Supernatural Sage (3.5e Class)
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- 1 Supernatural Sage
A Supernatural Sage is much akin to a Sorcerer, in that they possess an innate magical power, linked to magical ancestry. Unlike the Sorcerer, however, the Supernatural Sage spreads this magical power across all types of magic that is known. The Supernatural Sage's studies encompass Arcane and Divine Spellcasting, Psionic Manifesting, Incarnum Meldshaping, and even a small amount of the Sublime Way. Only the truly depraved and sick magics of Soul Binding, Shadowcasting, and Truenaming does the path of the Supernatural Sage not give insight to.
Making a Supernatural Sage
The Supernatural Sage fills the role of the party Mage quite nicely, but can also function as the party's Priest or Expert in a tight spot. With the right feats and abilities, a Supernatural Sage can even mimic the powers of a Warrior. Nonetheless, the Supernatural Sage's path yields most types of magic, and thus, he fits best in those categories
Abilities: Most of your powers are keyed off of the ability to manipulate your inner gift, and thus, Charisma is your primary attribute. Following closely behind is Constitution, which determines not only your Hit Points and Fortitude Saves, but also your Meldshaping. You will also want a way to utilize your martial maneuvers effectively, so Strength or Dexterity (for the more nimble swordsmen) may help.
Races: Humans are most drawn to the power of the Supernatural Sage, while many Gnomes who harness their inner potential may also fit the way nicely.
Starting Gold: As Sorcerer.
Starting Age: Simple.
|Saving Throws||Special||Spells per Day||Manifesting||Initiating||Meldshaping|
|1st||+0||+0||+0||+2||Detect Supernatural, Bonus Feat||1||—||—||—||—||1||1||1st||2||1||1st||1||1||0||0|
|4th||+2||+1||+1||+4||Chakra Binds (Crown, Feet), Bonus Feat||4||1||—||—||—||10||3||2nd||3||3||2nd||1||2||3||1|
|8th||+4||+2||+2||+6||Chakra Binds (Arms, Hands)||5||5||1||—||—||28||6||3rd||6||4||3rd||2||3||5||2|
|11th||+5||+3||+3||+7||Expanded Soulmeld Capacity +1||5||5||4||—||—||47||7||3rd||7||4||3rd||3||4||8||2|
|12th||+6/+1||+4||+4||+8||Chakra Binds (Brow, Shoulders)||5||5||5||1||—||55||8||4th||8||5||4th||3||4||8||3|
|13th||+6/+1||+4||+4||+8||Analyze Dweomer, Bonus Feat||5||5||5||2||—||63||8||4th||8||6||4th||3||5||9||3|
|16th||+8/+3||+5||+5||+10||Chakra Binds (Throat, Waist), Bonus Feat||5||5||5||5||1||91||10||5th||10||7||5th||4||6||10||3|
|20th||+10/+5||+6||+6||+12||Supernatural Strike 3/day||5||5||5||5||5||135||13||5th||12||10||5th||5||7||16||5|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
The Supernatural Sage develops magical powers from many different sources. All of the following are class features of the Supernatural Sage.
Weapon and Armor Proficiency:The Supernatural Sage is proficient with simple weapons and light armor and no shields. A Supernatural Sage suffers no Arcane Spell Failure chance for wearing light armor.
Bonus Feats: At 1st level, a Supernatural Sage gains a bonus feat, drawn from the list below. For every three levels after 1st, he gains another bonus feat. He must meet all the prerequisites for the feat.
Supernatural Sage Bonus Feat List: Adaptive Style, Arcane Strike, Azure Talent, Cobalt Charge, Cobalt Critical, Cobalt Expertise, Cobalt Power, Cobalt Precision, Deep Impact, Desert Fire, Desert Wind Dodge, Extra Spell, Extra Slot, Fell Shot Greater Psionic Shot, Greater Psionic Weapon, Greater Psionic fist, Incarnum Spellshaping, Focused Skill User, Invest Armor, Mental Leap, Midnight Augmentation, Midnight Dodge, Midnight Metamagic, Narrow Mind, Power Specialization, Psionic Shot, Psionic Weapon, Psionic fist, Psicrystal Affinity, Psionic Affinity, Psionic Talent, Psicrystal Containment, Psionic Meditation, Obtain Familiar, Arcane Mastery, Psychic Renewal, Gloom Razor, Sapphire Sprint, Scorching Sirocco, Shadow Blade, Shadow Trickster, Soulsight, Soultouch Spellcasting, Soultouch Spellshaping, Spell Specialization, Skill Focus, Speed of Thought, Sudden Recovery, Unavoidable Strike, Up the Walls, Versatile Spellcaster, Weapon Focus, Wounding Attack
Detect Supernatural (Su): A Supernatural Sage possess so much supernatural power, that he can recognize spells, powers, soulmelds, and the like. This ability functions as detect magic, detect psionics, and detect incarnum being cast/manifested at the same time.
