Sage

AKA: Wizard, Librarian, Combat Engineer, Field Scientist, Druid, Shaman


Role: Controller
Threshold: 1 + Vitality
Defense: +1 to Willpower
Power Sources: (Choose your primary)
  • Arcane (Intellect)
  • Primal (Wisdom)
  • Technology (Intellect)
Stamina: 5 + Vitality
Trained Skills:
  • Research, Vigilance
  • Pick 3: Arcana, Divinity, Lore, Mechanics, Medicine, Nature, Software, Thrown

Description

Power Sources

The source of a Sage’s power is tied closely it’s familiar; for more on familiars see the class mechanic.

Arcane

Sages that use Arcane may use a golum, animated object, something of pure magic, or an enchanted animal. Arcane Sages prefer to control the battlefield through movement and area denial. Thier familiars are called ‘pets’. Your powers with the ‘Familiar’ or ‘Sage’ keyword also gain the ‘Arcane’ keyword.

Technology

Eschewing the more unusal aspects to the world, Technology Sages use mechanical minons as thier familiar. It could be a robot or nanite swarm; in either case a technology sage treats thier familiar as they would a pet. A pet that they can tinker with in any case. Technology sages prefer to deal extra damage when possible. Thier familiars are called ‘Technology’. Your powers with the ‘Familiar’ or ‘Sage’ keyword also gain the ‘Technology’ keyword.

Primal

A Primal Sage is in tune with the natural world, and takes thier familiar from it. Thier familiars are small creatures, animate plants, or even magical beasts. They use their power not only to control the enemy, but to rally thier allies. Thier familiars are called ‘companions’. Your powers with the ‘Familiar’ or ‘Sage’ keyword also gain the ‘Primal’ keyword.

Class Mechanic

Familiar: A Sage has a constant compantion than can be used as the origin or focus point of your powers.

Your familiar follows these rules:

  • Your familiar may move 6 squares, or shift 1 as an incidental. (Your may only move your familiar once per turn.)
  • You may pick up your familiar as an incidental. If you do, you are considered carrying your familiar.
  • If you are carrying your familiar, you may put it down as an incidental.
  • Your familiar has the same defenses as you do.
  • Your familiar has a threshold 1 less than yours.
  • If your familiar has a separate condition track.
  • If you are knocked unconcious, your familiar is considered unconcious as well.
  • Your familiar is considered a tiny creature for the purpose of movement and occupying squares. If it is occupying an enemy’s square, it is granting combat advantage to that enemy.
  • You cannot use your familiar as the origin square unless you are 10 squares or closer.
  • When your familiar makes attacks, you must have line of sight to the target or origin square.
  • If the familiar flies, it cannot fly any higher than 1 square.
  • All familiars ignore difficult terrain.
  • Your familiar is considered an ally to your allies.
  • If your familiar is given the option to spend stamina, you may spend the stamina in its stead.

Many powers will have ‘familiar’ in the range designation. This means that the familiar is considered the origin square for figuring out distance or close burst/blast ranges. Use a range or area power, you must have line of sight to the target. For a close or melee power, line of sight to either the target or your familiar is sufficient.

You may have your familiar attack a square (under the assumption that a creature is there) for a ranged or area power, however the attack takes .

Powers

Class Features

Revive Familiar Class Feature Encounter
Flavor flav.
Action Healing Melee: 1
Requirement:
Your familiar must be at least 2 steps down on its condition track.
Target:
Your familiar
Effect:
You may spend up to 2 stamina. If you do, for each stamina you have spent, your familiar moves up 1 step on its condition track.

At-Wills

Familiar Slowing At-Will Sage At-Will Attack
Flavor flav.
Action Familiar Range familiar 5

Target: one creature.

Attack: (Arcane, Primal, or Technology) vs fortitude

Hit: Intellect + damage, and the target is slowed until the end of its next turn.

Upgrade

Effect: The target is slowed until the end of it’s next turn.

Upgrade

Hit (Arcane): You and your familiar may teleport up to 2 squares as a free action.

Hit (Technology): The target grants combat advantage until the end of your next turn.

Hit (Primal): The target takes ongoing poison damage (save ends).

Upgrade

Effect: Your familiar may shift one square as an incidental until the end of the current turn.

Familiar Area Attack At-Will Sage At-Will Attack
Flavor flav.
Action Familiar Close familiar burst 1

Target: All creatures in burst.

Attack: (Arcane, Primal, or Technology) vs Reflex

Hit (Arcane, Technology): Intellect + damage.

Hit (Primal): Wisdom + damage.

Upgrade
Target: All enemies in burst.
Hit (Primal): All allies within the burst gain soak vs all 2 until the end of your next turn.
Upgrade
Range: Close familiar blast 3.
Hit (Technology): Targets grant combat advantage until the end of your next turn.
Upgrade
Range: Close familiar burst 2.
Hit (Arcane): Target is pushed 1 square.
Familiar Forced Movement At-Will Sage At-Will Attack
Flavor flav.
Action Familiar close familiar blast 3

Target: one creature in blast.

