Sage of the Six Paths, Variant (3.5e Class)

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Sage of the Six Paths[edit]

A Sage of the Six Paths is one that masters each of the seven paths of life. It comes with the power of the Rinnegan.

Making a Sage of the Six Paths[edit]

Abilities: Wisdom is the most important attribute for the sage. Intelligence, Dexterity and Constitution are the next most important. Strength and Charisma are not as important to the Sage.

Alignment: Any alignment is open to the Sage, however most are Neutral.

Starting Gold: 4d6x10gp (140 gp).

Starting Age: Moderate

Table: The Sage of Six Paths

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Unarmed
Strike
AC
Bonus
Fast
Movement
Fort Ref Will
1st +0 +0 +2 +2 Rinnegan, Control of the Elements Stage One, Deva Path, Asura Path, Preta Path, Animal path, Human Path, Naraka Path 1d6 +1 +10
2nd +1 +0 +3 +3 Sensory, Rinnegan: Genjutsu, Chakra Receiver Manifestation 1d6 +1 +10
3rd +2 +1 +3 +3 Rinnegan Mastery 1d8 +2 +20
4th +3 +1 +4 +4 Rinnegan Summoning 1d8 +2 +20
5th +3 +1 +4 +4 Sage Mode, Deva - Almighty Push Stage One 1d10 +3 +30
6th +4 +2 +5 +5 Outer Path, Control of the Elements Stage Two 1d10 +3 +30
7th +5 +2 +5 +5 Six paths of Pain, Demonic Statue Chains 1d12 +4 +40
8th +6/+1 +2 +6 +6 Rinne-Sharigan Stage One, Chibaku Tensei 1d12 +4 +40
9th +6/+1 +3 +6 +6 Almighty push stage two 2d6 +5 +50
10th +7/+2 +3 +7 +7 Human Path Soul Removal 2d6 +5 +50
11th +8/+3 +3 +7 +7 Outer Path - Samsara of Heavenly Life Technique, Control of the Elements Stage Three 2d8 +6 +60
12th +9/+4 +4 +8 +8 Rinne-Sharigan Stage Two 2d8 +6 +60
13th +9/+4 +4 +8 +8 Amenotejikara 2d10 +7 +70
14th +10/+5 +4 +9 +9 Limbo : Border Jail, Six Paths - Chibaku Tensei 2d10 +7 +70
15th +11/+6/+1 +5 +9 +9 Six Red Yang Formation, Six Paths Sage Technique 2d12 +8 +80
16th +12/+7/+2 +5 +10 +10 Sage Mode Perfection, Chibaku Tensei Mastery 2d12 +8 +80
17th +12/+7/+2 +5 +10 +10 Amenotejikara Mastery, Rinne-Sharigan Stage Three 3d6 +9 +90
18th +13/+8/+3 +6 +11 +11 Limbo: Border Jail Mastery, Rinnegan: Ultimate Genjutsu 3d6 +9 +90
19th +14/+9/+4 +6 +11 +11 Deva Path - Unstoppable force, Yin-Yang Mastery 3d8 +10 +100
20th +15/+10/+5 +6 +12 +12 Creation of All Things, Bonus Feat 3d8 +10 +100

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise, Climb, Concentration, Decipher Script, Disable Device, Forgery, Intimidate, Jump, Listen, Search, Sense motive, Spot.

Class Features[edit]

All of the following are class features of The Sage of Six Paths

Weapon and Armor Proficiency: Proficient with Quarter-staffs and Martial weapons, but cannot wear any armor.

AC Bonus: The Sage gains ac bonus when not wearing armor heavier than light.

Rinnegan - One who possesses the Rinnegan has access to a multitude of abilities, such as the ability to possess and use all six types of nature transformations and the capacity to use any technique. The Rinnegan allows the user to see Chakra, or mana, including points where Chakra, or mana is gathered, as well as otherwise invisible barriers. However, the Rinnegan's field of vision can be blocked by simple means such as smoke bombs. This dōjutsu can also completely decipher the Sage of the Six Paths' tablet, unlike the Sharingan and Mangekyō Sharingan.

Rinnegan being the most powerful visual ability gives the following abilities:

True Sight

+1 To Dex

+2 to Wisdom

+2 to Intelligence

Inherent +4 to Spot and +4 to Search, +2 to hit and damage

Ac Equal to half wisdom modifier

The Rinnegan also allows you to see much more than a normal person giving the sage an Insight bonus to AC equal to half his wisdom modifier. It also gives an inherent +2 to hit and damage as you can see undefended and weak spots in other's bodies.

Rinne Sharingan - Stage One - The Rinnegan Begins to unlock its full potential and mutates into the Rinne Sharigan. At Stage one, the first of the three rings in the Rinnegan form three Tomoe in a triangle formation where the point is at the top. Total of 3 Tomoe.

