Homebrew Class: Sage


Homebrew and House Rules


Greetings,

I am very much a newcomer to RPGs and Pathfinder having only played a couple sessions of DND back in 3rd edition. I've started a homebrew campaign with my kids who also have no experience and started building an NPC that would be a general knowledge wiz kind of gal, but really didn't feel the options available captured the persona. This got me to thinking about designing my own class. I love messing with rules in game systems. Anyway I wrote up a Sage class and would like to hear some thoughts on glaring problems it may have. Here it is.

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For a sage the pursuit of ever more knowledge is an obsession and unending quest. No bit of information is too obscure to be beneath a sage's notice and study. Not content to stay in one place where available knowledge is quickly consumed, a sage will trek from kingdom to kingdom, wilderness to metroplis, deep dungeon to towering mountain and from plane to plane in his continual pursuit to understand what is in the world and how it works. The sage makes use of the information he gathers by imbuing in his allies the ability to make use of his gained knowledge in critical situations and unleashing powerful spells. In any situation in which he finds himself, the sage is sure to have some bit of information that is critical to the success of his or his allies efforts, though sometimes his continuous sharing of knowledge even when unsolicited leads to resentment in those who are nearby for too long. While sages tend to be lawful neutral, caring more about disciplined study of every subject matter (diving in to the practices of good and evil alike), they can be of any alignment though chaotic sages are rare.

Alignment: Any
Hit Die: D6

Role
A sage is intent on learning all he can about the world around him. Its history, flora, fauna, geography, hidden mysteries and the behaviors, attitudes and tendencies of the creatures in it. As the sage gathers knowledge he learns to cast a vast array of spells, apply knowledge to overcoming challenges he faces and guide those around him through challenges by imbuing them with the ability to apply his knowledge in practical ways. Sages tend to prepare their allies for upcoming battles, then use spells to aid their allies during battles.

Starting Wealth: 2d6 x 10 gp

Class Skills:
The sage's class skills are Appraise (Int), Diplomacy (Cha), Knowledge (All) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int) and Use Magic Device (Int).

Skill Ranks per Level
2+ Int modifier

This is where the chart would go but I can't do it. BAB and saves progression is the same as a sorcerer/wizard. Special abilities at various levels are as follows:

1-Application Pool, Cantrips, Mastery, Scribe Scroll
2-Physical Education
4-Mastery
5-Mental Focus 1/day
6-Mastery
7-Physical Education 2/day
8-Mastery
9-Mental Focus 2/day
10-Mastery
11-Physical Education 3/day
12-Mastery
13-Mental Focus 3/day
14-Mastery
15-Physical Education 4/day
16-Mastery
17-Mental Focus 4/day
18-Mastery
19-Physical Education 5/day
20-Mastery, Superior Mastery

Spells per day are as follows:
0 Level starting at level 1-1,2,3,4(max)
Spell level 1 starting at level 1-0,1,1,2,2,2,3,3,3,3,4(max)
Spell level 2 first available at level 3 same pattern.
Spell level 3 first available at level 5 same pattern.
Pattern continues levels 4-9.

Class Features
The following are the class features of the sage.

Weapon and Armor Proficiency.
Sages are profcient with the club, dagger, heavy crossbow, light crossbow and quarterstaff, but not with any type of armor or shield. Armor interferes with a sage's movements, which can cause his spells with somatic components to fail.

Spells.
Sages cast arcane spells from the sorcerer/wizard spell list using a spellbook like a wizard. Sages begin play knowing a number of arcane spells equal to their intelligence modifier. At each level they may add a number of spells equal to their intelligence modifier to their spellbook. The sage must be able cast spells of the level of the spell he is adding to his spellbook. A sage can add arcane spells found in other spellbooks to his spellbook in the same manner as a wizard. Sages must normally choose and prepare their spells ahead of time, but can cast spells spontaneously by using the Arcane Mastery feature as detailed below.

To learn, prepare or cast a spell, the sage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sage's spell is 10 + the spell level + the sage's Intelligence modifier.

A sage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Sage. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). When a 0 is listed as the number of spells the sage can cast per day he may only prepare spells if he has a high enough Intelligence score to gain bonus spells.

A sage may have any number of spells in his spellbook(s). He must choose and prepare his spells ahead of time after getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the sage decides which spells to prepare.

Bonus Languages
A sage may learn any non-secret language as a bonus language.

Application Pool.
Beginning at first level the sage has access to an application pool. There are a number of points in this pool equal to his sage level plus his Wisdom modifier. The sage must have 8 hours of uninterrupted rest in order to refill his application pool.

