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Sage

The red mage trades in his martial talent for the art of mastering black and white magic. The red mage uses his brains over his brawn to defeat his enemies.

The sage is an archetype of the red mage class. 

Weapon and Armor Proficiency

A sage is proficient with simple weapons, power rod, and power staff. Like any other spellcaster, a sage wearing light, medium, or heavy armor or using a shield incurs a chance of spell failure. A multiclass sage still incurs the normal spell failure chance for spells received from other classes.

This replaces the normal red mage weapon and armor proficiency feature.

Arcane Bond (Ex or Sp)

At 1st level, sages form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the sage’s skills and senses and can aid him in magic, while a bonded object is an item a sage can use to cast additional spells or to serve as a magical item. Once a sage makes this choice, it is permanent and cannot be changed.

Rules for bonded items are given below, while rules for familiars are located here: http://www.d20pfsrd.com/classes/core-classes/sage/familiar/

Sages who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a sage attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the sage has in his spellbook and is capable of casting. This spell is treated like any other spell cast by the sage, including casting time, duration, and other effects dependent on the sage’s level. This spell cannot be modified by metamagic feats or other abilities.

A sage can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a sage with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the sage who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the sage rests a full 8 hours. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gil per sage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A sage can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

This ability replaces spell combat.

Extra Arcane Pool

At 2nd and 6th level, a sage may pick the Extra Arcane Pool feat instead of Weapon Bond for the Quick Learner (Minor) ability gained at 2nd and 6th level.

Mage Talents

At 2nd and 8th level, a sage may pick a mage talent from either the black mage or white mage class.

This ability replaces spellstrike and improved spell combat.

Ruby Scholar I (Sp)

A sage of 3rd level may select two 2nd level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a spell-like ability by expending two points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces armored mage (light).

Ruby Scholar II (Sp)

A sage of 6th level may select two 3rd level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a spell-like ability by expending three points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces ruby arcana gained at 6th level.

Master Scholar (Ex)

At 7th level, a sage adds half his red mage level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.

This ability replaces armored mage (medium) and armored mage (shield).

Ruby Scholar III (Sp)

A sage of 9th level may select two 4th level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a spell-like ability by expending four points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces ruby arcana gained at 9th level.

Extra Arcane Pool

At 10th and 14th level, a sage may pick the Extra Arcane Pool feat instead of Improved Weapon Bond for the Quick Learner (Moderate) ability gained at 10th and 14th level.

Loremaster (Ex)

At 11th level, the sage becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A sage can choose not to take 10 and can instead roll normally. In addition, once per day, the sage can take 20 on any Knowledge skill check as a standard action.

This ability replaces fighter training.

Ruby Scholar IV (Sp)

A sage of 12th level may select two 5th level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a spell-like ability by expending five points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces ruby arcana gained at 12th level.

Advanced Mage Talents

At 14th and 16th level, a sage may pick an advanced mage talent from either the black mage or white mage class.

This ability replaces greater spell combat and counterstrike.

Ruby Scholar V (Sp)

A sage of 15th level may select two 6th level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a spell-like ability by expending six points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces ruby arcana gained at 15th level.

Ruby Scholar VI (Sp)

A sage of 18th level may select two 7th level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a spell-like ability by expending seven points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces ruby arcana gained at 18th level.

Extra Arcane Pool

At 19th level, a sage may pick the Extra Arcane Pool feat instead of Greater Weapon Bond for the Quick Learner (Major) ability gained at 19th level.

Quad-Cast (Su)

At 20th level, once per day, a sage can take a full-round action to cast four spells. The sage pays MP for all four spells as normal and must make a concentration check (DC 15 + double the spell’s level) once for each spell at a cumulative +2 penalty, he must check for all four spells. He must also indicate the targets before spells are resolved.

This ability replaces red wizard.