## Age of Heroes

## Sage

**SAGE**

The sage is a walking encyclopedia, a one-man library of the ancient world. He is well-traveled and has studied in many halls of learning. Aristocrats and noble warriors, who want to make sure that their actions are backed up by the best information available, turn to these philosophers as advisers. Young or inexperienced sages are almost always scribes by profession; they are automatically literate and this is the easiest way to earn a living. It is in fact their early acquisition of literacy that allows the sage to develop such a broad base of knowledge. A sage receives more skill points than any other class.

**Role:**

The Sage travels the world seeking knowledge and philosophy in the ancient world. They create schools of thought and spread enlightenment in the free cities of Greece. Famous examples include Plato, Aristotle, and Socrates.

**Deity:**

Usually Zues, Ares, Apollo, or Artemis

**Hit Die:**

d4

**Skill Points at 1st Level:**

(8 + Int modifier) x 4.

**Skill Points at Each Additional Level:**

8 + Int modifier.

**Class Skills**

The Sage’s class skills are:

- Appraise (Int)
- Bluff (Cha)
- Climb (Str)
- Debate (Int)
- Forgery (Int)
- Knowledge (any) (Int)
- Medicine (Int)
- Perception (Wis)
- Prayer (Wis)
- Perform (Wis)
- Sense Motive (Wis)
- Rhetoric (Cha)
- Solve Conundrum (Int)
- Swim (Str)

**Weapon and Armor Proficiency**

A sage is proficient with the club, dagger and quarterstaff, but not with any type of armor or shield.

**Evasive:**

The Sage learns to stay out of the way of trouble. As he is not a combatant by nature, he has to make sure that he can survive if combat should find him. He receives the indicated bonus to all Active Defense checks.

**Literate:**

The sage gains the Literacy feat free at 1st level.

**Profound Knowledge:**

The sage receives a +2 competence bonus on all Knowledge skill checks.

**Sages Knowledge:**

The sage’s studies give him a similar broad, general knowledge to that which the bard has. A sage may make a special sages knowledge check with a bonus equal to his sage level plus his Intelligence modifier to see whether he can recall some relevant information about local notables, legendary items or places. If the sage has five or more ranks in any one Knowledge skill, he gains a +2 synergy bonus on this check. A successful sages knowledge check will not reveal the powers of a divine item but may give a hint as to its deity of origin. A sage may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

**Secret Lore:**

At each of the indicated levels, the sage chooses one piece of secret lore from the table below. Sages may not choose the same secret lore twice.

- Applicable Knowledge:

The Sage may select one additional feat. This may be selected from any of the feats listed in the Feats chapter. The Sage must meet all of the prerequisites for the selected feat as normal.

- Dodge Trick:

The Sage gains a +1 competence bonus to their Active Defense checks.

- The Lore of True Stamina:

The Sage gains a +2 bonus to all Fortitude saves.

- Secret Knowledge of Avoidance:

The Sage gains a +2 bonus all Reflex saves.

- Mastery:

The Sage gains four ranks in one skill in which they currently have no ranks.

- Secret Health:

The Sage gains an additional three hit points.

- Secrets of Inner Strength:

The Sage gains a +2 bonus to all Will saves.

- Weapon Trick:

The Sage gains a +1 bonus to their Base Attack Bonus.

**Bonus Feats:**

The Sage can select a bonus feat at the indicated levels. These must be selected from the General Feats selection.

**Inner Peace:**

The sage gains a serious of personal revelations resulting from his quest for inner peace at the levels indicated below.

- Level 2:

Immune to Confusion.

- Level 4:

Immune to Fear, including use of the presence skill.

- Level 6:

Immunity to morale penalties. He cannot be compelled to attack someone against his will.

- Level 8:

Immune to all Compulsion and Charm effects.

**Enlightenment:**

Upon achieving 10th level, you achieve true enlightenment and become one with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You become immune to stun, exhaustion, fatigue, nausea, and sickened effects. You can take 20 on all Knowledge skill checks. Should you die, you are reincarnated as the spell 3 days later.