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Ver. 1.3.1

Sage

Class

Sages are mysterious spellcasters that have a deep connection to the world of good and evil spirits. They practice magic that heals and repels evil, both through conventional spells and the practice of Alchemy. They are excellent Diviners and can use their connections to other planes to communicate across great distances.

Sages are practicioners of Soulbonding, a rare form of advanced magic that allows them to induce magical effects on those they have a strong relationship with. In the Torchlight Society they use this magic along with their alchemy and fortune telling abilities to act as healers and protectors.

Class Information

Difficulty ★★★ Advanced
Hit Point Increment 4 or 1d6 + your CON modifier per Sage level
Magic Skill Points 3
Magic Studies
Natural Skills

Playing as a Sage

While Adventuring

You protect your team using your Soulbonding magic to keep a constant eye on them. You use your diviner's sense to look for possible dangers and clues to overcome obstacles. You probably have a few potions brewing as you travel, and supply them to your team as needed.

During Social Interaction

You're regarded as "out there" by most other people. Your speech is cryptic and poetic, which can make you difficult to understand, but also very difficult to influence or deceive. You aim to de-escalate situations in order to avoid violence.

In Combat

You support your team through your Soulbonding powers and potions. You prefer to stay out of direct fights.

While Resting

You meditate to revitalize your diviner's sense, and prepare potions that you and your allies might need in the coming days.

Starting Equipment

When creating a leveled character that starts with this class, consult the Mercenary Starting Equipment table to determine what items you start with. You receive all of the items listed for your starting level and all levels below it. You can choose to replace any number of items with their equivalent value in credits (CR).

Table: Sage Starting Equipment

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Class Features

Table: The Sage Table

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Level Feature Diviner's Sense Uses Profienency Bonus Caster Level
1 Sage Specialties, Alchemist's Craft, Basic Alchemy   +1 0
2 Learning Experience, Sage Bonus   +1 0
3 Spellcasting, Spell Studies   +1 1
4 Natural Skill Improvement   +2 1
5 Diviner's Sense 1 +2 1
6 Spell Studies, Apprentice Alchemy 2 +2 2
7 Ability Score Improvement 2 +3 2
8 Spell Studies, Specialty Improvement 3 +3 3
9 Sage Bonus, Natural Skill Improvement 3 +3 3
10 Soulbonding, Voice of the Soul 3 +4 3
11 Learning Experience, Specialty Improvement 4 +4 3
12 Intermediate Alchemy, Sage Bonus 4 +4 3
13 Spell Studies, Ability Score Improvement 4 +5 4
14 Mind and Body Connections 5 +5 4
15 Natural Skill Improvement, Sage Bonus 5 +5 4
16 Compounding Potions 5 +6 4
17 Spell Studies, Learning Experience 6 +6 5
18 Advanced Alchemy, Specialty Improvement 6 +6 5
19 Ability Score Improvement 6 +7 5
20 Dark Pact, Alter Course, Spell Studies 7 +7 6
21 Learning Experience, Sage Bonus 7 +7 6
22 Natural Skill Improvement, Specialty Improvement 7 +8 6
23 Ability Score Improvement 7 +8 6
24 Expert Alchemy, Spell Studies 7 +8 7
25 Emotional Attachment 8 +9 7
26 Learning Experience x2, Sage Bonus 8 +9 7
27 Specialty Improvement, Spell Studies, Dark Magic 8 +9 8
28 Natural Skill Improvement, Learning Experience x2 8 +10 8
29 Ability Score Improvement 8 +10 8
30 Medium, Master Alchemy, Spell Studies 9 +10 9

Sage Specialties

At Level 1, choose three Natural Skills from the Sage's natural skills list. Then gain one level in your choice of two of the following specialties:

Alchemist's Craft

The Sage specializes in the formulation of complex potions and other alchemical substances. You have a Proficiency Bonus which you can add to checks to brew, prepare, and identify alchemical items. Your bonus increases with your level according to the Sage table.

Alchemist's Pouch

At Level 1, you can designate a small container in your inventory as your Alchemist's Pouch. This is a container where you keep a small reserve of alchemical items for use in your potions.

As a Sage, your pouch can be used up to three times per day to provide ingredients for a batch of Basic-level potions you brew.