Attack: (Arcane, Primal, or Technology) vs Fortitude.

Hit (Arcane, Technology): Intellect + damage.

Hit (Primal): Wisdom + damage.

Hit: Target is pushed 2 squares.

Upgrade
Range: Close familiar burst 1.
Upgrade
Target: All creatures in blast.
Upgrade
Hit (Arcane): Instead of pushed, target is slide 3 squares.
Hit (Technology): Target is taunted; they can attack you or your familiar without penalty.
Hit (Primal): One ally that is adjacent to the target during or at the end of the push may make a basic attack as a free action.
Personal Controller At-Will Sage At-Will Attack
Flavor flav.
Action Sage, Weapon Range Weapon

Target: One creature

Attack: (Arcane, Technology, or Primal) vs Fortitude.

Hit: Weapon + Ability + damage, and the target is slowed until the end of your next turn.

Upgrade
Hit (Arcane): If your pet is adjacent to your target, the target is also knocked prone.
Hit (Technology): If your drone is adjacent to your target, the target is also taunted by your familiar.
Hit (Primal): If your companion is adjacent to your target, either it may make a basic melee attack as a free action using your basic attack; or an ally adjacent to the enemy may make a basic melee attack against the target.
Upgrade
Effect: Your familiar may shift 1 square as a free action.
Personal Area At-Will Sage At-Will Attack
Flavor flav.
Action Sage Area burst 1 within 5

Target: All creatures in burst.

Attack: (Arcane, Primarl, or Technology) vs Reflex

Hit (Arcane, Technology): Intellect + damage.

Hit (Primal): Wisdom + damage.

Upgrade
Special: Your familiar and allies are immune to the damage from the attack.
Upgrade
Hit (Arcane): If your familiar was within the burst, all other creatures in the burst are slide 1.
Hit (Technology): If your familiar was within the burst, all other creatures in the burst grant combat advantage until the end of your next turn.
Hit (Primal): If your familiar was within the burst, it regains 5 hitpoints.
Personal Force Movement At-Will Sage At-Will Attack
Flavor flav.
Action Sage Range 5

Target: one creature.

Attack: (Arcane, Primal, or Technology) vs Reflex.

Hit (Arcane, Technology): Intellect + damage.

Hit (Primal): Wisdom + damage.

Hit: Target is pushed 2 squares.

Upgrade
Range: 5 or Range 5 familiar If your familiar was adjacent to the target, takes an additional 2 damage.
Upgrade
Hit (Arcane): If your familiar was adjacent to the target, takes an additional 2 damage.
Hit (Technology): If your familiar was adjacent to the target, it is taunted until the end of your next turn (it does not take a pentaly for attacking you or your drone).
Hit (Primal): If your familiar was adjacent to the target, the target is knocked prone at the end of the movement.

Encounters

Familiar Arcane 1 Sage encounter Attack
Flavor flav.
Action Familiar Area familiar burst 2 within 5

Target: All creatures in burst.

Attack: Arcane vs Reflex.

Hit: Intellect + damage.

Effect: The burst creates a zone of fire. Any creature that starts thier turn in the zone takes your Intellect + 2 in fire damage. The zone lasts until the end of your next turn.

Upgrade
Range: Area familiar burst 2 within 5 or close familiar burst 2.
Upgrade
Effect: A creature starting thier turn in the zone gains ongoing fire (save ends) instead.
Upgrade
Special: Your allies and familiar are immune to the initial damage. The zone still effects them.
Familiar Arcane 2 Sage encounter Attack
Flavor flav.
Action Familiar Range familiar 5

Target: one creature.

Attack: Arcane vs Fortitude.

Hit: Intellect + damage, the target is pushed 3 squares, and the target is knocked prone..

Upgrade
Hit: Creatures adjacent to the target are pushed 1 square.
Upgrade
Attack: Primal vs Fortitude.
Upgrade
Recharge: 1 Stamina
Familiar Technology 1 Sage encounter Attack
Flavor flav.
Action Familiar Close familiar blast 3

Target: All creatures in blast.

Attack: Technology vs Reflex.

Hit: Intellect + damage, and the targets grant combat advantage until the end of your next turn.

Upgrade
Range: Close familiar blast 5
Upgrade
Special: This attack ignores cover.
Upgrade
Recharge: 1 Stamina
Familiar Technology 2 Sage encounter Attack
Flavor flav.
Action Familiar melee familiar 1

Target: one creature.

Attack: Technology vs Fortitude.

Hit: Target is dazed (save ends).