Additional:

+1 to Wisdom

+1 to Dexterity

+1 to Intelligence


Rinne Sharingan - Stage Two - The Rinnegan Further Develops towards its full potential. At Stage two, the second of the three rings in the Rinnegan form three Tomoe more in a triangle formation where the point is at the bottom. Total of 6 Tomoe.

Additional

+1 to Wisdom

+1 to Dexterity

+1 to Intelligence

Control of the elements Stage One - Ability to Control fire, wind, lightning, earth and water

Control of the elements Stage Two - Stage two of control of the elements gives access to the yin nature, as well as a Yin release symbol in the shape of a crescent moon appears on the sage's left palm. The half moon is dark colored and gives several bonuses to the sage.

+2 to Reflex Save

Much greater control over the elements, adding a 2d10 to damage with any elemental attack - Amount of uses equal to Wisdom modifier


Touch/Ranged(10ft) Attack:

Table: Offensive Capabilities
Description Will DC Extended Description
Brain dead/Essential Death 10 Attacks the targets mind, forcing the brain to shut itself down and cause major brain damage.
Mental Damage 15 1d8 Intelligence damage
Mental Destabilization 20 See Feeble mind - Scrambles the targets mental capacity for 1d12 rounds.
Dazed 25 Dazed for 1d6 Rounds
Dazed 30 Dazed for 1 round
Unaffected 30+

Control of the Elements Stage Three - Stage Three of control of the elements gives access to the yang nature, as well as a Yang release symbol in the shape of a sun appears on the sage's right palm. The sun is lightly colored and gives several bonuses to the sage.

Fast Healing 1

Heal as the spell - Amount of uses equal to wisdom modifier

Heal on self can only be used once a day


Touch Attack:

Table: Offensive Capabilities
Description Fortitude DC Extended Description
Death/Complete organ failure 10 Cuts off all energy to the organs cells, causing complete organ failure throughout the body, leads to near immediate death.
Partial Organ Failure 15 1d8 Constitution Damage. Cuts off energy to a portion of the targets organs, causing partial organ failure, which can lead to death if the target is weakened.
Muscle Failure/Severe Paralysis 20 See Paralyzed - Cuts off the energy to the muscles and causes severe paralysis that prevents the target from taking any actions for 1d12 rounds.
Partial Paralysis/Slow 25 Cuts off the energy to the muscles causing partial paralysis that inhibits the targets ability to move for 1d6 rounds. See Slow Except that it is healed by healing spells and effects (Such as cure light wounds)
Stun 30 Stunned for 1 round
Unaffected 30+

The Deva Path (天道, Tendō), which allows one to manipulate both attractive and repulsive forces.

Shinra Tensei - Ability to Manipulate Repulsive Force at the user's will to push matter or techniques away. Depending on the amount of force the sage puts into this technique, it can easily shatter wood, bones, metal, or stone walls. By using this technique as a defensive measure, attacks directed at the user will be deflected, spiritual or physical, no matter the size, nature, power or mass. It can also be used to repel flames caught on the sage's body.

The force that can be pushed Scales with 25 x Wisdom modifier pounds per every second level(2,4,6,8,10...) of the user. Once this technique is used, there is a short period of time in which it, as well as other Deva Path Techniques, are rendered unusable. The minimal time period is about five seconds, or one round, however this varies depending on the amount of power put into the attack. If at full power this takes 1d3 rounds to recover.

This can also be used on a much larger scale for massive destruction. A massive amount of repulsive force is placed above the target, crushing everything beneath in an enormous explosion.

If the sage succeeds a concentration check (DC 20) the sage can double the force of his Shinra Tensei or Banshō Ten'in

The force increases to a x10 at level 5, x15 at level 10, x20 at level 15, and x25 at level 20

Distance that the target will fly is determined by force - target's weight.

Target Takes Damage if repelled into a wall or the ground, taking xd6 damage where x is the amount of distance left to fly divided by 50. (Reflex (10 + Wisdom Mod + Half level) to half the distance flown) This damage becomes xd8 at level 10, and a d10 at level 15.


This technique can be countered to some degree if faced with an equal and opposing force, or if the person to whom the attack is directed can barricade themselves to withstand the force.

Ability Examples:

Shinra Tensei - Repulsion - The sage emits a repulsion bubble around him anyone within 5ft receives full power, at 10ft half power, and anyone at 15ft or greater is unaffected. This blast sends everyone surrounding the sage backwards at the allotted force.

Shinra Tensei - Projectiles - At the 6th Level the sage gains the ability to stop the movement of any projectile(Reflex save 15 + opposed enemy dex), whereas it then drops to the floor harmlessly.