Spells: The Supernatural Sage draws power from his magical blood and from the world around him, and learns to cast a limited number of spells, both from the magic that he has contact with and the magic that surrounds him.
The Supernatural Sage casts both arcane and divine spells. He knows his spells innately, but only knows a limited amount of spells. In order to cast a spell, the Supernatural Sage must have a Charisma score of 10 + the level of the spell. The save DCs are 10 + the level of the Spell + the Supernatural Sage's Charisma Modifier. His caster level equals his Supernatural Sage level.
Supernatural Sage Arcane Spell List:
1st— Alarm, Armor Lock, Charm Person, Chill Touch, Expeditious Retreat, Feather Fall, Grease, Mage Armor, Magic Weapon, Mount, Magic Missile, Shield True Strike
2nd— Alter Self, Bigby's Striking Fist, Blades of Fire, Blur, Darkness, Darkvision, Enlarge Weapon, Fog Cloud, Glitterdust, Invisibility, Scorching Ray
3rd— Animate Weapon, Arcane Sight, Daylight, Dispel Magic, Displacement, Fireball, Flame Arrow, Fly, Gaseous Form, Haste, Invisibility Sphere, Keen Edge, Greater Magic Weapon, Lightning Bolt, Vampiric Touch, Slow, Water Breathing
4th— Bestow Curse, Charm Monster, Confusion, Dimensional Anchor, Dimension Door, Enervation, Greater Invisibility, Lesser Globe of Invulnerability, Hallucinatory Terrain, Polymorph, Remove Curse, Stoneskin, Wall of Fire,
5th— Break Enchantment, Cone of Cold, Greater Dispel Magic, Mirage Arcana, Telekinesis, Teleport, Waves of Fatigue
Supernatural Sage Divine Spell List:
1st— Bane, Bless, Conviction, Cure Light Wounds, Divine Favor, Endure Elements, Inflict Light Wounds, Magic Fang, Lesser Vigor, Protection from Chaos/Good/Evil/Law, Remove Fear, Sanctuary, Shield of Faith
2nd— Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Cat's Grace, Calm Emotions, Cure Moderate Wounds, Consecrate, Desecrate, Eagle's Splendor, Find Traps, Make Whole, Resist Energy, Remove Paralysis, Lesser Restoration, Spiritual weapon
3rd— Cure Serious Wounds, Inflict Light Wounds, Invisibility Purge, Knight's Move, Magic Circle Against Chaos/Good/Evil/Law, Magic Vestment, Greater Magic Fang, Prayer, Protection From Energy, Neutralize Poison
4th— Aid (Mass), Align Weapon (Mass), Air Walk, Beast Claws, Cure Critical Wounds, Death Ward, Divination, Divine Power, Giant Vermin, Inflict Critical Wounds, Restoration, Freedom of Movement, Shield of Faith (Mass),
5th— Atonement, Commune, Dispel Chaos/Evil/Good/Law, Disrupting Weapon, Raise Dead, Slay Living
Power Points/Day: A Supernatural Sage’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Supernatural Sage. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. His Manifester level equals his Supernatural Sage level.