Cantrips
A sage can prepare a number of cantrips, or 0 level spells each day, as noted on Table: Sage under spells per day. These spells are cast like any other spell, but are not expended when cast and may be used again.

Sage Masteries.
Beginning at first level, then at fourth level and every even level thereafter, the sage begins mastering an area of knowledge from the list below. Any time a sage expends application pool points to give an ally a bonus from one of the masteries, he must spend 10 uninterrupted minutes with the ally imparting the application to that ally. He must be able to touch and speak to the ally throughout this process. The application pool points are expended as soon as this process begins. If the sage is interrupted he may begin again without expending additional application pool points. The sage can expend application pool points to a apply a mastery for himself as a swift action. In either case the benefits last 24 hours. Only one mastery bonus from a given mastery may be active on a character at any given time.

*Arcane*. A sage may use his application pool to cast any spell in his spell book. To do this he must expend one point from his application pool for every level of the spell he wishes to cast. If he wishes to apply metamagic feats to the casting, additional pool points must be expended so that the total number of points expended is equal to the level of the boosted spell. The sage must have a wisdom score equal to 10 + the level of the spell cast to cast a spell this way. The DC against spells cast this way is equal to 10 + the sage's Wisdom modifier + the spell level. The sage may expend up to 5 application pool points to give himself or an ally an equal competence bonus on any bluff, diplomacy, handle animal, perception, sense motive checks involving magical beasts. The sage may expend 2 application pool points to give himself or an ally the combat benefits of the preferred enemy rule in combat against magical beasts. This benefit stacks with a ranger's preferred enemy. The sages gains the skill focus knowledge arcane feat and has ranks in the knowledge arcane skill equal to his sage level.

*Divine*. A sage may add divine spells to his spellbook. To do this he must have a scroll with the spell he wishes to add and must find a divine caster willing to perform a ritual with him to have the spell added to his book. The ritual takes one hour to complete and causes the scroll to be destroyed. Once the spell is added to his spell book, it can be prepared and cast in the same manner as an arcane spell. The sage may expend 2 application pool points to give himself or an ally the combat benfits of the preferred enemy rule while in combat with an undead creature. This stacks with a ranger's preferred enemy. The sage gains the skill focus religion feat and has skill ranks in that skill equal to his sage level.

*History*. The size of a sage's application pool increases to (sage level + wisdom modifier) x 2. The sage gains the skill focus history feat and has ranks in that skill equal to his sage level. The sage must be level 10 to choose this mastery.

*Nature*. The sage may expend up to 5 application pool points to give himself or an ally a competence bonus of the same number of points on all bluff, diplomacy, intimidate, perception, sense motive checks for interactions with plants, animals, fey and druids. The sage may expend 2 application pool points to give himself or an ally the combat benefits of the preferred enemy rule while in combat against a plant, animal, fey or druid. This stacks with a ranger's preferred enemy feat. The sage gainst the skill focus knowledge nature feat and has ranks in that skill equal to his sage level.

*Engineering*. The sage may expend up to 5 application pool points to give himself or an ally a competence bonus of the same number on all disable device and perception checks involving anything made by an intelligent creature or to gain a competence bonus on all acrobatics, climb, jump, survival and swim checks while in a cityor similar enviroment. The sage may expend 2 application pool points to give himself or an ally the benefits of preferred enemy against constructs. This stacks with a ranger's preferred enemy feat. The sage gains the skill focus knowledge engineering feat and has ranks in that skill equal to his sage level.

*Geography*. The sage may expend up to 5 application pool points to give himself or an ally a competence bonus of an equal amount on all acrobatics, climb, jump, survival and swim checks when not underground or in a city, village or similar location. The sage gains the skill focus knowledge geography feat and has ranks in that skill equal to his sage level.

*Dungeoneering*. The sage may expend up to 5 application pool points to give himself or an ally a competence bonus of an equal amount on all acrobatics, climb, jump, survival and swim checks when underground. The sage gains the skill focus knowledge dungeoneering feat and has ranks in that skill equal to his sage level.

*Local*. The sage may expend up to 5 application pool points to give himself or an ally a competence bonus of an equal amound on all bluff, diplomacy, intimidate, perception and sense motive checks made when interacting with a humanoid inhabitant of the current locale. The sage may expend 2 application pool points to give himself or an ally the benefits of the preferred enemy rule while in combat with a humanoid creature from the current locale. The sage must spend one week within a 100 mile radius of the location where the bonus is used in intense study involving at least 12 hours a day speaking with local humanoids, studying available writings and speaking with local knowledge experts before he can impart this benefit to himself or allies. The benefits are ineffective for interactions with nobility or leaders (as defined by the GM) of the particular group you are interacting with. The sage gains the skill focus knowledge local feat and has ranks in that skill equal to his sage level.