Bansho Ten'in - A technique that manipulates attractive force (引力, inryoku) pull matter towards the user at will. It has the same five second limit as the Shinra Tensei. It is possible to attract multiple targets at once, causing them to collide with each other. This works similar to Shinra Tensei.

The Sage can pull targets to them and immediately make a grapple check whereas the sage gets a bonus +2 per caster level to the check, and the victim suffers a -2 per caster level to ac. If the grapple check succeeds the sage has the ability to immediately throw the victim into the ground with his Shinra Tensei.


Rinnegan: Genjutsu - This ability, with just a glance into the eyes of the enemy, can cause them to be put under an extreme form of hypnosis. The DC to be unaffected by this genjutsu is Will based Dc (5 + Wisdom + Half level). If the target fails the will save, they are immediately under the affects of the genjutsu. The Sage controls this world completely, however he cannot change the targets perception of time, therefore any time while under genjutsu, most affected people will appear to be standing there doing seemingly nothing. The target however, might be locked in vicious combat with the sage, that after the genjutsu ends, they will realize that it was all an illusion to begin with.

When affected, if anything the sage shows to them makes them believe they are under the affects of a genjutsu, they may roll a sense motive (DC 5 + Sage's Wisdom mod + half level). If they Succeed this roll, then they will immediately realize that they are under the effects of the genjutsu and they are entitles to another will saved with the same DC as the first.

The Dc to resist being put under the genjutsu, and the DC to break free will increase to (10 + Sage's Wisdom mod + Half Level) when Rinnegan Mastery is obtained at level 7.


Chakra Receiver Manifestation - Produces black metallic blades unique to the Rinnegan. Can produce 10' of this per day per level. The Sage can generate receivers from their own body, as well as the bodies of the six paths of pain. Shape and size can be altered to fit the situation. These blades are highly durable - shown to be capable of piercing through sage mode users and tailed beasts. The Blades can also disrupt the ability to control energy to anyone who touches them potentially restricting movement and prevents them from using abilities.

Anyone with power of the six paths, or the ability to produce the Chakra Receivers are immune to these effects.

These blades do a 1d6 Piercing damage, and can be broken off to be left embedded in the target.

These Chakra receivers are used to attack and defend. They can also be used to drain the life force out of a target and disrupt their ability to control energy. When the blades are piercing an enemy they must roll a DC 15 Concentration check that increases by 5 for each blade embedded in them to use an ability.

They must roll a DC 10 Concentration check that increases by 5 for each blade embedded in them to move.

While embedded into a target you can also use these blades to drain their life force, each blade embedded in them will deal 1d6 damage each round until they are removed. The sage can determine whether or not to drain the life from the target.

These blades are also used in a number of sage techniques.


The Asura Path (修羅道, Shuradō), The Asura path greatly changes your body and grants the user mechanized limbs, weaponry and armor. This path gives the ability to form up to four additional arms as well as a folded, serrated blade like sash around the waist. These additional appendages, as well as the user's body as a whole, are augmented with a variety of mechanical weaponry, which they can access at will.

This strengthens the body increasing Strength by two, Dexterity by four, and constitution by four.

The sage can fire their forearm like a projectile that deals 1d8 blunt damage that increases by a dice ever 3 levels Range : 30 ft

The sage can also produce flexible blades and drills or a series of mechanical tendrils from their arms. Flexible blades - 1d6 slashing/piercing damage that increases by a dice every 5 levels after

Serrated blade sash - Deals 1d6 damage, but also rends the target dealing 1d6 a round until a DC 15 heal check is met.


The Sage can propel himself from holes in his feet - Increases land speed by 10 and Fly Speed by 30 while propelling himself.


The Damage for the following can be changed into a variety with control of the elements by changing the damage type into any of the elements.

___

Segmented missiles - Touch attack that does 1d6 explosive damage that increases by a dice every 2 levels. Max Damage: 9d6 at level 18

After used cannot be used for 1d3 rounds.

Range = 100ft. Explosion Radius = 15ft


Large Missiles - Touch Attack - Launches 4 large missiles with damage of 2d8 that increases by two dice every 2 levels Max Damage: 18d8 at level 18

After used cannot be used for 2d6 rounds.

Range: 40 ft Explosion Radius for each missiles - 20ft


Hand Cannon - Blasts a line of energy from a cannon on the hand - This deals 3d10 damage to the first target it hits and 1/3 damage to anything within 5 feet of the target. Damage Increases by two dice every 3 levels. Max Damage: 13d10 / 4d10 at level 18

After used cannot be used for 1d6 rounds

Range : 70 ft - Explodes at the end of range - explosion radius 10 ft if nothing is hit.

The Preta Path (餓鬼道, Gakidō), which can absorb all forms of energy, including most Spells.