Powers Known: The Supernatural Sage draws his psychic powers from his manipulation of his own mind. He convinces himself that the power he draws from himself and the world around him is not enough. He uses his own presence to produce psionic effects. Supernatural Sage choose their powers from the following list:
1st— Mind Thrust, Offensive Precognition, Defensive Precognition, Offensive Prescience, Vigor, Energy Ray, Hammer
2nd— Biofeedback, Cloud Mind, Dissolving Touch, Dissolving Weapon, Energy Stun, Ego Whip, Id Insiuation, Psionic Levitate, Mental Disruption, Stygian Ray, Strength of My Enemy
3rd— Body Adjustment, Body Purification, Claws of the Vampire, Dispel Psionics, Energy Burst, Energy Bolt, Exhalation of the Black Dragon, Psionic Blast, Stygian Bane, Telekinetic Thrust, Vampiric Weapon
4th— Claws of Energy, Psionic Freedom of Movement, Inertal Barrier, Weapon of Energy, Truevenom, Truevenom Weapon
5th— Anticipatory Strike, Adapt Body, Catapsi, Empower Weapon, Perfect Riposte, Psychofeedback, Psychic Crush, Shatter Mind Blank
Maximum Power Level Known: This column determines the highest level power a Supernatural Sage can learn at this level.
To learn or manifest a power, a Supernatural Sage must have a Charisma score of at least 10 + the power’s level.
Maneuvers Known: A Supernatural Sage knows how to manipulate the weapon he holds in order to create magical effects. The Supernatural Sage begins knowing two Martial Maneuvers. The Disciplines available to you are Desert Wind and Shadow Hand. Your initiator level equals your Supernatural Sage level plus one half your levels in any non martial adept class. Any Save DC associated with your Martial Maneuvers is 10 + the level of the maneuver + your Charisma modifier. (This overwrites any save DC that is mentioned in the maneuver's text)
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
Upon reaching 4th level, and at every even-numbered Supernatural Sage level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready only one of the maneuvers you know at 1st level; as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by practicing the somatic components of your spells for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter. Unlike other Martial adepts, you have no method of recovering your expended maneuvers in the thick of battle. Otherwise, each individual maneuver is usable once every minute.
Meldshaping: A Supernatural Sage has the power to shape Soulmelds, drawn from the power of extraplanar areas. The maximum number of Soulmelds that a Supernatural Sage may have shaped is equal to his Constitution score minus 10, or the number on the table, whichever is lower. You draw your soulmelds from the Incarnate Soulmeld list, but your list does not include the Incarnate Avatar or the Incarnate Weapon. If you wish to shape a soulmeld with an alignment descriptor, your alignment must match that of the Soulmeld. His Meldshaper level equals his Supernatural Sage level.
The Save DCs against your Supernatural Sage Soulmelds are equal to 10 + the number of points of essentia invested in the soulmeld + your Constitution Modifier.
Chakra Binds: Beginning at 4th level, you gain the power to bind your soulmelds to your chakras. For more information on Chakra binds, see page 51 of Magic of Incarnum.
Expanded Soulmeld Capacity (Ex): At 11th level, the Essentia capacity of your Supernatural Sage Soulmelds increases by one.
Analyze Dweomer (Sp): At 13th level, a Supernatural Sage gains a masterful understanding of the magical powers that surround him. To reflect this, he may use Analyze Dweomer as a spell like ability at will.
Supernatural Strike (Su): At 20th level, you gain the ultimate power of magic that you hoped to gain. You surge with magic power as you utilize all aspects of your magic at once As a full round action that does not provoke attacks of oppurtunity, you may initiate a Martial Maneuver, cast an Arcane Spell, cast a Divine Spell, manifest a Psionic Power, and reallocate Essentia between Soulmelds. You may use this power three times per day.
Human Supernatural Sage Starting Package
Weapons: Light Crossbow.
Skill Selection: Pick a number of skills equal to 6 + Int modifier.
Feat: Improved Unarmed Strike.
Bonus Feats: Psionic Fist (Class), Weapon Focus (Unarmed Strike)
Gear: Leather Armor, 2 days trail rations, 50ft rope, waterskin, Spell Component pouch.
Gold: 2d4 gp.
Playing a Supernatural Sage
Religion: Supernatural Sages who devote themselves to a particular deity primarily worship Boccob, god of magic. Any god who specializes in magic is a perfect suit for the Supernatural Sage.
Other Classes: A Supernatural Sage enjoys a wide variety of power, often giving them a sense of superiority over anyone without supernatural power, such as Fighters, Barbarians, or Rogues. The power that the Supernatural Sage possess, however, comes with a cost of a lack of mundane prowess. Thus, a small admiration of the mundane champions may be fitting.