Basic Alchemy

At Level 1, you learn the Basic Standard Potion Recipes and your choice of three Basic-level alchemy recipes. Consult the Alchemy Recipes section.

Learning Experience

At each level you receive this bonus, choose one of your knowledges and increase its level by 1, or gain 1 point in a new knowledge subject of your choice. If your Intelligence score is 15 or greater, you may do this twice each time you receive this bonus. If it's 20 or greater, you may do this three times.

Knowledges can't be increased beyond 10 at any level.

Sage Bonus

At each level where you receive this bonus, choose one of the following:

Spellcasting

At Level 3, you may begin to learn and cast spells. Increase your caster level to 1.

Assign initial values to your magical skills. As a Sage, you have 3 points to spend on these skills, and you can choose forms that are a part of your training (Divine, Psionic, and Spectral.)

Spell Studies

At each level where you receive this bonus, you may learn new spells from the Spell Study Guide. This usually, but not always, occurs at each level where your caster level increases.

You may choose to learn a spell of lesser rarity with this ability. For example, whenever you have the option to learn a Rare spell, you may choose to learn an Uncommon or Common spell instead. If you do, you lose the opportunity to learn a Rare spell at that level.

Natural Skill Improvement

At each level you receive this bonus, increase each of your natural skills by one level.

This feature can't increase any skill higher than 7 unless you're level 20 or higher. This feature cannot be used to become Legendary.

TIP: To increase a skill beyond 7 at an earlier level, use the Skill Improvement General Feat.

Diviner's Sense

Sages have a deep spiritual connection to the world of spirits. Using this connection, they can reach out to the spirits for useful information or assistance. Starting at Level 5, you can use the Diviner's Senses listed below.

You have a limited number of uses of your Senses each day, which increases with your level according to the Sage table. When you use each Sense for the first time since your last full rest, you're guaranteed to contact a Good Spirit and get the desired outcome. If you use the same Sense more than once between full rests, there is a 50% chance, as determined by a private d20 roll by the GM, of you inadvertently contacting an Evil Spirit, which causes your Sense to achieve the opposite effect.

Palm Reading

You spend 15 minutes reading the future of a single willing creature you can touch based on the palms of their hands. Ask the GM a single, specific question about that creature.

Gaze Into The Beyond

You spend 30 minutes to contact the spririt world for guidance. Ask the GM a single, specific question about a current objective or anticipated event.

Portent

You use your senses to gain useful insights about a person or your surroundings. Use this Sense when making a Wisdom-based ability or skill check or a Spellcasting skill check.

Apprentice Alchemy

At Level 6, you move on to more difficult potionmaking. You learn the Apprentice Standard Potion Recipes and your choice of three additional Apprentice-level alchemy recipes. Your Alchemist's Pouch can now be used to provide ingredients for Apprentice-level potions.

You can now brew Basic-level potions trivially.

Ability Score Improvement

At each level where you receive this bonus, increase one of your ability scores by 2, or two different scores by 1 each.

Ability scores can't be increased beyond 20 using this feature until your overall level reaches 15, and no ability score can be increased beyond 30 at any level.

After updating your score, be sure to update the relevant modifiers, including skills and other calculated stats that factor in the increased scores.

Soulbonding

Your Soulbonding ability allows you to use your spells to affect creatures based on your level of connection to them, instead of physical range.

Starting at Level 10, you gain the ability to use Soulbonding with any Targeting spell you know. Whenever you cast a spell with the Targeting keyword or with a range of Touch, instead of its normal targeting rules, you can have it target an ally or any creature that counts you as a Companion (a +6 or higher Relationship). You don't need to be able to see or even know the whereabouts of a creature you target this way, and they can be any distance from you, as long as they're on the same plane of reality. Spells cast using Soulbonding are cast 2 levels lower. (Determine the casting difficulty as though your skill level were reduced by 2.)

Voice of the Soul

At Level 10, you can use your Diviner's Sense to communicate with a Soulbound creature. You gain the Voice of the Soul Diviner's Sense.

Voice of the Soul

You use your senses to reach out across another reality to contact someone you hold close. Choose a teammate or someone who has a Companion (+6) or higher relationship with you.