A primarily Defensive ability in nature, it allows for the absorption of any spell equal or under the current level of the user. To absorb anything higher level than the user, the Sage must perform a (10 + spell level + Primary spell Attribute) Dc to absorb the spell. The Sage cannot absorb any spell cast by a caster higher than five levels above his current level.


The Animal Path (畜生道, Chikushōdō), which lets the user summon and control any animal depending on size. The animals summoned cannot be from a different plane, and must have once existed on the material plane. These animals cannot be summoned from a different plane, and when killed explode into a puff of smoke and the animal returns to its previous location unharmed.

|4th Level or Higher Any Medium sized animal or smaller.

|7th Level or Higher Any Large sized animal or smaller.

|10th Level or Higher Any Huge sized animal or smaller.

|13th Level or Higher Any Gargantuan sized animal or smaller.

|23rd Level or Higher Any Colossal sized animal or smaller.

The User Can Summon 1 animal per 2 levels of the Caster, and they last until two rounds per level of the caster, or until killed.

Sage Mode - [Level 5 Version] The user's physical strength, speed, stamina and regeneration are exponentially increased. To enter sage mode, the sage must stay perfectly still for 1d4 minutes while collecting nature energy from the atmosphere. Those who master Sage Mode have a distinctive marker, which is a dark pigmentation around their eyes. The Sage can only keep this form for 1d4 + Wisdom Modifier Minutes.

First attempt at Sage Mode will have a Concentration DC Check of 30, Second Check would be 25, and decreases as such until it is a Concentration Check of 15 for each time.

+2 Strength

+2 Dexterity

+2 Intelligence

+2 Wisdom

-1 Charisma

+2 Fortitude Save

+2 Reflex Save

1.5x movement speed

Fast healing 2

2 Additional hit die

Sage Mode - [Level 10 Version] The user's physical strength, speed, stamina and regeneration are exponentially increased. To enter sage mode, the sage must stay perfectly still for 1d4 minutes while collecting nature energy from the atmosphere. Those who master Sage Mode have a distinctive marker, which is a dark pigmentation around their eyes. The Sage can only keep this form for 2d6 + Wisdom Modifier Minutes.

+4 Strength

+4 Dexterity

+4 Intelligence

+4 Wisdom

-2 Charisma

+4 Fortitude Save

+4 Reflex Save

2x movement speed

Fast healing 5

5 Additional hit die


Sage Mode is replaced by Six Paths Sage Technique at level 20

Sensory - Ability to sense the presence of other people by their chakra. Starting range - 150 feet - increases by 50 ft every 2 levels. While in sage mode range is multiplies by 5.

Rinnegan Mastery - After extensive use of the Rinnegan, the sage better understands how to utilize its power and gains:

+1 to Dex

+2 to Wisdom

+2 to Reflex

+2 to Will

+2 to sense motive

Wisdom Modifier to AC

The Human Path (人間道, Ningendō), which gives the ability to remove a soul and read a person's mind.

Ability to touch ones head or chest and grasp their soul allowing you to read their mind with a concentration Dc Equal to (10 + Targets Level). The Target Also gets a will save to hide information (DC 10 + Wisdom Mod + Half Level) If the target succeeds the will save however, they can attempt to feed the sage false information with a bluff check against the sage's sense motive. If they fail then they do not feed false information, the sage only fails gets no information.

Human Path - Soul Removal - Once the soul has been grasped it can be ripped from the body - This allows much easier and more efficient reading of the mind. This technique takes much less time to read the mind, and eliminates any chance for false information, but it also kills the target. Will Negate (DC 5 + Wisdom + Half Level)


The Naraka Path (地獄道, Jigokudō), through which one can summon and control the King of Hell. The Naraka Path grants the user two main abilities: interrogation and restoration. The King of Hell is a large head which sprouts out of the ground surrounded by purple flames. It also possesses the Rinnegan as well as the shared field of vision along with the other summons.

To interrogate, the Naraka Path need only catch hold of a person(Reflex Negate (15 + half Level + Wisdom Mod DC)), causing the King of Hell to appear before them. With the victim seemingly paralyzed, the Naraka Path begins questioning them. After answers are given, the King of Hell will unzip its mouth to release tendril-like arms and would draw out an apparition of the victim's life force energy in the form of an enlarged tongue. The King of Hell would then proceed to pass its judgement. If the person was lying or refused to answer the questions, the King of Hell would remove their tongue and consume it, apparently killing them(Will Negate (15 + 1/2 User level + Wisdom Mod DC)) However, if they told the truth, they would be spared, although left extremely exhausted.

The second ability the Naraka Path possessed is the ability to repair any damage. To do so the Naraka Path has the King of Hell ingest the damaged body with its tendril-like arms into its mouth, then, after 1d6 + 2 rounds, the destroyed body will emerge from its mouth, completely rejuvenated.

Souls and bodies of the recently deceased can also be stored in the king of hell to be revived at a later time the length that bodies can be stored is equal to the sage's level + Wisdom Modifier days.