Combat: A Supernatural Sage is as versatile as he is powerful. He may act as a Mage, controlling the battlefield with Charms and suppression. He may act as a Priest, supporting his allies in their struggles against their foes. He may act as an Expert, striking from the shadows, and leaping back to safety before being seen. He may even act as a Warrior, aided by magical supports to crush his foes with his weapon.
Advancement: Due to the massive amount of power that the Supernatural Sage possesses, multiclassing is rare. Supernatural Sages who wish to specialize in fields of magic often pursue carrers in the Incarnate, Cleric, Sorcerer, or Swordsage classes.
Supernatural Sages in the World
"I am living magical power. No other being has such mastery of the many types of magic." - Riok Alton, Human Supernatural Sage
Daily Life: Supernatural Sages often find themselves wandering from city to city, offering magical services to those who pay. Few find solace enough to settle, and even then, they may wander, pushing the boundaries of their property.
Organizations: The College of Mystic Summits is a fabled university that teaches the way of the Supernatural Sage to admitted cadets. It is said to exist on top of the "mountain that swallows the sun", wreathed in a Hallucinatory Terrain spell.
NPC Reactions: Fear and curiosity plague the minds of commoners who see the Supernatural Sage. They may beg for favors, or flee in fear at the sight of a Sage.
Supernatural Sage Lore
Characters with ranks in Knowledges (Arcana, Local, Planes, Psionics, or Religion) can research Supernatural Sages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Supernatural Sages utilize power from most sources of magic.|
|10||Supernatural Sages cast spells, both arcane and divine.|
|15||Supernatural Sages utilize powers of Incarnum, Psionics, Divine Magic, Arcane Magic, and the Sublime Way.|
|20||Supernatural Sages' exceptional versatility peaks when they can use a bit of each of their magic at once.|
Supernatural Sage in the Game
Many Supernatural Sages find themselves as wanderers, traveling from town to town in order to master the art of magic.
Sample Encounter: Riok Alton is a wandering Supernatural Sage, using his Divine Magic to heal the sick and wounded, and his other magic to fight injustice.
EL 8: Riok Alton can be encountered as a traveling "People's Hero", a soul dedicated to helping those less fortunate
Riok Alton, Male Human Supernatural Sage 8 NG
STR: 14 DEX: 12 CON: 16 INT: 10 WIS: 8 CHA: 18
BAB/Grapple: +4/+6 AC: 17 (+5 Chainshirt +1 Deflection +1 Dex), Touch: 12, Flat-Footed: 16 HD 8d6+40
Fort +6, Ref +4, Will +6
+2 Spear: +9, 1d8+4 Force +3d6 Electricity
Meldshaping (Essentia Pool 6 ML 8): Vitality Belt (2 Essentia) Lightning Gauntlets (2 Essentia, Bound to Hands) Crystal Helm (Bound to Crown)
Spellcasting (6/6/2 DC:14+Lv, CL 8):
Arcane Spells: True Strike, Shield, Charm Person, Blades of Fire, Invisibility, Blur, Dispel Magic
Divine Spells: Cure Light Wounds, Divine Favor, Bless, Bull's Strength, Lesser Restoration, Aid, Prayer
Manifesting (44 Power Points DC:14+Lv, ML 8): Psionic Powers: Offensive Prescience, Vigor, Offensive Precognition, Strength of My Enemy, Dissolving Weapon, Vampiric Weapon
Initiating (DC: 14+Lv, IL 8, * readied) Maneuvers: Burning Blade*, Wind Stride, Cloak of Deception*, Distracting Ember*, Shadow Blade Technique*, Burning Riposte Stances: Child of Shadow, Assassin's Stance
Skills: Tumble +12 Martial Lore +11 Spellcraft +11 Psicraft +11 Knowledge (Arcana) +2 Knowledge (Local) +2 Knowledge (Planes) +2 Knowledge (Psionics) +2 Knowledge (Religion) +2 Bluff +6
Feats: Weapon Focus (Spear), Psionic Weapon, Desert Wind Dodge, Mobility, Desert Fire, Power Attack, Cobalt Power (2 Essentia)
Equipment: +2 Spear, +1 Chainshirt, +1 Ring of Protection, +2 Cloak of Charisma, +2 Amulet of Health, +1 Vest of Resistance, Wand of Cure Light Wounds, Potion of Aid (x3)