The Grand Sage (CR27/MR10)

This short being appears human with a bald head, brown intelligent eyes, long thin mustache and beard, wearing red pants, a long red vest, conical hat, pouches filled with scrolls and tomes, and wielding a rune covered oaken staff. As he turns he slowly becomes insubstantial and vanishes from sight. 

XP 3,276,800

CG Medium male outsider (mythic, native) Incendiary Arcanist 20/Archmage 10; Great Magister 

template

Init +20; Senses darkvision 60 ft., detect magic, low-light vision, true seeing; Perception +30 

Auras aura of arcane power (10 ft.), aura of good (overwhelming), aura of greater detect magic (30 

ft.), protective aura (20 ft.) 


DEFENSE


AC 62, touch 36, flat-footed 54 (+21 armor (bracers and enduring armor), +5 deflection, +6 Dex, +10 

insight, +5 natural, +5 sacred) 

hp 300 (20d10+100 plus 30 mythic); regeneration 10 (evil weapons and effects)

Fort +26, Ref +33, Will +33; Mantle of the Grand Sage 

Defensive Abilities blessed warding, hard to kill, immortal, insightful defense, unstoppable; DR 15 

epic, magic, and evil, 5/—; Immune cantrips, enchantments, electricity, fatigue, fire, petrification, poison, sleep; Resist acid 30, cold 30, sonic 10; SR 40


OFFENSE


Speed 30 ft., fly 60 ft. (good; wings

Melee +5 holy adamantine shod quarterstaff called the Staff of the Grand Sage +19/+14 (1d8+9 plus 

2d6 holy damage, see Equipment below); +4 cunning keen holy wounding barbed scourge called Hellbiter +18/+13 (1d8+8/18-20/x4; death strike, striking flash, see Equipment below)

Ranged +2 returning flaming shurikens (20) +16/+11 (1d2+4 plus 1d6 fire damage)

Special Attacks arcane bombs (10d6+7, DC 27, Ref save for half), arcane fire (see below), cantrips, 

magic blast (20d6, 1/day), metabombs, spells 

Spell-Like Abilities (CL 27th, concentration +45) 

    Constant—freedom of movement, protection from evil

    At will—dispel magic, identify

    3/day—analyze dweomer, greater dispel magic, true seeing

    2/dayburning hands (DC 21), fireball (DC 23)

    1/day—greater spell absorption, spellbane

Mythic Spells 1st–magic missile; 2nd–invisibility; 3rd–fireball, lightning bolt; 5th–wall of force; 6th–

antimagic field; 7th–plane shift; 8th–dimensional lock; 9th–mage’s disjunction, prismatic sphere

Spell Mastery ablative barrier, burning hands, chain lightning, cone of cold, delayed blast fireball, 

dimension door, dispel magic (greater), fireball, firestorm, flamestrike, greater teleport, hold monster, holy smite, holy word, invisibility (mass), lightning bolt, mage’s disjunction, magic missile, mislead, planar adaptation (mass), prismatic sphere, storm of vengeance

Spells Prepared (CL 20th, concentration +38) *Mantle of the Grand Sage

    9th (5/day)—prismatic sphere, storm of vengeance (DC 28), time stop

    8th (5/day)—horrid wilting (DC 27), iron body, prismatic wall

    7th (5/day)—delayed blast fireball (DC 26), firestorm (DC 26), greater teleport

    6th (8/day)—chain lightning (DC 25), disintegrate (DC 25), legend lore

    5th (8/day)—break enchantment, cone of cold (DC 24), telepathic bond, wall of force

    4th (18*/day)—charm monster, dimension door, greater invisibility, stone shape

    3rd (18*/day)—dispel magic, fireball (DC 23), lightning bolt (DC 23), protection from energy

    2nd (23*/day)—acid arrow (DC 22), detect thoughts, hideous laughter, scorching ray (DC 22), web 

    1st (23*/day)—burning hands (DC 21), feather fall, magic missile (DC 21), ray of enfeeblement (DC 21), shield 

