Mysterious Sage (Wizard/Monk)
During the course of his arcane research, a wizard might come to lodge at a monastery, temple, or dojo. There he sees things that forever alter the course of his study. Through poring over what scrolls he finds, receiving the teachings of the temple, and exercising with his hosts, the mysterious sage notices a bond forming between arcana and the power of his own body. While they are still wizards before anything else, mysterious sages perfect a number of offensive and defensive techniques that blend the arcane and martial arts. (Original Concept Flak and Raiderrpg)
Primary Class: Wizard.
Secondary Class: Monk.
Alignment: Any lawful.
Hit Dice: d6.
Bonus Skills and Ranks: The mysterious sage may select three monk skills to add to his class skills in addition to the normal wizard class skills. The mysterious sage gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The mysterious sage is proficient with brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword*. Mysterious sages are not proficient with any armor or shields. Armor interferes with a mysterious sage’s movements, which can cause his spells with somatic components to fail. (*Advanced Player’s Guide)
Spellcasting: A mysterious sage casts arcane spells drawn from the sorcerer/wizard spell list. However, due to his training in the monastic arts, he can no longer cast cantrips, but adds detect magic and read magic to his spellbook as 1st–level spells. The mysterious sage otherwise learns, prepares, and casts spells as a wizard equal to his mysterious sage level.
Meditate (Su): A number of times per day equal to his Wisdom modifier, a mysterious sage may enter a deep trance for 1d6+2 rounds as a swift action. This trance does not negatively affect the mysterious sage's abilities; rather, it improves his defenses. During this time, he adds his Wisdom modifier to AC and does not provoke attacks of opportunity when casting spells that require a standard action or less to cast. The AC bonus is untyped and applies both while the mysterious sage is flat-footed and against touch attacks. The mysterious sage loses the bonus to AC while wearing armor, using a shield, or carrying more than a light load. As a free action, the mysterious sage may expend his meditative state prematurely; if he does, the next spell he casts that round has its DC increased by 2.
At 10th level, the duration of the trance extends to 2d6+4 rounds and causes the mysterious sage's melee attacks are considered