*Nobility*. This works in the same way as the local mastery except that it applies to nobles and leaders where local mastery does not. To gain the benefit of the Nobility mastery, the sage must spend one month studying the kingdom in which he seeks to use the bonus by interacting with the local nobility, being accepted into their social functions in some way, studying available writings and speaking with the experts on the kingdom's nobility. The time spent studying is halved if studying a kingdom with close interaction with one you have already studied. The sage gains the skill focus knowledge nobility feat and has skill ranks in that skill equal to his sage level. You must have Local mastery to gain this mastery.

*Planes*. The sage may expend up to 5 application pool points to give himself or an ally a competence bonus on all bluff, diplomacy, intimidate, perception and sense motive checks involving outsiders. The sage may expend up to 2 application pool points to give himself or an ally the combat benefits of the preferred enemy rule while in combat against an outsider. This stacks with a ranger's perferred enemy bonus. The sage gainst the skill focus knowledge planes feat and has skill ranks equal to his sage level in that skill.

Physical Education
Beginning at 2nd level, once per day the sage may expend up to 2 application pool points to give himself or an ally an equal inherent bonus to one physical ability score (strength, dexterity or constitution). This bonus is applied in the same manner as mastery bonuses. The sage can use this ability one additional time per day at 7th level and every four levels thereafter.

Mental Focus
At 5th level the sage can expend up to 2 application pool points to give himself or an ally an equal inherent bonus to one mental ability score (intelligence, wisdom or charisma). This bonus is applied in the same manner as the mastery bonuses. The sage can use this ability one additional time per day at 9th level and every four levels thereafter.

Supreme Sage
At 20th level the sage has perfected his pursuit of all knowledge however obscure and knows how to best apply that knowledge to any situation. All bonuses he gives to allies by expending application pool points are conferred as swift action as long as he is able to touch the ally. This provokes an attack of opportunity.

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So that's the Sage. My biggest concern is that he may be able to go overboard with spells if he uses all his application pool for casting so I used wisdom and intelligence so it wasn't too easy to maximize casting and tried to really limit the number of spells that can be prepared as an additional handicap. I think wizards and sorcerers will still cast more spells per day and that the sage won't step too heavily on there toes, but I don't know for sure that I succeeded.

I don't really like the capstone. I toyed with an idea that if he or an ally used a bonus to succeed on something he could gain 1 point back in his pool, but that seems easily abuseable-bluff the village idiot a bunch of times to completely refill the pool so I scrapped that.

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1) If you post stuff like this, I recommend putting it in google docs or dropbox. It's annoying to read a wall of unformatted text.

2) Classes are one of the most difficult things to design in the game. Designing a whole class for a single, simple NPC is beyond overkill, especially for someone fairly new to the game. This is why Pathfinder has a bajillion ways to customize existing classes. If you can't find options for what you're looking for, just make an archetype for an existing class.

3) The class doesn't really accomplish your goals. You said you wanted a spellcaster that's mainly a knowledge guru. I'm not seeing that here. While the class has skill-related abilities, they're a 9-level spellcaster with 2+Int skills. These kinds of spellcasters don't really need good skills because they can rely on spells instead. This is an awkward mesh of things. You're better off making the NPC a bard or an investigator.

4) The class has many abilities that grant bonuses on skill checks to allies. You really don't need this for an NPC. The game already has a mechanic called Aid Another that allows allies to grant bonuses to skill checks. If the NPC wants to help with a knowledge check or something, she can simply use Aid Another.

5) There's no such class feature as "preferred enemy"

6) Each Sage Mastery is kind of a mess of multiple abilities that it gives me a headache to try to wrap my head around them. For example, Arcane gives the sage the magus's Spell Recall, give his allies a huge skill bonus, give an ally the ranger's favored enemy class feature, gives the sage a bonus feat, and gives the sage free skill ranks. Almost each one of those alone would be kind of overpowered.

7) Physical Edition/Mental Focus: Wait, so you can just increase someone's ability scores each day permanently? Each day? The ability has no duration and inherent bonuses are permanent. If it's temporary, then it should be an enhancement bonus.

