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—