrupt Acumen (Chakra Disruptor or Manipulator) [AoP2]
Whenever the sage deals damage to an opponent using his chi gong ability, the opponent must succeed at a Will save or be unable to identify spells and sphere effects being cast using Spellcraft, even if normally able to automatically (such as when seeing a creature cast a sphere effect with the Magical Signs drawback) for a number of rounds equal to his casting ability modifier (minimum 1). The sage can spend a ki point when activating this ability to also have the creature be unable to benefit from Divination sphere abilities on a failed save for the duration.
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, Infuser, or Manipulator)
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 energy-draining 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, Enhancer, or Manipulator)
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.
Enhance Armaments (Enhancer) [Cata. HB]
The sage gains the Enhancement sphere as a bonus sphere and Natural Enhancement as a bonus talent. He may enhance any weapon he is carrying as a swift action.
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.
Ki Trance (Enhancer, Infuser, or Manipulator) [AoP2]
Whenever the sage or an ally within reach would attempt a concentration check, he may spend a ki point as an immediate action to instill a temporary trance of utter calm, granting him or the ally a competence bonus to the concentration check equal to the number of chi gong dice he possesses.
The sage may also use this ability whenever he would need to make a Will 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, Infuser, or Manipulator)
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, Enhancer, or Manipulator)
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, Ki Blaster, or Manipulator)
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 or Manipulator)
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 Trance (Enhancer, Infuser, or Manipulator) [AoP2]
Whenever the sage or an ally within reach would attempt a concentration check, he may spend a ki point as an immediate action to instill a temporary trance of utter calm, granting him or the ally a competence bonus to the concentration check equal to the number of chi gong dice he possesses.
The sage may also use this ability whenever he would need to make a Will saving throw against a spell or effect to add a bonus equal to the number of chi gong dice he possesses to his roll.
Ki Wall (Infuser, Ki Blaster, or Manipulator)
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, Infuser, or Manipulator)
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, Infuser, or Manipulator)
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 energy-draining 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, Ki Blaster, or Manipulator)
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, Ki Blaster, or Manipulator)
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 energy-draining 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 damage-increasing 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 18-20 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.
Ki Convergent Esoteries
Ancient Knowledge (Ki Convergent)
The sage gains a single feat with the Nature sphere as a prerequisite, as long as the sage meets the feat’s prerequisites.
Nature’s Barrage (Ki Convergent)
Whenever the sage uses the ability granted by the ki convergent esoteric training package to call upon nature when using his chi gong ability, he adds the following geomancing sphere abilities to the list of abilities he can use: Affect Fire, Breeze (only himself), Dust Storm, Fog, Pummel, or Reforge. Unless otherwise specified, the chosen sphere ability only affects the damaged creature and the square(s) they occupy, and otherwise functions as the original ability. Additionally, the sage can choose to begin concentrating on the geomancing effect when he uses it this way.
Primal Strike (Ki Convergent)
The sage gains the Primal Blast feat as a bonus feat as long as he meets the prerequisites. Additionally, the sage may modify his chi gong ability with talents with the (blast type) descriptor (ignoring any additional effects of the (blast type) talent besides the damage type), so long as the chosen (blast type) talent is associated with a blast type category corresponding to the Nature package(s) he possesses (listed within the Primal Blast feat).
Vitiating Blows (Ki Convergent)
Whenever the sage deals damage to an opponent with his chi gong ability, and the creature has a type or subtype that is opposite to a Nature sphere package he possesses, the sage deals an additional 1d6 points of damage against them.
Nature Package | Opposing Creature (Sub)type | Associated Effects |
---|---|---|
Air | Earth subtype | Air, sonic |
Earth | Air subtype | Acid, earth |
Fire | Cold or water subtype | Fire |
Metal | Fey type | Electricity |
Plant | Construct type | Earth |
Water | Fire subtype | Cold, water |
Additionally, the sage may spend a ki point as an immediate action when rolling a saving throw against an effect associated with a Nature sphere package he possesses to roll the saving throw twice, taking the highest result.
Worldly Mysteries (Ki Convergent)
The sage gains one oracle revelation from the Flame, Metal, Nature, Stone, Waves, Wind, or Wood mystery, using his sage level as his effective oracle level and his casting ability modifier instead of Charisma when meeting its prerequisites and determining its effects. The sage never qualifies for the Extra Revelation feat. The sage may select this esotery again at 10th level, gaining a second revelation from the listed mysteries.
Manipulator Esoteries
Absorb Magic (Chakra Disruptor or Manipulator) [AoP2]
Whenever the sage deals damage to an opponent using his chi gong ability, he may spend a ki point as an immediate action to attempt to destroy the bonds of any magic that is benefiting the creature. This otherwise acts as the Counterspell feat, as if attempting to dispel an existing magical effect upon the creature.
If the dispel attempt is successful, the sage may spend an additional ki point to re-establish the magical bonds upon himself, treating himself as the effect’s target, and gaining the benefits of the effect for a number of rounds equal to the sage’s casting ability modifier.
The sage must be at least 6th level to take this esotery.
