Sage of the Six Paths (3.5e Class)

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Sage of the Six Paths
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Sage of the Six Paths[edit]

A Sage of the Six Paths, One who masters the seven Paths(one known at birth then learns the rest through training).

Making a Sage of The Six Paths[edit]

Abilities: Intelligence, wisdom, and Strength are the most important attributes for a sage. dexterity and constitution are slightly important, while Charisma isn't a strong point in Sage..

Races: Human.

Alignment: Chaotic Neutral.

Starting Gold: 2d10x10.

Starting Age: Simple.

Table: The Sage of the Six Paths

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 The Deva Path
2nd +1 +0 +0 +3 The Asura Path
3rd +1 +1 +1 +3 The Human Path
4th +2 +1 +1 +4 The Animal Path
5th +2 +1 +1 +4
6th +3 +2 +2 +5 The Preta Path
7th +3 +2 +2 +5
8th +4 +2 +2 +6 The Naraka Path
9th +4 +3 +3 +6
10th +5 +3 +3 +7 The Outer Path
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8 Demonic Gedo Statue
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12

Class Features[edit]

All of the following are class features of the Sage of the six paths.

Linked vision: All puppets and summoned creatures have vision linked to the sage of six paths.

Summon: capable of summoning the paths to his location or summoning people from his organization.

Lantern body Communication: Members of a Sage of Six paths organization need only sit and think to have the sage collect and project their image and voice to a central location so the Organization may communicate even while on separate missions.

Weapon and Armor Proficiency: Proficient with Quarterstaff. Cannot Wear armor, unless made of Cloth.

Spells: Sages of The Six Paths choose their spells from the following list:


Deva Path: Grants the user the ability to Manipulate both attractive and repulsive forces. The User can Manipulate a force that can Push/Pull Approx 70 lbs per level of the user. User can Use this ability at will but only it requires a 3 round cool down time. at level 10 the user gains the ability to cast Gravity Orb The user creates a dark black sphere of gravity that when thrown into the sky, attracts objects from all directions and pulls them into the sphere compressing them simultaneously. The surrounding earth, including forests and mountains, are collected into a single point, piling on top of one another until it creates a large sphere. A large crater is left where the earth has been collected from. this ability lasts 3d4 rounds per level of the user, as this ability takes a considerable amount of energy to use the user can only use this ability every 1d6 months.

Asura Path: Grants the User mechanized limbs, weaponry, the ability to create Life force Blades, and To create life force rods. The user may Imbue their Bodies with Mechanized limbs and weaponry as they see fit(the user still need sustenance to live). The User may Create Life Force blades, Life force blades are a Black Metallic Blade that Drains the foes Life force slowly on contact, Although they can Only create approx 5' Daily per level. Life force rods allow the user to transmit and amplify their life force over great distances, transmits 50 yards per level, and can only create 2' daily per level. The "puppet" version of this path is completely made of machinery, including a magic blast cannon located in the cranium, upon a hit this cannon does 2d4 damage per level of user.

Human Path: Grants the user the Ability to Remove souls from peoples bodies, also grants the ability to read a Person's mind with physical contact But requires 5 rounds of Contact between user and Victim.

Animal Path: Grants the User the ability to Summon creatures: |4th Level or Higher (Level –3) Ape, Bear, black, Bison, Boar, Cheetah, Crocodile, Dire badger, Dire bat, Dire weasel, Leopard, Lizard, monitor, Shark, Large, Snake, constrictor, Snake, Large viper, Wolverine, |7th Level or Higher (Level –6) Bear, brown, Dire wolverine, Crocodile, giant, Deinonychus, Dire ape, Dire boar, Dire wolf, Elasmosaurus, Lion, Rhinoceros, Snake, Huge viper, Tiger, |10th Level or Higher (Level –9) Bear, polar, Dire lion, Megaraptor, Shark, Huge, Snake, giant constrictor, Whale, orca, |13th Level or Higher (Level –12) Dire bear, Elephant, Octopus, giant, Dire shark, Dire tiger, Squid, giant, Triceratops, Tyrannosaurus. The User Can Summon 1 creature per 2 levels of the Caster, and they last until dead or until 3 rounds per level of the caster are up.