Almighty Push

Stage One - Stage One of Almighty Push multiplies your base Deva Path pressure times 5, and in a 30 ft diameter. Starting in the middle of the circle, everything begins to be pushed down and out.

After using Stage One, you will be unable to use any Deva path powers for 1d3 minutes.

Stage Two - Stage Two of Almighty Push multiplies your base Deva Path pressure times 10, and in a mile diameter. Starting in the middle of the circle, everything begins to be pushed down and out.

After using Stage Two, you will be unable to use any Deva path powers for 2d3 minutes.


Rinnegan Summoning - The Sage can summon any willing humanoid with a concentration DC 10 Check that increases by 5 for each extra person. The target feels a force pulling them and can resist if they wish, and any resistance cancels the technique. Letting themselves get pulled means them appearing in front of the sage in a puff of smoke.


The Outer Path (外道, Gedō), which rules over both life and death.

An ability granted to the wielder of the Rinnegan, with the Outer Path, the user is able to revive the dead, transmit chakra to receivers, as well as manifest chakra chains.

Bind and potentially control movements of those who touch the chakra receivers. Concentration against targets will save to control movements.

Can implant corpses or reincarnated individuals at level 11, and control all their movements. You can control up to six Bodies, Referred to as the six paths of pain. Each of these paths can be used to channel each of the paths. They can also form chakra receivers from their bodies.

The Outer path also gives the ability to call back souls. When souls are summoned in this manner, the deceased person does not have an actual body, but appears as a mass of flickering chakra in full possession of personality and memories. Souls summoned in this manner cannot be revived with the Samsara of Heavenly Life Technique. Once the user ends the technique, the summons souls dwindle and eventually disappear.


Demonic Statue Chains - Ability to manifest chakra chains at level 11, which greatly restrict anyone who touches the receivers and causes great pain. When one is touching the blades the sage can make a concentration DC 15 to generate chakra chains and bind anyone who touches them. The target can make a reflex DC 15 + wisdom mod + half level to avoid the chains.

When the chakra chains are connected the target is treated as helpless until released, or they succeed a DC 10 + wisdom + level Will Save to break free from the chains. The blades causes great pain to the targets body and mind, dealing 1d6 + Wisdom score damage a round, and the target must make a Will (DC 10 + Sage's Wisdom Modifier) to stay conscious, and the Dc increases by one each round until they fall unconscious.


Outer Path - Samsara of Heavenly Life Technique This Technique can only be used when the body and soul of the target is still present in the material world. This typically is only viable for a deceased person 24 hours after their death. This ability works as a True resurrection, and you must take 3 round with full concentration while in combat. Any damage will cancel the cast.

To revive the target, the body must be within 100 ft, and must have died within the past 24 hours of the resurrection. If the soul and body are stored within the King of Hell through the Naraka path, the deceased can still be revived. You can only use this ability every 1d4 weeks, and using it leaves you exhausted. Reviving more than one person at once is possible, however after the revival is done you must make a DC 15 Fortitude save, where the DC increases by 5 for each person resurrected, if the sage fails this save, he will unavoidably die.


Chibaku Tensei - The user created a dark black sphere of gravity that when thrown into the sky, attracts objects from all direction 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 1d2 rounds per level of the user, as this ability takes a considerable amount of energy, the user can only use this ability once a week.

If a person is standing on the land as it is collected into the orb they must make a DC 15 + Wisdom Mod Balance check or fall prone onto the moving earth. If they are pulled into the sphere (Reflex 15 + Half Level + Wisdom Mod), they will start to take 2d10 damage every round they are trapped within the orb. When the orb comes crashing down anyone within the orb must make a Reflex (10 + Half Level + Wisdom mod) Or take 6d10 damage as the orb comes crashing down into the earth. Anyone under the orb will take 6d10 damage as the orb crashes on them and 2d10 damage every round they are trapped beneath it.

Range of pull - 70 Ft Range of falling orb - 50 Ft


Amenotejikara - A space- time ability used to shift himself, others, and objects a set distance away from his original location. The Range can be increased instantaneously by changing places with a remote space. Each eye has three charges, and after the three charges are used the eye must remain closed for 2d6 rounds to recharge. If all three uses are not used in quick succession, then each charge recharges at a rate of 1d3 rounds.

Range of Teleportation is equal to (10 + Wisdom Modifier + Half Level) x 10 feet.

When one eye is recharging, you can only use half of the deva path force, and when both are closed you may not use the deva path at all.

Limbo: Border Jail - The User projects shadows of themselves into the invisible world known as Limbo. These shadows are generally impossible to detect or visually perceive. These shadows can operate independently of the user, attacking or restraining targets or defends the original body from harm. To the naked eye, it appears to be the act of an invisible force.

