Elder Sage (Witch/Druid)
Within the circles of the practitioners of nature magic, and among the secreted and hidden covens of the witching power, they speak of an ancient wiseman of the land; this then is the elder sage. Not completely one with nor wholly apart from the natural world, the elder sage spends her time within a particular terrain–studying it, learning from it. This then is of whom the druids only whisper, at whom the witches stare and regard as both crazed and touched by the powers of divine patronage. A strange and awe-inspiring enigma, the magic of the fey and the roar of beasts do not give her fear, for within the elder sage is the very magic of the world itself. (Original Concept by Raiderrpg)
Primary Class: Witch.
Secondary Class: Druid.
Alignment: Any.
Hit Dice: d6.
Bonus Skills and Ranks: An elder sage adds three druid class skills to her list of class skills in addition to the normal witch skills. The elder sage gains a number of ranks at each level of the multiclass archetype equal to 2 + Int modifier.
Weapon and Armor Proficiency: The elder sage is proficient with all simple weapons. She is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape (see below). An elder sage is not proficient with any type of armor or shield. Armor interferes with an elder sage’s gestures, which can cause her spells with somatic components to fail.
Diminished Spellcasting: The elder sage casts arcane spells drawn from the witch spells list, but gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if his Intelligence allows bonus spells of that level. In addition, an elder sage adds all summon nature’s ally spells, and all spells from the Animal and Plant cleric domains to her spell list. She otherwise learns, prepares, and casts spells as a witch of equal level. She also gains bonus spells if she has a high Intelligence modifier.
Terrain Patron: At 1st level, when an elder sage gains her familiar, she must also select a terrain patron. This patron is a mysterious force of nature that holds influence over a specific terrain, and grants the elder sage powers associated to that terrain. An elder sage selects one of the following terrains: cold, desert, forest, jungle, mountain, plains, swamp, underground, or water.
At 2nd level, and every two levels thereafter, an elder sage’s patron adds new spells to an elder sage’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the terrain patron chosen. Each terrain patron is listed by its theme below. Its actual name is up to the GM and the witch to decide.
Cold: 1st—frostbite, 2nd—aspect of the bear, 3rd—sleet storm, 4th—wall of ice, 5th—aspect of the wolf, 6th—freezing sphere, 7th—wind walk, 8th—polar ray, 9th—polar midnight.
Forest: 1st—speak with animals, 2nd—barkskin, 3rd—plant shape (as stone shape, but affects trees and shrubs), 4th—summon natures ally IV (animals only), 5th—awaken, 6th—summon natures ally VI (animals only), 7th—liveoak, 8th—summon nature’s ally VIII (animals only), 9th—transport via plant.
Jungle: 1st—glide, 2nd—tar ball, 3rd—venomous bolt, 4th—arboreal hammer, 5th—blessing of the salamander, 6th—swarm skin, 7th—creeping doom, 8th—wall of lava, 9th—shambler.
Mountains: 1st—stone fist, 2nd—stone call, 3rd—cloak of winds, 4th—stoneskin, 5th—geyser, 6th—suffocation, 7th—flesh to stone, 8th—reverse gravity, 9th—clashing rocks.
Plains: 1st—mount, 2nd—chameleon stride, 3rd—haste, 4th—aspect of the stag, 5th—control winds, 6th—find the path, 7th—whirlwind, 8th—animal shapes, 9th—worldwave.
Swamp: 1st—hydraulic push, 2nd—burst of nettles, 3rd—lily pad stride, 4th—cape of wasps, 5th—insect plague, 6th—mass fester, 7th—animate plants, 8th—blood mist, 9th—shambler.
Underground: 1st—detect aberration, 2nd—stone call, 3rd—deeper darkness, 4th—echolocation, 5th—wall of stone, 6th—conjure black pudding, 7th—statue (looking like a stalagmite or stalactite), 8th—earthquake, 9th—imprisonment.
Water: 1st—hydraulic push, 2nd—slipstream, 3rd—water breathing, 4th—freedom of movement, 5th—black tentacles, 6th—freezing sphere, 7th—animal shapes (aquatic creatures only), 8th—seamantle, 9th—tsunami.
In addition, an elder sage can channel stored spell energy into summon nature’s ally spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. All creature spontaneously summoned by a summon nature’s ally spell must be from the terrain she is currently in, or from her patron terrain. This ability otherwise functions as and replaces witch’s patron and patron spells.
Witch’s Familiar (Su): This is exactly like the witch’s ability of the same name, except that the elder same must select a familiar from her patron terrain.
Hex: This is exactly like the witch ability of the same name, except that the elder sage gains a hex at 1st level and every three levels thereafter. In addition, the elder sage adds the following hex to her list.
Entangling (Su): An elder sage can use her surroundings to bind her enemies. This acts as an entangle spell, using the elder sage's caster level. The elder sage can only have one entangling hex in effect at a time.