Upgrade
Range: Range familiar: 10
Upgrade
Hit: Instead of dazed, target is stunned until the end of your next turn.
Upgrade
Recharge: 1 Stamina
Familiar Primal 1 Sage encounter Attack
Flavor flav.
Action Familiar melee familiar 1

Target: one creature.

Attack: Primal vs Reflex

Hit: Wisdom + damage, target is prone and restrained.

Upgrade
Effect: Before the attack, your familiar can shift 3 squares as a free action
Upgrade
Effect: While the creature is restrained by this power, you may make the following secondary attack:

Secondary Target: The restrained creature.

Secondary Attack: Primal + vs Reflex.

Secondary Hit: Wisdom + damage.

Upgrade
Recharge: 1 Stamina
Familiar Primal 2 Sage encounter Attack
Flavor flav.
Action Sage, Healing Range 10

Target: your familiar.

Effect: You may spend a stamina to have your familiar go up a step on the condition track. All allies adjacent to your familiar may spend a stamina to go up one step on the condition track.

Upgrade
Effect: Instead of just adjacent allies, it’s allies within close burst 2 of your familiar.
Upgrade
Effect: This power creates a zone is close burst 2 around your familiar. This zone is considered diffucult terrain. It lasts until the end of your next turn.
Upgrade
Effect: Until the end of your next turn, allies that start thier turn adjacent to your familiar automatically lose the staggered condition.

Daily

Grease, baby! Daily Attack
Flavor flav.
Action Familiar close familiar: burst 1

Target: All creatures in burst.

Attack: Arcane vs reflex

Hit: Intellect + damage.

Effect: Until the end of the encounter, the area becomes difficult terrain. If a creature starts moving, they must pass a acrobatics roll, or fall prone.

Upgrade

Range: Close familiar: burst 2

Upgrade

Target: All enemies in burst

Upgrade

Effect: The difficulty of the acrobatics roll becomes .

Aracane Personal Daily Daily Attack
Flavor flav.
Action Sage Range: 10

Target: One creature.

Attack: Arcane vs reflex

Hit: 2 Intellect + damage. If your pet was adjacent to your target, you can slide the target your intellect squares.

Miss: If your pet was adjacent to your target, damage, and you can slide the target 1 square.

Upgrade

Special: If your pet is adjacent to your target, you gain a on the attack.

Upgrade

Hit: If your familiar was adjacent to the target, you dominate the target (save ends).

Daka Daka Daka Daily Attack
Flavor flav.
Action Familiar close familiar: blast 3

Target: All creatures in burst.

Attack: Technology vs reflex

Hit: 2 Intellect + damage, and targets are blinded (save ends).

Miss: Intellect + failure damage, and targets are blinded until the end of your next turn.

Upgrade

Range: close familiar: blast 5

Upgrade

Target: All enemies in burst

Upgrade

Effect: Before the attack, your drone can move up to 2 squares as a free action.

Mechanics carry a shotgun, Okay? Daily Attack
Flavor flav.
Action Sage Range: Weapon

Target: One Creature.

Attack: Technology vs reflex

Hit: 2 Intellect + damage. If your drone was adjacent to your target, it is pushed 2 squares, and knocked prone.

Miss: If your drone was adjacent to your target, damage, and the target is knocked prone.

Upgrade

Hit: If your familiar was adjacent to your target, each creature adjacent to the target or the familiar takes your intellect in damage.

Upgrade

Special: If your drone is adjacent to the target, you gain a to the attack.

Upgrade

Effect: If your drone was adjacent to the target, it grants combat advantage (save ends).

A Very Fine Vine Daily Attack
Flavor flav.
Action Familiar close familiar: burst 1

Target: All creatures in burst.

Attack: Primal vs fortitude

Hit: 2 Wisdom + damage.

Effect: Until the end of the encounter, the area becomes difficult terrain. If a creature does not move on thier turn, they are restrained at the end of thier turn. They may break out of the restain by taking an acrobatics or athletics action at .

Upgrade

Range: Close familiar: burst 2

Upgrade

Target: All enemies in burst

Upgrade

Effect: The difficulty of the escape roll becomes .

Fungal Bloom (or something) Daily Attack
Flavor flav.
Action Sage Area: burst 1 within 5

Target: All creatures in burst; if your companion is within the burst, then it is all enemies in burst instead.

Attack: Primal vs fortitude

Hit: 2 Wisdom + damage, and they are slowed (save ends).

Effect: If your familiar was in the burst, it and each ally in the burst gain soak vs all 2 until the end of your next turn.

Upgrade

Range: Area burst 2 within 5

Upgrade

Effect: If your familiar was in the burst, until the end of the encounter any ally that starts thier turn adjacent to it automatically loses the staggered condition.

Upgrade

Effect: If your familiar was in the burst, until the end of the encounter any enemy that starts thier turn adjacent to it is slowed (save ends).