Powerful types of sensory can sense the shadows, Rinnegan users can see the shadows perfectly.

Most physical attacks are useless against the shadows, being unable to perceive them, however they are particularly weak to sage chakra. After a set period of time the shadows automatically return to their body and are left temporarily unusable. The shadows cannot use any of the abilities of the main body, and can only attack with physical attacks, however the main body can switch places with the shadow at any time.

Max of two Shadows


Shadow Projection
Size/Type: Medium –
Hit Dice: - (10 hp)
Initiative: Same as Sage's
Speed: 10 x Sage's Wisdom Mod, Perfect flight 10 x Sage's Wisdom Mod
Armor Class: Ac 20 + Sage's Wisdom Mod -- Invisible - 50% Chance to miss if able to be sensed; Otherwise Unhittable without True sight (Negates Invisibility) Damage reduction 50/Nature Attacks, touch –, flat-footed
Base Attack/Grapple: +10 + Sage's wisdom Mod/+15 + Sage's wisdom Mod
Attack: If unable to be sensed, treat each attack as a surprise attack otherwise: 10 + Sage's wisdom Mod ( 1d10 + Wisdom Damage x2)
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: - When killed, return to life after 1d3 rounds at full health - - Immune to (Ability damage, Fatigue, Mind-Affecting Effects, Exhaustion, Critical Hits) Invisibility, 50% Miss Chance, do not leave footprints, have no scent, and make no noise
Saves: Fort +10 + Sage's Wisdom mod, Ref +10 + Sage's Wisdom mod, Will +5 + Sage's Wisdom mod
Abilities: Str –, Dex –, Con –, Int –, Wis –, Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:


Duration : 4d4 rounds

Recharge Time: (Starts after Shadows Return) 4d8 rounds

Six Paths Chibaku Tensei - This technique is used to seal away targets with the Chibaku Tensei technique. To use this technique you must first make a touch attack against the target(unless the user is already grappling the target), then succeed a concentration check DC equal to 10+caster level. The target is encased in earth and other debris which are forcefully pulled to their body. The marks disappear after use and will return on the sages palm one week after use.

The resulting mass is similar in size and appearance to the moon.

This also seals away the targets abilities, and works the same as imprisonment spell.

The only known method of breaking the seal is for a wielder of the Rinnegan to summon the core out of the moon.


Six Red Yang Formation - By placing black chakra receivers in a hexagon formation, the sage can activate the Six Red Yang Formation, which creates a huge reddish barrier between the blades. The barrier is highly malleable and extremely durable.

The barrier lasts for 2d8 + Wisdom mod rounds, and during that time is impossible to pass through. Teleportation techniques, however can pass through the barrier with ease.

This ability can only be used when the black chakra receivers are in place, once the ability is activated however it cannot be canceled early by destroying the black blades, the sage can, however, dispel the barrier at will.


Six Paths Sage Technique The user's physical strength, speed, stamina and regeneration are exponentially increased. To enter six paths sage mode, the sage must stay perfectly still for 2d4 minutes while collecting nature energy from the atmosphere. The user also gains the ability to fly at 100ft/Perfect, as well as the ability to create multiple Truth-Seeking Balls (although the Truth-Seeking Balls aren't always necessarily linked with this technique). Appearance-wise, this form creates a pattern of Rinnegan and nine tomoe on the user's back, as well as cause the user to grow horns on their forehead. The Sage can only keep this form for 2d8 + Wisdom Modifier Minutes.

Upon entering Six Paths Sage Mode you gain:

+8 Strength

+8 Dexterity

+8 Intelligence

+8 Wisdom

-4 Charisma

+6 Fortitude Save

+6 Reflex Save

3x Movement speed

Fast Healing 10

10 Additional Hit Die

9 Truth Seeking Balls


Truth-Seeking Balls - Ability to negate all forms of ninjutsu. The balls can serve various offensive, Defensive, and supplementary purposes, such as wrapping around the user to act as a defensive shield, or launching towards targets as high-Speed Projectiles. They are also capable of causing massive explosions by rapidly expanding in size. Each orb is about the size of a fist and hides within enough power to completely obliterate a forest.

Truth-Seeking Balls - Health: 50, Can only be damages by nature attacks

The Truth seeking balls have various forms, each of which is beneficial in their own ways:

Defensive Variant - Reflex on applicable spells, instead of halving the damage completely negates. Adds +4 to AC

Blade Variant - Range - 10ft - Damage: 4d8 + Str Mod + Wis Mod

Lance Variant - Range - 20ft - Damage: 2d8 + Str Mod + Wis Mod (Doubles if on mount traveling at top speed)

Chakra Receiver Variant - Range - 50ft - Damage: 1d8 + Dex Mod + Wis Mod - Target Must spend Full round Action to remove - Deals 1d4 Constitution damage a round until removed

Arm Variant - Range - 15ft Long Range Grapple, and channel spells that require touch. And Plus Wisdom to Grapple Checks (Considered huge for grapple Checks)

Explosion - Range - 15ft Radius - Damage: 20d6 + Wis Mod - Reflex DC 20 + Wis Mod + Half Level - Uses up Truth Seeking Ball

Yang Infused Heal - Full heal on self or target - Uses up Truth Seeking Ball


Chibaku Tensei Mastery - Able to create multiple satellites at once by releasing several black spheres.