Disrupt Acumen (Chakra Disruptor or Manipulator) [AoP2]
Whenever the sage deals damage to an opponent using his chi gong ability, the opponent must succeed at a Will save or be unable to identify spells and sphere effects being cast using Spellcraft, even if normally able to automatically (such as when seeing a creature cast a sphere effect with the Magical Signs drawback) for a number of rounds equal to his casting ability modifier (minimum 1). The sage can spend a ki point when activating this ability to also have the creature be unable to benefit from Divination sphere abilities on a failed save for the duration.
Elemental Aura (Infuser, Ki Blaster, or Manipulator)
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 or Manipulator)
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 Trance (Enhancer, Infuser, or Manipulator) [AoP2]
Whenever the sage or an ally within reach would attempt a concentration check, he may spend a ki point as an immediate action to instill a temporary trance of utter calm, granting him or the ally a competence bonus to the concentration check equal to the number of chi gong dice he possesses.
The sage may also use this ability whenever he would need to make a Will saving throw against a spell or effect to add a bonus equal to the number of chi gong dice he possesses to his roll.
Ki Wall (Infuser, Ki Blaster, or Manipulator)
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.
Mental Escalation (Enhancer, Infuser, or Manipulator)
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, Infuser, or Manipulator)
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.
Stunning Fist (Chakra Disruptor, Enhancer, or Manipulator)
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.
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.
Desiccate Essence (Manipulator) [AoP2]
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 succeed at a Will saving throw or lose all ki points, martial focus, and spell points that they possess, in addition to suffering 2 permanent negative levels. A target that succeeds at their saving throw instead suffers 1 temporary negative level for 24 hours.
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.
Primordial Convergence (Ki Convergent) [EO3]
The sage gains the benefits of a single spirit talent of his choice that he possesses permanently, gaining all of its benefits (even if he does not possess the required package) at once. The sage does not need to spend a spell point as part of using the talent, but must pay any additional costs associated with other uses of the talent (such as absorbing damage with the Resist Elements talent).
The sage can change the chosen spirit talent once per day by spending 1 hour in deep meditation. The sage treats his caster level for the Nature sphere as being 5 higher for the purposes of determining the effects of the permanent spirit talent (but only for himself).
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.
Confluence
Confluences are particularly attuned to nature's powers.
Resolute
The Resolute Sage can strengthen their body to resist attacks.
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.
Class Equipment
The following magical items are especially appropriate for sages.
Law Of Averages [TS:WAT]
Aura faint Fate; CL 4th
Slot none; Price 8,000 gp; Weight 1 lb.
This light metal disc bears an icon of a balanced scale. When held by a creature with the meditation class feature, that creature may choose to spend one of their meditation dice to add 3 to any roll they could use meditation dice on instead of rolling the dice to determine the bonus. Creatures with similar class features (such as the investigator’s inspiration class feature) may benefit from this item as if it were worded to apply to their class feature. If the class feature uses a dice greater than a d6, this item’s effect changes to add the average of that dice (rounded down) instead of adding 3. For example, a d8 meditation-type effect would result in adding 4.
Construction Requirements
Craft Apparatus, Fate sphere (Temperance (motif)); Cost 4,000 gp
Scroll Of Wisdom [TS:WAT]
Aura moderate Mana; CL 10th
Slot none; Price 10,000 gp; Weight 3 lbs.
This heavy scroll is capped by two metal discs on the end. When studied by a creature with the esotery class feature for one hour, that creature gains the benefits of one ki power from the unchained monk list, treating their levels in the class that gave them the esotery class feature as their monk level for all purposes. This scroll cannot teach any ki power the user does not meet the prerequisites for. The ki power taught by a scroll of wisdom must be determined when the item is crafted, and the user retains knowledge of it until the next time they regain spell points normally. A creature cannot benefit from more than one scroll of wisdom at a time, and studying a new scroll replaces the effects of the previous one. Classes that gain ki powers (such as the unchained monk, but not classes that can spend options like rogue talents to acquire ki powers from another class) can also use this item.
Construction Requirements
Craft Apparatus, Mana sphere, each of the ki powers added to the scroll, creator must have the esotery class feature; Cost 5,000 gp
Straps Of The Sage [TS:WAT]
Aura faint Mana; CL 3rd
Slot hands; Price 12,000 gp; Weight 2 lbs.
These cloth straps are embroidered with words of wisdom from the text of a great sage. While worn around the hands, the straps of the sage allow a creature to apply metamagic effects to the chi gong class feature, as if the chi gong was a sphere effect. With this item, the sage may use metamagic apparatusesTS or similar magical items, class abilities, and other effects that provide metamagic on their chi gong, not just metamagic feats.
The metamagic effect must be appropriate for applying to the chi gong class feature (thus, any effect that would modify an attribute the chi gong does not have, such as caster level, would not apply). This effect may increase the actions using chi gong requires, as applying metamagic to spheres effects often does, and the user must choose whether or not to apply the metamagic effects when they declare they are using their chi gong ability. The GM is the final arbiter of whether or not a particular metamagic effect is appropriate to use on a chi gong. A creature cannot apply metamagic effects to more than one use of chi gong per round, regardless of the number of actions they have. (This means that a creature making multiple chi gong attacks in a round could only apply metamagic to one of them.) In addition, twice per day, a creature with the chi gong class feature may use their chi gong as a swift action instead of as an attack, but only to heal a creature. A creature cannot benefit from more than one set of these items per day.
Construction Requirements
Craft Apparatus, Mana sphere, creator must have the chi gong class feature; Cost 6,000 gp
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book