“Knowledge is the ultimate power. Can't you feel it?”
CLASS TRAITS
Role: Leader. You aid your allies with your knowledge of creatures as well as your innate magical tricks.
Power Source: Arcane. You tap into the essence of the universe and channel it to your will.
Key Abilities: Intelligence, Dexterity, Charisma
Armor Training: Cloth
Weapon Proficiencies: Dagger, Quarterstaff
Bonus to Defenses: +2 Will
Hit Points at 1st Level: 10 + Constitution Score
HP per level gained: 4 HP/level
Healing Surges: 6 + Constitution Modifier
Trained Skills: Arcana. From the class skills list below, choose four more trained skills at 1st level. Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Intimidate (Cha), Nature (Int), Perception (Wis), Religion (Int)
Build Options: Studious Sage, Battle Sage
Class Features: Athame, Cantrips, Ritual Casting, Spellbook
Sage Class Features
You have the following class features.
Athame
Sages use a ritual dagger called an athame when casting spells (excepting cantrips). This dagger is attuned to the sage himself and can be one of the following types:
Athame of Aim: Once per encounter as a free action, you gain a bonus to a single attack roll equal to your Dexterity modifier. You must wield your athame to benefit from this feature. This form of mastery is good for battle sages because it helps increase their accuracy with damaging powers.
Athame of Skill: As a free action, you may spend an action point to gain a +5 bonus to a single skill roll. You must touch your athame to benefit from this feature.
Defensive Athame: While you have your athame within five feet, you gain a +2 shield bonus to your AC.
Cantrips, Ritual Casting, & Spellbook
See the entries under Wizard.
Dancing Athame --- Sage Attack 1
Your ritual blade springs forth to attack your target, distracting them to give your allies tactical advantage.
At-Will ♦ Arcane, Weapon
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. AC
Hit: 1d4 + Intelligence modifier damage.
Effect: The Athame can aid in flanking.
Faerie Lights --- Sage Attack 1
Bright lights surround the target, making it easier to see and preventing it from making opportunity attacks.
At-Will ♦ Arcane, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. AC
Hit: Intelligence modifier damage, and allies gain a power bonus to melee attack rolls against the target equal to your Intelligence modifier until the end of your next turn. If the creature has no vision but normal, darkvision, or infravision, it is unable to make opportunity attacks until your next turn.
Mark of the Sage --- Sage Attack 1
A flaming rune leaps from your fingertips to strike an opponent, leaving a small glowing mark.
At-Will ♦ Arcane, Fire
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d4 + Intelligence modifier fire damage, and allies gains a +1 power bonus to attack rolls against the target until your next turn. The next successful attack against that foe has its critical range improved by one.
Sagely Intuition --- Sage Attack 1
You make a brilliant observation that enables an ally to quickly act.
At-Will ♦ Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally's basic attack damage + your Intelligence modifier.
Welcome Distraction --- Sage Attack 1
You time your strike perfectly so that an ally can escape.
At-Will ♦ Arcane, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: Intelligence modifier radiant damage, and you let one ally adjacent to either you or the target shift 2 squares as a free action.
