Arch-Sage0


Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5 31½ --- --- --
3 10 421 --- --- --
4 20 532 ½-- --- --
5 40 643 1½- --- --
6 80 754 21- --- --
7 120 865 32½ --- --
8 180 976 43½ --- --
9 270 A87 541 ½-- --
10 500 A98 652 1-- --
11 750 AA9 763 2½- --
12 1050 AAA 874 3½- --
13 1350 AAA 985 4½- --
14 1650 AAA A96 51½ --
15 1950 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2550 AAA AA9 843 --
18 2850 AAA AAA 954 ½-
19 3150 AAA AAA A65 ½-
20 3450 AAA AAA A76 1-
21 3750 AAA AAA A87 1-
22 4050 AAA AAA A98 2-
23 4350 AAA AAA AA9 2-
24 4650 AAA AAA AAA 3-
25 4950 BBB BBB BBB 3-
26 5250 BBB BBB BBB 4-
27 5550 CCC CCC CCC 4½
28 5850 CCC CCC CCC 5½
29 6150 DDD DDD DDD 5½
30 6450 DDD DDD DDD 51
31 6750 DDD DDD DDD 61
32 7050 EEE EEE EEE 61
33 7350 EEE EEE EEE 71
34 7650 FFF FFF FFF 71
35 7950 FFF FFF FFF 81
36 8250 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  7  0  1  1
+1  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  6 10  7  6  9  2  3  4
+2  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+3  7 13 10  8 11  5  6  7
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 15 12 10 14  7  8 10
+5 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 12 16 14 13 15 10 11 13
+5 12 16 14 14 16 10 11 14
+6 13 16 15 14 16 11 12 15
+7 14 16 15 15 16 12 13 16
+7 15 17 16 16 16 13 14 17
+7 16 17 16 16 17 14 15 18
Requisites: Con 12, Int 22
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: M-U0
Save Table: 2xWiz
Reference: DM {Planeshifted Arch-Mage}
Groups: Wizard
 
Specialized in Divination. Can specialize in another school, if you do, choose an opposite major school.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Sage and another Wizard class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Sage being too low level. If the Arch-Sage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 1: May use 1 material component effect per spell as a zero action. If you use 1V action, you get double material componenting.
Level N (every level): +4 Nonweapon proficiencies.
Level 4: When modifying an existing spell using spell research [S5], the base time is in hours instead of weeks, and CL (Caster level) is 3 times Arch-Sage's level (for this rule only).
Level 5: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 11: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 12: Each level starting at 12th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 19: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 23: Each level starting at 23rd, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 29: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 34: Each level starting at 34th, pick one spell. That spell can be cast as a 0 action.
Level 41: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
Divination spells from Sage0 class:
True Lore (SL=1): Get a +20 on your next Int stat check (or Int-based proficiency or skill check).
Eagle Eye Vision (SL=2): Gives Eagle Eye Vision (far distance vision); reverse gives Fine/Telescopic Vision
Planar Locate Person/Object (SL=3): Tells you which plane a person or object is in (but not where in that plane).
Tap Psionic Link (SL=4): Taps a psionic link so you can listen in. At least one of the people in the link must be within sight.
No Friendly Fire (SL=5): While this effect is running, you know exactly how to center your area effects (even the huge ones) so you hit no friendly people.
Predict Chaos (SL=6): You can predict the outcome of the next chaotic effect (Wand of Wonder, Magical Pool, Deck of Many Things, etc.). This spell has a 37-LVL% (unadjustible) chance of causing you to be Spent and gain 1 insanity.