Intermediate Alchemy

At Level 12, you learn the Intermediate Standard Potion Recipes and your choice of three additional Intermediate-level alchemy recipes. You automatically learn any spells that are required as part of the recipes you learn via this feature. Your Alchemist's Pouch can now be used to provide ingredients for Intermediate-level potions.

You can now brew Apprentice-level potions trivially.

Mind and Body Connections

At Level 14, your Diviner's Sense and Soulbonding powers combine with your alchemical skills in new ways. You gain the following Diviner's Senses:

Alchemical Connection

Using this sense, you can extend the effects of a potion to one of your allies or companions. You must use this ability immediately after drinking a Potion or Elixir. Choose a teammate or someone who has a Companion (+6) or higher relationship with you.

Healing Bond

You can use this sense to heal an ally from anywhere in the world. Choose a teammate or someone who has a Companion (+6) or higher relationship with you.

Compounding Potions

Starting at Level 16, you make a breakthrough in your alchemical studies and gain the ability to combine the effects of multiple potions into one. When brewing a potion or elixir, you can perform up to three recipes on the same base potion to give it their combined effects. This can be done using the same recipe multiple times to stack the effects, or different ones to create compound potions.

Advanced Alchemy

At Level 18, you learn your choice of up to three Advanced-level alchemy recipes. Consult the Alchemy Recipes section. You automatically learn any spells that are required as part of the recipes you learn via this feature. Your Alchemist's Pouch can now be used to provide ingredients for Advanced-level potions.

You can now brew Intermediate-level potions trivially.

Dark Pact

So far, you've mostly concerned yourself with postive spirits. but by now you've begun to become powerful enough to negotiate with dark spirits, inflicting negative effects on those who oppose you.

Starting at Level 20, you can use your Soulbonding ability to target creatures that are Hostile to you (-6 or lower Relationship value) and enemies you can see within 50 feet. When you use a Diviner's Sense that targets a Soulbonded creature, you can now choose to intentionally inflict the Evil Spirit outcome on the target. There is still a 50% chance of either outcome when you use a sense that you've already used since your last full rest.

Alter Course

At Level 20, you learn the Alter Course Diviner's Sense.

Alter Course

You appeal to the spirit world for a change of fortune. Use this sense as a reaction whenever a creature you can see makes any d20 roll.

Expert Alchemy

At Level 24, you learn your choice of two Expert-level alchemy recipes. You automatically learn any spells that are required as part of the recipes you learn via this feature. Your Alchemist's Pouch can now be used to provide ingredients for Expert-level potions.

You can now brew Advanced-level potions trivially.

Emotional Attachment

At Level 25, your senses become more powerful, allowing you to use them on a wider range of subjects. When using a Diviner's Sense, you can expend two uses to target a creature that is your Friend (+3...+5) or Enemy (-3...-5), or three uses to target a creature that is an Acquaintance(+1...+2) or Unfriendly(-1...-2).

Dark Magic

As your powers grow, you gain access to additional types of magic you can use against your enemies. At Level 27, you may learn any two Sangromancy spells and any two Hypnotism spells.

Master Alchemy

At Level 30, you learn your choice of two Master-level alchemy recipes. You automatically learn any spells that are required as part of the recipes you learn via this feature.

You can now brew Expert-level potions trivially.

Medium

At Level 30, you become a true medium - a person with the ability to communicate directly through the mind with spirits and other people. You gain the following abilities:

Sage Class Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Amateur Alchemist

✪20

Learn one additional Basic-level alchemy recipe.

Steadfast Senses

✪75

You gain Resistance 1 to Psychic damage.

⬆ Alchemical Enchanter

✪20

Gain a +1 feat bonus to Spellcasting checks when casting spells as part of a potion recipe.

Diviner's Luck

✪150

Prerequisite: Diviner's Sense

Once per day, you can expend a Diviner's Sense slot to re-roll any single die.

(You may choose any die regardless of size, including dice that are part of damage rolls and loot tables. If a damage roll contains multiple dice, you only choose one to re-roll.)

Blessing / Curse

✪140

Prerequisite: Diviner's Sense

Diviner's Sense

Use this sense as a reaction whenever a creature you can see makes any d20 roll.

: Add a 3 to the outcome.

: Subtract 3 from the outcome.

Alchemy Studies (Apprentice)

✪40

Prerequisite: Apprentice Alchemy

Learn one additional Apprentice-level alchemy recipe.