8) If you plan to have the NPC accompany the party, be very wary of making them a 9-level spellcaster. They can very easily outstrip some of the PCs and become a GMPC.


Thank you for the comments and suggestions. I've taken your advice about makeing a google drive doc to hopefully make it easier to follow the rules. I would edit the first post and add it there, but I dont' see a way to do that. Here is the drive link:
docs.google.com/document/d/196oDsTN35FYShNKgziJTbbYV7F6F_82RaJTzI08t7Ns

I've done some editing to the rules particularly with my preferred enemy boondoggle.

Regarding your points.

2) I wasn't very clear I guess. The NPC was just the genesis of the idea and it grew beyond that. I moved from trying to figure out how to craft the NPC to was thinking how would an adventuring know it all look and how could such a character be useful with a unique vibe. I just used wizard for the NPC who isn't likely to leave the library/archives building where she works.

3) Hmm. I think part of the issue here is, as in 2, my poor description of what this is about. This grew beyond the NPC I needed to trying to build an adventurer. The "awkward mesh" still rings true I guess. The class maxes out every knowledge skill by level 20 and could have significant ranks in probably all of the other class skills as well as non class skills by then as well since ranks don't need to be spent on any knowledge skill and intelligence is a key skill for the class. I'm tempted to make the class 0+ intelligence since I think the class would still be able to have significant skill ranks in several skills outside of knowledge. I see the tension in the idea that spells could just render the skills unnecessary, but as I try to explain in 6) below, I think this class will have a lot of stress regarding available spells and not needing to use limited spell availability to do things he can with skill will be helpful. It may also perhaps more interesting from a role playing angle.

4) This grew from expanding the idea beyond what I needed for the NPC. My thought was that the Sage could spend time preparing his allies for challenges that are anticipated for the coming day. So for example in an icy environment thanks to his geography mastery he can help the ally be more successful on acrobatics checks throughout the day. Or he has engineering knowledge about the way locals tend to build their traps or build hidden doors so he prepares the rogue for this ahead of time.

5) Fixed that mess in the google doc. Thanks.

6) I've adjusted the formatting to hopefully make it a little more clear. Each mastery gives the sage a skill focus feat in a knowledge skill and maxes out his ranks in that skill, then gives one or more additional bonuses. This is typically a way to be more combat effective against specific sets of creatures as well as a way to be more effective in the use of skills related to that knowledge. He can quickly drain his pool doing this though and then is a caster who lags behind wizards and sorcerers.

The way I tried to balance these bonuses (and perhaps I failed) was by limiting the number of spells the sage has available to cast each day. He progresses in the number of spells per day he can prepare more slowly than a wizard and is far behind a sorcerer there. He could use his application pool to make up much of this difference with the arcane and history masteries, but will still fall short of both the sorcerer and wizard in total number of spells he can cast per day (I think) and by using up his entire pool for this, will not be able to hand out bonuses. So while there are a lot of options, they can't all be used at the same time. I think he will really have a hard time keeping up with normal 9 level casters in pure spell output and has to fall back on boosting allies to maximize his effectiveness.

Also I set it up so that he has to spread out his ability scores more than most casters intelligence needed for bonus spells and wisdom for bonus application pool points. Skimp on either and spell casting volume suffers.

7) I adjusted this to be more clear. The benefit lasts for 24 hours only. There are a limited number of uses per day and it can only effectively increase the modifier of any particular ability by 1. Perhaps inherent bonus is the wrong descriptor. I'm not sure how to label it properly so it only is a 24 hour bonus as intended.

8) Thanks. I probably will need to have one accompany them since no one is a healer, but I'll keep this in mind to hopefully avoid this.

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Even though it's not meant for an NPC, my points still stand.

You don't need to make a whole class centered around being a scholarly wizard. You can do that with existing classes and options. The class would need a unique game mechanic to bring to the table. I'm not seeing that here. I'm seeing a grab bag of broken and overpowered abilities (like giving free skill ranks) for a 9-level spellcaster that doesn't really need them. Giving them a weird spell progression doesn't really fix that.

If you want them to be a skill focused class, then give them the structure for that. A 9-level spellcaster does not fit that chassis. For a 9-level spellcaster, spells function as their main utility. Its their main class feature.

The investigator, bard, and inquisitor are great examples of skill classes. In all three cases, they have 6+Int skill points per level and their main features involve skill checks or providing some kind of utility to their party. They only have 6-level spontaneous spells/extracts, which isn't enough to make them dedicated spellcaster. The spells only exist to help round out their kit.

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