    0th (at will)—breeze (DC 20), detect magic, drench, light, mage hand, message, open/close, read magic, spark (DC 20) 


STATISTICS


Str 18, Dex 22, Con 20, Int 30, Wis 23, Cha 25

Base Atk +10; CMB +14; CMD +20 

Feats Craft Staff, Craft Wondrous Item, Elemental Spell, Familiar Bond, Forge Ring, Improved Familiar 

(monarch faerie dragon), Improved Initiative, Inscribe Magical Tattoo, Major Spell Expertise (fireball), Maximize Spell, Minor Spell Expertise (burning hands), Mythic Craft Staff (M), Mythic Craft Wondrous Items (M), Mythic Forge Ring (M), Mythic Maximize Spell (M), Quicken Spell, Scholar, Spell Mastery (M), Spell Mastery (x2)

Skills Craft (alchemy) +28, Fly +24, Knowledge (arcana) +47, Knowledge (dungeoneering) +43, 

Knowledge (nature) +43, Knowledge (planes) +43, Knowledge (religion) +33, Perception +30, Ride +20, Spellcraft +47, Sense Motive +20, Use Magical Device +37

Languages Aklo, Celestial, Common, Draconic, Drow Sign Language, Dwarven, Elven, Infernal, Orc, 

Sylvan, Undercommon, truespeech 

SQ alchemical extracts, alchemical studies, arcane exploits (metamixing, see magic, spell disruption, 

familiar, spell tinkerer), arcane reservoir (23 points), blessed warding, consume spells (7/day), familiar qualities, greater arcane exploits (greater spell disruption, spell thief), immediate spell mastery, intoned recollection (10/day), lasting goodness, magical supremacy, regeneration 10, spontaneous spell mastery, superior spell mastery, The Great Magister template features


SEPECIAL COMPANIONS


Improved Familiar, Graffel (Su) CG celestial fey elder monarch faerie dragon (advanced, celestial, 

and fey creature templates); CR 23 (MR 6); Size Large (Tiny) magical beast (advanced, celestial, mythic); Init +8; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, Scent, telepathy 100 ft.; Perception +45; AC 45, touch 16, flat-footed 41 (+5 Dex, +1 dodge, +30 natural armor, –1 size); hp 332 (20d12+140 plus 60 mythic); Fort +19, Ref +16, Will +20; Defensive Abilities camouflage, evasion, improved evasion, +4 bonus on saves against mind-affecting effects; DR 15/cold iron, evil, and epic; Immune paralysis, sleep; Resist acid 25, cold 25, electricity 25; SR 37; Speed 30 ft., fly 180 ft. (good), swim 30 ft.; Melee bite +20 (1d8+7); Special Attacks breath weapon (10-ft. cone, euphoria, Fort DC 27 negates, usable every 1d4 rounds), smite 1/day; Space 10 ft.; Reach 10 ft; Spell-Like Abilities (CL 20th; concentration +29) At-will-reduce person (up to three size categories; self only); 3/day-dancing lights, greater invisibility (self only); 1/day-commune with nature, confusion, deep slumber, entangle, faerie fire, feeblemind, glitterdust, irresistible dance, major image, mind fog, mislead, project image, scintillating colors; Spells Known (CL 9th; concentration +18); 4th (6/day) charm monster (DC 23), hallucinatory terrain (DC 23); 3rd (8/day) displacement, major image (DC 22), suggestion (DC 22); 2nd (8/day) blur, daze monster (DC 21), haunting mists (DC 21), mirror image; 1st (9/day) grease (DC 20), memory lapse (DC 20), obscuring mist, silent image (DC 20), sleep (DC 20); 0th (at will) breeze, dancing lights, detect magic, flare (DC 19), ghost sound (DC 19), mage hand, open/close, spark (DC 19); Str 25, Dex 21, Con 25, Int 30, Wis 26, Cha 28; Base Atk +20; CMB +28; CMD +43 (47 vs. trip); Feats Awesome Blow, Acrobatic, Alertness, Arcane Strike, Arcane Strike (M), Dodge, Flyby Attack, Hover, Improved Bull Rush, Improved Initiative, Improved Initiative (M), Improved Natural Attack (bite), Improved Natural Attack (M, bite), Mobility Power Attack; Skills Acrobatics +39, Bluff +41, Fly +40, Knowledge (arcana) +55, Knowledge (nature) +44, Perception +45, Spellcraft +55, Stealth +53, Swim +41; Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Orc, Sylvan, Undercommon; SQ change shape, deliver touch spells, empathic link, long step (teleport 200 ft., every 1d4 rounds), scry on familiar, share spells, speak with master, speak with animals of its kind, trackless step, vanish (invisibility 20 rounds/day, woodland stride; Mythic Powers display of Dexterity, farwalker, fearless, longevity, mythic power (15/day), mythic presence, mythic sight, mythic surge (1d8), sleepless. 