Preta Path: Grants the ability to see magical auras along with life force, this vision has a distance of 20' per level of user. The ability to Absorb life force from an individual through physical contact for 1d6 per level of caster, and the ability to absorb magic attacks as long as the level of the attack is under the current level of the user.

Naraka Path: Grants the User the ability to Summon King of Hell, the user can use King of Hell to interrogate and is capable of discerning whether an individual is lying or not. When implemented on a target, a serpent-like apparition of their life force energy, in the form of an enlarged tongue emerges from their mouth and is presented to the figure. The King of Hell then proceeds to pass its judgement on the victim. If they are lying (or refuse to answer the question), their life force energy is ripped out by its two hand-shaped tongues and consumed, leading to the victim's death. If the target is telling the truth, it lets go of the protrusion leaving the target alive but extremely exhausted. The King of Hell can only be seen by the ones it's being used upon. For its second ability, the King of Hell can repair the other Paths, should they be damaged or killed, the path or person is placed in King of hell's mouth and after 1d6 round is revived with only 3d6 hit points.

Outer Path: Grants the User abilities to rule over life and Death by reviving the dead, bind and restrict foes using Chains created from their own life force, as well as create and control the Six Paths, Puppets of deceased corpses that the user can imbue a path per puppet and the user can control them from a distance, putting the user at no risk if the paths take lethal damage. the paths also feel no damage, they have 1d8per level of caster in hit-points.

Demonic Gedo Statue: grants the user the ability to summon the Demonic Statue of the Outer Path, which releases multiple black rods from its abdomen that pierce into User's back, leaving the user Crippled. The Statue then releases a Blast of energy removing all the souls from opponents in a 20'per level of the caster. if a saving throw is made that individual takes 2d6per level of the caster in damage.

Ex-Sages of the six paths[edit]

When a sage of six paths fails, he/she loses all levels in this class and becomes an equally leveled magic-user.

Epic Sage of Six paths[edit]

Table: The Epic Sage of the Six Paths

Hit Die: d12

Level Special
21st Bonus feat
22nd
23rd Bonus feat
24th
25th Bonus feat
26th
27th Bonus feat
28th
29th Bonus feat
30th

<-number of skill points-> + Int modifier skill points per level.

Human, Sage of the Six Paths Starting Package[edit]

Weapons: Quarterstaff.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Wis (due to class skill)
Spot 4 Wis
Listen 4 Wis
Hide 4 Dex

Feat: Quick Speed.


Gear: Bedroll, 10 Candles, Ink (5 oz.), Inkpen, Hooded Lantern, Oil (2 pint flask), Paper (40 sheets), Belt Pouch, Sealing Wax, Signet Ring, Small Steel Mirror, Waterskin, Winter Blanket, Large Robe.

Gold: 120 gp.

Campaign Information[edit]

Playing a Sage of the Six paths[edit]

Religion: Sage of the Six paths, Don't attack and actually encourage the devotion required to practice a religion.

Other Classes: Doesn't love the thought of having to work with anyone outside of their organization, although they tolerate.

Combat: Mostly Supportive but can carry a team on melee abilities..

Advancement: All sages Dream of becoming gods, and there are no current multi-classed sages, but Does not seem out of the realm of possiblility.

Sages of the Six Paths in the World[edit]

"We are both but men, driven to seek vengeance under the banner of justice. However… if there is justice in vengeance, then justice will breed only more vengeance… thus forging more links in a chain of hatred."
—Girei, Human, Sage of the Six Paths

Sages of the Six paths strive to become Powerful enough to create peace across the land.

Daily Life: Sages of The Six paths use their days Doing missions or training.

Notables: None to note.

Organizations: They each belong to a Gathering of equally strong,But Diverse classed characters.

NPC Reactions: They Sense a certain oddness about a sage. sometimes fearing all together. Mostly don't notice anything out of the ordinary, besides their eyes or after the summoning of the gedo statue in which case the sage has large black blades piercing his body

Sage of the Six paths Lore[edit]

Characters with ranks in Knowledge(Religion) can research Sages of the Six Paths to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(religion)
DC Result
5 Derived from Buddhism, the Sage of the Six paths is a way to reach godliness.
10 The Paths are stronger when used as a single person.
15 the Best way to take down a Sage of the Six paths, would be take down each path, one at a time.
20 when a player makes this check they may know a list of current sages of the six Paths and where they where last seen.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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