Long-Lasting Potions

✪100

Prerequisite: Sage Level 6

Potions you create with set durations last twice as long as usual.

Strong Will

✪100

Prerequisite: Sage Level 8, Steadfast Senses

Add your Proficiency Bonus to Determination saves. You can't be put to sleep by magical effects.

Clearing Meditation

✪130

Prerequisite: Sage Level 10

While Semi-Conscious, you can spend 30 minutes of meditation to make a difficulty 20 Wisdom check. On a success, you recover one expended Diviner's Sense slot.

Alchemical Yield

: ✪120

Prerequisite: Sage Level 10

You can produce two identical potions using two raw potions and a single recipe's worth of ingredients.


: ✪150

Prerequisite: Sage Level 16

You can produce two identical Elixirs using two raw elixirs and a single recipe's worth of ingredients.

Oracle

✪200

Prerequisite: Sage Level 10

Diviner's Sense

You reach out to the spirits for knowledge on any subject. Use this sense in conjunction with any Intelligence-based check, including Knowledge skill checks.

: You gain a +5 bonus to the result.

: You take a -5 penalty to the result.

Telepathy Sense

✪90

Prerequisite: Sage Level 10

You always know when someone is reading your thoughts via Psionic Magic, and can make a Deception check to provide the mind-reader with misleading information.

Alchemy Studies (Intermediate)

✪80

Prerequisite: Intermediate Alchemy

Learn one additional Intermediate-level alchemy recipe.

Cryptic Communication

✪150

Prerequisite: Sage Level 15

You've created a system of code words, gestures, and/or body movements that allow you to communicate secretly with others during conversations. Your allies know your secret code, and anyone who knows it can teach it to another willing creature over the course of one hour.

During interaction, anyone who knows your code can choose to send a message hidden in their speech using it. That creature makes a difficulty 13 Performance skill check to conceal their movements and not draw suspicion to them. On a failure, others may suspect that you're speaking in code. If a creature suspects this, they can make a difficulty 20 Intelligence check to decipher part of your code.

If your secret code is compromised, you can recreate it during a rest and teach the changed version to your allies. This process takes four hours.

Lasting Healing

✪180

Prerequisite: Sage Level 18

Diviner's Sense

Using this sense, you can heal an ally's injuries

: The target regains Xd4 hit points, where X is your current Proficiency Bonus. This healing removes injury damage, and excess healing is converted into overhealing.

: The target takes Xd4 Necrotic damage, where X is your current Proficiency Bonus.

Alchemy Studies (Advanced)

✪120

Prerequisite: Advanced Alchemy

Learn one additional Advanced-level alchemy recipe.

Far Sight

✪100

Prerequisite: Dark Pact

You can target any creature you can see with your Diviner's Sense, regardless of distance or relationship.

Alchemy Studies (Expert)

✪160

Prerequisite: Expert Alchemy

Learn one additional Expert-level alchemy recipe.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
  Amateur Alchemist ✪20 Details ▶
  Steadfast Senses ✪75 Details ▶
Alchemical Enchanter ✪20 Details ▶
  Diviner's Luck ✪150 Diviner's Sense Details ▶
  Blessing / Curse ✪140 Diviner's Sense Details ▶
  Alchemy Studies (Apprentice) ✪40 Apprentice Alchemy Details ▶
  Long-Lasting Potions ✪100 Sage Level 6 Details ▶
  Strong Will ✪100 Sage Level 8, Steadfast Senses Details ▶
  Clearing Meditation ✪130 Sage Level 10 Details ▶
Alchemical Yield ✪120 Sage Level 10 Details ▶
  Oracle ✪200 Sage Level 10 Details ▶
  Telepathy Sense ✪90 Sage Level 10 Details ▶
  Alchemy Studies (Intermediate) ✪80 Intermediate Alchemy Details ▶
  Cryptic Communication ✪150 Sage Level 15 Details ▶
  Lasting Healing ✪180 Sage Level 18 Details ▶
  Alchemy Studies (Advanced) ✪120 Advanced Alchemy Details ▶
  Far Sight ✪100 Dark Pact Details ▶
  Alchemy Studies (Expert) ✪160 Expert Alchemy Details ▶