SPECIAL ABILITIES


Arcane Bombs

The Grand Sage can create a bomb similar to an alchemist’s bomb by expending 1 point from his arcane reservoir, but must choose one type of energy from the following list: acid, cold, fire, and electricity. The arcane bomb deals 10d6 points of damage of the chosen energy type + additional damage equal to his Charisma modifier. Splash damage from an arcane bomb is equal to the bomb’s minimum damage. Creatures caught in the splash damage may attempt a Reflex saving throw to halve the damage. The DC of this save is equal to 27.  


Arcane Fire (Su)

As a standard action, the Grand Sage can absorb spells or spell-like abilities into himself (as a rod of absorption). He can then transform this stored energy into a ray of arcane fire, targeting any foe within 30 feet as a ranged touch attack. This attack deals 1d6 points of damage for every level of stored spell energy released, up to a maximum of 20d6. The Grand Sage can absorb a maximum number of spell levels per day equal to 20 + his Charisma modifier (if any). Once absorbed, this spell energy remains until expended. He can thereafter discharge any remaining spell energy potential as arcane fire, or retain it for later use. He always knows his remaining absorbing potential and current amount of stored energy. Should the Grand Sage absorb beyond this maximum, he takes 1d6 damage per round for each additional spell level absorbed. Alternatively, the Grand Sage can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into arcane fire, similar to the Arcane Blast feat. Arcane fire bypasses all forms of damage reduction. 


Arcane Knowledge

The Grand Sage possesses knowledge beyond that of normal arcane practitioners and knows the following arcane discoveries: Creative Destruction, Fast Study, Immortality, Split Slot.


Aura of Arcane Power (Su)

The Grand Sage radiates an aura of arcane power in a 10-foot radius. This aura increases the variables and numeric effects of any spell or spell-like ability used by an ally (or the grand sage) while within the aura’s radius by half, including bonuses to those dice rolls. Saving throws and opposed rolls are not affected. A creature cannot be the recipient of a spell or spell-like ability affected by the grand sage's arcane power aura more than once in a 24-hour period.


Aura of Greater Detect Magic (Sp) 

The Grand Sage is surrounded by a powerful aura of greater detect magic that requires only 1 round to determine the number of magical auras and the power and location of each aura. This aura has a range of 30 feet.


Blessed Warding (Sp) 

The Grand Sage is under a constant protection from evil effect (CL equal to his class level). If this effect is dispelled, he can reactivate it as a swift action.


Channeled Casting (Su) 

The Grand Sage can channel allied spells to increase the effective level of his own. For each allied spellcaster that has the same spell prepared (or known with a slot available if they are spontaneous spellcasters) that is adjacent to him, the effective spell level of his spell increases by 1 (up to a maximum of 9th level) as the Heightened Spell metamagic feat. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the spells new effective level. Despite the effects, the channeled spell expends the same spell slot as the Grand Sage's original spell. He can use this ability once per day. 