Sage Sense (Ex): At 2nd level, an elder sage gains a +2 bonus on Craft (alchemy), Knowledge (geography), knowledge (nature), Perception, and Survival skill checks when she is in her patron terrain. An elder sage traveling through her patron terrain normally leaves no trail and cannot be tracked (though she may leave a trail if he so chooses). In addition, she gains the Eschew Material feat while in her patron terrain. This ability replaces the hex gained at 2nd level.
Trackless Step (Ex): At 3rd level, an elder sage gains the druid’s trackless step ability. This ability, leyline casting, wild shape, wisdom of the patron, and sagacity of the wild replace spells lost due to diminished spellcasting.
Leyline Casting (Su): At 4th level, the elder sage has unearthed a deep and long-forgotten secret concerning the bond between her magic and the land beneath her feet. By meditating and engaging in a ritual that takes 1 minute to perform, the elder sage increases the effective caster level of her next spell by +1 by drawing upon the natural energies of the land. At 14th level, the elder sage’s effective level increases to +2.
At 10th level, the elder sage can use leyline casting to enhance her spell as if it had been cast using the Lingering Spell metamagic feat.
At 16th level, the elder sage can use leyline casting to enhance her spell as if it had been cast using the Elemental Spell metamagic feat. The type of energy that the spell deals, whether fully or in part is associated with the terrain she is currently in. Alternatively, she can deal energy damage according to her patron terrain. Associated terrain energy damage is as follows: cold (cold), desert (fire), forest (sonic), jungle (sonic), mountain (fire), plains (electricity), swamp (acid), underground (acid), or water (cold).
An elder sage can use this ability a number of times per day equal to her Wisdom modifier, but only once per combat. If the elder sage leaves the terrain in which she performed the ritual, the effect is immediately lost. The elder sage must perform the ritual again to reactivate the effect.
Wild Hexes: At 6th level, an elder sage can use hexes while using her wild shape ability, and substitutes various noises and gestures for any verbal and somatic components of a hex. This ability replaces the hex gained at 6th level.
Wild Shape (Su): Starting at 6th level, the elder sage can use the druid’s wild shape ability once per day, and an additional time per day every three levels thereafter, to a maximum of five times per day at 18th level. At 6th level, wild shape functions as beast shape I. At 9th level, wild shape functions as beast shape II. At 12th level, wild shape functions as plant shape I. At 15th level, wild shape functions as plant shape II.
Improved Sage Sense (Ex): At 8th level, the bonuses granted by an elder sage’s sage sense increases to +4. In addition, her Eschew Material feat allows her to ignore material components of 100 GP or less while in her patron terrain. This ability replaces the hex gained at 8th level.
Major Hex: This is exactly like the witch ability of the same name, except that an elder sage can select following new major hex that restricted to the elder sage multiclass archetype.
Treeskin (Su): An elder sage can draw upon the trees around her to toughen her own skin, or that of an ally. This acts as the barkskin spell, using the elder sage's caster level. Once a creature has been affected by the treeskin hex, it cannot be affected again for 24 hours.
Wisdom of the Patron (Su): At 10th level, whenever an elder sage prepares her spells in her patron terrain, she can simultaneously prepare a single leyline casting and apply it to a single prepared spell. In so doing, the elder sage’s chosen spell retains the benefits of this leyline casting, even if she leaves the terrain where her ritual was performed. She can use this ability once per day at 10th level, and an additional time per day every four levels thereafter.
Greater Sage Sense (Ex): At 14th level, the bonuses granted by an elder sage’s sage sense increases to +4. In addition, her Eschew Material feat allows her to ignore material components of 250 GP or less while in her patron terrain. This ability replaces the hex gained at 8th level.
Grand Hex: This is exactly like the awitch ability of the same name, except that at 19th level, an elder sage can select a grand hex whenever she could select a hex. In addition, an elder sage can select following new major hex that restricted to the elder sage multiclass archetype.
Natural Ally (Su): An elder sage with this hex can use summon nature’s ally VII once per day using the elder sage's caster level, but summoning them takes 1 full round of chanting, dancing, and communing with her familiar. The summoned creature(s) remain until dismissed, or for 24 hours, whichever comes first. The elder sage can only have one natural ally hex in effect at a time.
Sagacity of the Wild (Su): At 20th level, the magic of the land throbs in the elder sage’s veins, ready to answer her call. She no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Age bonuses still accrue, and the elder sage still dies of old age when her time is up. In addition, an elder sage can prepare a leyline casting along with a full-round action, once per day.
Hex: The following hexes compliment the elder sage multiclass archetype: Beast of Ill-Omen, Blight, Cauldron, Charm, Disguise, Entangling, Feral Speech, Fortune, Healing, Misfortune, Slumber, Tongues, Ward, or Water Lung.
Major Hex: The following major hexes compliment the elder sage multiclass archetype: Beast Eye, Hidden Home, Hoarfrost, Major Healing, Speak in Dreams, Treeskin, Visions, Weather Control, or Witch’s Brew.
Grand Hex: The following grand hexes compliment the elder sage multiclass archetype: Eternal Slumber, Life Giver, Natural Ally, Natural Disaster, or Summon Spirit.
Table: Elder Sage