Sage
AKA: Wizard, Librarian, Combat Engineer, Field Scientist, Druid, Shaman
Role: Controller Threshold: 1 + Vitality Defense: +1 to Willpower Power Sources: (Choose your primary)
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Stamina: 5 + Vitality Trained Skills:
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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
At-Wills
Target: one creature.
Attack: (Arcane, Primal, or Technology) vs fortitude
Hit: Intellect +
Effect: The target is slowed until the end of it’s next turn.
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).
Effect: Your familiar may shift one square as an incidental until the end of the current turn.
Target: All creatures in burst.
Attack: (Arcane, Primal, or Technology) vs Reflex
Hit (Arcane, Technology): Intellect +
Hit (Primal): Wisdom +
Target: one creature in blast.
Attack: (Arcane, Primal, or Technology) vs Fortitude.
Hit (Arcane, Technology): Intellect +
Hit (Primal): Wisdom +
Hit: Target is pushed 2 squares.
Target: One creature
Attack: (Arcane, Technology, or Primal) vs Fortitude.
Hit: Weapon + Ability +
Target: All creatures in burst.
Attack: (Arcane, Primarl, or Technology) vs Reflex
Hit (Arcane, Technology): Intellect +
Hit (Primal): Wisdom +
Target: one creature.
Attack: (Arcane, Primal, or Technology) vs Reflex.
Hit (Arcane, Technology): Intellect +
Hit (Primal): Wisdom +
Hit: Target is pushed 2 squares.
Encounters
Target: All creatures in burst.
Attack: Arcane vs Reflex.
Hit: Intellect +
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.
Target: one creature.
Attack: Arcane vs Fortitude.
Hit: Intellect +
Target: All creatures in blast.
Attack: Technology vs Reflex.
Hit: Intellect +
Target: one creature.
Attack: Technology vs Fortitude.
Hit: Target is dazed (save ends).
Target: one creature.
Attack: Primal vs Reflex
Hit: Wisdom +
Secondary Target: The restrained creature.
Secondary Attack: Primal + vs Reflex.
Secondary Hit: Wisdom +
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.
Daily
Target: All creatures in burst.
Attack: Arcane vs reflex
Hit: Intellect +
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.
Range: Close familiar: burst 2
Target: All enemies in burst
Effect: The difficulty of the acrobatics roll becomes .
Target: One creature.
Attack: Arcane vs reflex
Hit: 2 Intellect +
Miss: If your pet was adjacent to your target,
Special: If your pet is adjacent to your target, you gain a
Hit: If your familiar was adjacent to the target, you dominate the target (save ends).
Target: All creatures in burst.
Attack: Technology vs reflex
Hit: 2 Intellect +
Miss: Intellect + failure damage, and targets are blinded until the end of your next turn.
Range: close familiar: blast 5
Target: All enemies in burst
Effect: Before the attack, your drone can move up to 2 squares as a free action.
Target: One Creature.
Attack: Technology vs reflex
Hit: 2 Intellect +
Miss: If your drone was adjacent to your target,
Hit: If your familiar was adjacent to your target, each creature adjacent to the target or the familiar takes your intellect in damage.
Special: If your drone is adjacent to the target, you gain a
Effect: If your drone was adjacent to the target, it grants combat advantage (save ends).
Target: All creatures in burst.
Attack: Primal vs fortitude
Hit: 2 Wisdom +
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 .
Range: Close familiar: burst 2
Target: All enemies in burst
Effect: The difficulty of the escape roll becomes .
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 +
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.
Range: Area burst 2 within 5
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.
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).