Divine Immortality (Ex) 

The Grand Sage has been granted long life by the gods (1,000 years), and no longer takes penalties to his physical ability scores from advanced age. 


Holy Arcana (Ex)

The Grand Sage has been touched by the gods of good and expends his skill at translating divine magic into arcane spells. He adds all the bonus spells from the Good cleric domain to his spellbook. These spells’ types become arcane and their save DCs function as normal arcane spells. 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).


Immediate Spell Mastery (Sp)

Once per day, the Grand Sage can cast any spell he has mastered with the Spell Mastery feat, even if he hasn’t prepared it that day. This spell is treated like any other spell cast by the Grand Sage, but can’t be modified by metamagic feats or other abilities.


Insightful Defense (Ex)

The Grand Sage gains an insight bonus to his AC and saving throws equal to his Intelligence modifier.  


Intoned Recollection (Ex)

By performing a special ritual lasting a full-round action, the Great Sage can prepare a spell into an open arcane spell slot. The open spell slot must have purposefully been left empty at the beginning of the day when the Great Sage prepared his spells. He must be able to read his spellbook or have mastered the spell with the Spell Mastery feat to prepare it with this ability. He doesn’t need to rest for 8 hours beforehand, but all other requirements of the preparation process still apply. He can use this ability a number of times per day equal to his Intelligence modifier.


Lasting Goodness (Su)

All of the Grand Sage’s spells with the good descriptor have their durations extended by a number of rounds equal to his class level. A spell with a duration of concentration, instantaneous, or permanent isn’t affected by this ability.


Magic Blast (Su)

Once per day, as a swift action, the Grand Sage can unleash a ray of raw arcane energy up to 30 feet that deals 1d6 points of damage per Hit Dice (or class levels). 


Metabombs (Sp)

The Grand Sage can apply any of the following metamagic feats to his arcane bombs: Burning Spell, Concussive Spell, Dazing Spell, Disruptive Spell, Enlarge Spell, Flaring Spell, Rime Spell, Sickening Spell, Thundering Spell. Adding a metamagic feat to an arcane bomb reduces its damage by 1d6 for each level increase of the metamagic feat. He may only apply a metamagic feat with an effect similar to the bomb. Applying a metamagic feat to an arcane bomb is a free action. 


Nature's Arcana (Su)

The Grand Sage adds one spell of his choice of each spell level he can cast from the druid spell list and adds them to his spellbook as arcane spells. The spells' types becomes arcane and their save DCs function as normal arcane spells. The Grand Sage has added the following druid spells to his spellbook: 1st—pass without trace; 2nd—tree shape; 3rd—transfer regeneration; 4th—flamestrike; 5th—raise animal companion; 6th—transport via plant; 7th—firestorm; 8th—earthquake; 9th—storm of vengeance. 


Protective Aura (Su)

The Patriarch of the Mithral Forest emanates a protective aura that protects against attacks made or effects created by evil creatures. He provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of him. This ability otherwise functions as a magic circle against evil effect and a lesser globe of invulnerability with a caster level equal to his Hit Dice.


Spontaneous Spell Mastery (Ex)

The Grand Sage can lose any prepared spell to cast a spell of the same spell level or lower that he has mastered with the Spell Mastery feat. He can use this ability three times per day.


Superior Spell Mastery (Ex)

By spending a total of 12 hours studying over a maximum of 3 days, the Grand Sage can change the spells he has mastered with the Spell Mastery feat. He can choose a number of spells he knows up to his Intelligence modifier (which can have a maximum combined spell level equal to or less than his caster level) to be his Spell Mastery spells in place of the same number of spells he previously selected for his Spell Mastery feat.


True Arcana (Ex)

The Grand Sage can add any metamagic feat he knows to a spell without any level adjustments three times per day, and a single metamagic feat he does not know once per day. He can also create any magical item at 1/4 the cost.


Truespeech (Su) 

The Grand Sage can speak with any creature that has a language, as though using a tongues spell (caster level 20th). This ability is always active.