Mass of Satellites

The user created a dark black sphere of gravity that when thrown into the sky, attracts objects from all direction and pulls them into a mass of satellites compressing them simultaneously. The surrounding earth, including forests and mountains, are collected into a single point in each satellite, piling on top of one another until it creates large spheres. A large crater is left where the earth has been collected from. This ability lasts 1d2 rounds per level of the user, as this ability takes a considerable amount of energy, the user can only use this ability three times a week.

If a person is standing on the land as it is collected into the satellites they must make a DC 20 + Wisdom Mod Balance check or fall prone onto the moving earth. If they are pulled into the spheres (Reflex 15 + Half Level + Wisdom Mod), they will start to take 2d10 damage every round they are trapped within the orb.

After 2d4 rounds the orbs come crashing down into the earth anyone within the orbs must make a Reflex (15 + Half Level + Wisdom mod) Or take 12d10 damage as the orbs come crashing down into the earth. Anyone under the orbs will take 12d10 damage as the orbs crashes on them and 2d10 damage every round they are trapped beneath them.

Range of pull - 300 Ft Range of falling orbs - Varies by amount of orbs - Amount of orbs - Can choose between 1 and 8, the less orbs they are the larger they will be Range of falling orbs depending on amount 1 - 300ft 2 - 150ft each 3 - 100ft each 4 - 75ft each 5 - 60ft each 6 - 50ft each 7 - 40ft each 8 - 30ft each

Sage Mode Perfection - Amount of time it takes to enter sage mode reduced to 1d4 rounds, and the length is increased to 3d8 + 1.5x Wisdom Modifier

Amenotejikara Mastery - 5 Uses in each eye before they must recharge for 1d3 rounds

Rinne Sharingan - Stage Three - The Rinnegan reaches its full potential and mutates into the Rinne Sharigan. At the third and final stage, the last of the three rings in the Rinnegan form three Tomoe in a triangle formation where the point is at the top. Total of 9 Tomoe, it also turns a reddish hue instead of purple.

Additional

+2 to Wisdom

+1 to Dexterity

+1 to Intelligence

And you gain 1.5x Wisdom Modifier bonus to AC (This Replaces the previous bonuses)

Limbo: Border Jail Mastery

Max of Four Shadows

Shadow Projection
Size/Type: Medium –
Hit Dice: - (30 hp)
Initiative: Same as Sage's
Speed: 20 x Sage's Wisdom Mod, Perfect flight 20 x Sage's Wisdom Mod
Armor Class: Ac 30 + Sage's Wisdom Mod -- Invisible - 50% Chance to miss if able to be sensed; Otherwise Unhittable without True sight (Negates Invisibility) Damage reduction 100/Nature Attacks, touch –, flat-footed
Base Attack/Grapple: +20 + Sage's wisdom Mod/+25 + Sage's wisdom Mod
Attack: If unable to be sensed, treat each attack as a surprise attack otherwise: 20 + Sage's wisdom Mod ( 2d10 + x2 Wisdom Damage Critical(x2))
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: - When killed, return to life after 1d3 rounds at full health - - Immune to (Ability damage, Fatigue, Mind-Affecting Effects, Exhaustion, Critical Hits) Invisibility, 50% Miss Chance, do not leave footprints, have no scent, and make no noise
Saves: Fort +20 + Sage's Wisdom mod, Ref +20 + Sage's Wisdom mod, Will +10 + Sage's Wisdom mod
Abilities: Str –, Dex –, Con –, Int –, Wis –, Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:


Duration : 4d6 rounds

Recharge Time: (Starts after Shadows Return) 4d6 rounds


Rinnegan Ultimate Genjutsu

This Genjutsu is able to create an entire world and trap a target in it, and the sage can alter their perception of time as well. The Sage looks into the eye of the target for one round to activate the ability, the target gets an initial will save(DC 10 + Wisdom mod + Half Level) that if they fail, then they will be trapped in this world and will require a sense motive (DC 15 + Wisdom + Half Level) to realize it is not the real world in order to attempt to break out of the genjutsu. If they succeed in realizing that they are under the effects, then they may make another will save (DC 10 + Wisdom Mod + Half Level) every day in their perception of time to break out. The Dc for this rises by 1 for each day that they believed that the genjutsu is the real world.

Another form of this Genjutsu is to trap the target inside the genjutsu and mentally attack their mind Will save (DC 15 + Wisdom mod + Half level). If they fail this initial will save, then the target will be trapped inside the genjutsu world for 1d6 + Wisdom mod Days, where the sage may control the world however he likes. Different examples of this is showing them memories, torturing them, or even something as simple as having a conversation with them. The time in the real world passes in a matter of seconds and the target will have all the mental damage from torture with none of the bodily injuries. The sage can end the genjutsu early and pull the target out of it, ending the ability. If the sage uses this ability to mentally attack the mind, then the target must make a will save (DC 15 + Wisdom mod +1 for every day of torture) or fall unconscious when the genjutsu ends.

The target will be left mentally exhausted if they stay under the genjutsu for longer than one day for 2d6 hours, and must make a will save (DC 10 + Wisdom + 1 for each day under the genjutsu) or they will fall unconscious.


Deva Path - Unstoppable force - The Deva path can now be used to affect an entire line, everything in that line will be under the effects of the deva path. This line will rip up the earth, trees and anything in its way.

The force also increases to a x30, and the formula for determing distance is changed to force - 1/2 weight.

With the added threat of debris when using the deva path at this level, anyone caught in the blast will take 4d6 crushing damage while being pushed.

The distance of the line determines on how much force is put into it, but it also calls for a longer recharge time in between each use of the deva path.

Force - Range - Recharge Time

100% - 200ft - 2d6 rounds

75% - 150ft - 2d4 rounds

50% - 100ft - 1d6 rounds

25% - 50ft - 1d4 rounds


Yin-Yang Mastery

YIN PORTION

+2 to Reflex Save

Much greater control over the elements, adding a 4d10 to damage with any elemental attack - Amount of uses equal to Wisdom modifier

Touch/Ranged(10ft) Attack

Table: Offensive Capabilities
Description Will DC Extended Description
Brain dead/Essential Death 20 Attacks the targets mind, forcing the brain to shut itself down and cause major brain damage.
Mental Damage 25 1d8 Intelligence damage
Mental Destabilization 30 See Feeble mind - Scrambles the targets mental capacity for 1d12 rounds.
Dazed 35 Dazed for 1d6 Rounds
Dazed 40 Dazed for 1 round
Unaffected 40+

YANG PORTION

Fast Healing 5

Heal as the spell - Amount of uses equal to x2 wisdom modifier

Heal on self can only be used twice a day

Touch Attack:

Table: Offensive Capabilities
Description Fortitude DC Extended Description
Death/Complete organ failure 20 Cuts off all energy to the organs cells, causing complete organ failure throughout the body, leads to near immediate death.
Partial Organ Failure 25 1d8 Constitution Damage. Cuts off energy to a portion of the targets organs, causing partial organ failure, which can lead to death if the target is weakened.
Muscle Failure/Severe Paralysis 30 See Paralyzed - Cuts off the energy to the muscles and causes severe paralysis that prevents the target from taking any actions for 1d12 rounds.
Partial Paralysis/Slow 35 Cuts off the energy to the muscles causing partial paralysis that inhibits the targets ability to move for 1d6 rounds. See Slow Except that it is healed by healing spells and effects (Such as cure light wounds)
Stun 40 Stunned for 1 round
Unaffected 40+

Creation of All Things - Functions as a Bend Reality psionic except that it can only be used once a month, with no xp cost. Unable to use Sage of the Six Paths Abilities for 2d3 days after this ability is used.

Campaign Information[edit]

Playing a Sage of the Six Paths[edit]

Religion: A Sage of the Six Paths typically doesn't follow any religion, but focuses on developing the other Paths of his Abilities.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: Mostly Supportive, but can fight on the front lines.

Advancement: All Sages dream of becoming gods, and there are no current multi-classed sages, but does not seem out of the realm of possibility.

Sages of the Six Paths in the World[edit]

“You think you're the only ones who matter. You think you can put off death. But that peace made you foolish and thoughtless. If you kill someone, someone else will kill you... this hatred binds us together.”
—Sarinaris, 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: As the ability of Rinnengan is extremely rare, there are none to note.

Organizations: They each belong to a gathering of equally strong, but Diverse classes characters.

NPC Reactions: They sense a certain oddness about a sage, sometimes fearing all together. Mostly NPCs don't notice anything out of the ordinary, besides their different eyes.

Sage of the Six Paths Lore[edit]

Characters with ranks in Knowledge(Religion) can research Sage 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 The Sage of Six Paths is a person with abilities rivaling the Gods.
10 The Sage of the Six Paths can use any type of elemental ability, along with all their paths.
15 The Sage of the Six Path's abilities are derived from their eyes, The Rinnegan.
20 The player learns information about a specific Sage.

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