Virtuous Spells (Su)

The Grand Sage casts spells with the good descriptor at +1 caster level. To prepare a spell with the evil descriptor, he must use two spell slots of that spell level.


Well-Prepared (Su)

The Grand Sage has a spell for every occasion he can imagine—and a few he can’t. The Grand Sage gains two additional cantrips per day, six additional 1st- and 2nd-level spell slots, four additional 3rd- and 4th-level spell slots, two additional 5th-level spell slots, and one additional 6th-level spell slot.


Wings (Ex) 

The Grand Sage can grow (or dismiss) wings as a swift action. These wings give him a fly speed of 60 feet with good maneuverability. 


MYTHIC ABILITIES


Mythic Powers hard to kill, mythic power (23/day), surge (+1d12), amazing initiative (+10), 

recuperation, mythic saving throws, force of will, unstoppable, immortal, legendary hero 

Path Powers archmage arcana (arcane surge, mage strike, wild arcana), channel power, divine 

source, enduring armor (+13 armor Bonus), legendary item (x2), mythic spellcasting (10 spells), perfect preparation, resilient arcana, true archmage


ECOLOGY


Environment any 

Organization solitary (unique) or 2-4 (Stonewatch: The Archwizard of Assentia, The Divine Emissary 

of Light, The First Guardian, The Horned Champion, The Master Trickster, The Patriarch of the Mithral Forest)

Equipment +5 holy adamantine shod quarterstaff called the Staff of the Grand Sage (see below), +

cunning keen holy wounding barbed scourge called Hellbiter, Scourge of the Divine (see below), +2 returning flaming shurikens (20), Mantle of the Grand Sage (see below), blessed books (3), figurine of wondrous power (obsidian rhino, advanced template), fireball tattoo (see below), greater faerie dragon tattoo (see below), spell rune tattoo (see below), necklace of adaptation, portable hole, wand of cone of cold, wand of fireballs, wand of lightning bolt 


SPECIAL ITEMS


Hellbiter, Scourge of the Divine (Lesser Artifact) +4 cunning keen holy wounding barbed scourge 

(see Hellbiter, Scourge of the Divine description)

Mantle of the Grand Sage (Unique Item) Bracers function as +8 adamantine bracers, granting DR 

5/— as adamantine full plate; Mantle functions as a mantle of spell resistance, but grants SR 32 and a +5 bonus to all saving throws; Pouches (2) each function as a handy haversack with the inner dimensions of a bag of holding III, and a pathfinder pouch; Ring (Adamantine) functions as a ring of wizardry I, wizardry II, wizardry III, and wizardry VI, and allows the storage of all the Grand Sage's spellbooks in a small dimensional pocket that is accessible only to him, even if someone else is wearing the ring, unless they are given permission to access them; the ring’s dimensional pocket functions as a handy haversack with the inner dimensions of a bag of holding VI; Ring (Platinum) functions as a ring of feather fall, a ring of major spell storing, and a ring of spell knowledge VI; Robes function as robes of the magi and robe of components, but granting a +5 deflection bonus, +2 enhancement bonus on caster level checks made to overcome spell resistance, and resistance to acid 30, cold 30, and sonic 10; all evocation spells deal +2 points of damage per damage die, DC saves increase by +2, and he can maximize any evocation spell without increasing its caster level; Shoes function as slippers of spider climbing, boots of levitation, and boots of teleportation

Mirror of Infinity The Grand Sage can scry anywhere on the Prime Material Plane, and into the Astral, 

Ethereal, and Outer Planes, as a crystal ball with true seeing.

Staff of the Grand Sage (Legendary Greater Artifact) +5 holy adamantine shod quarterstaff (see 

the Staff of the Grand Sage description) 

Tattoo (Fireball) The Grand Sage has a permanent fireball tattoo on his forehead that grants him the 

following spell-like abilities: At will—identify; 3/day—analyze dweomer; 2/dayburning hands (DC 21), fireball (DC 23). In addition, he gains immunity to fire. 

Tattoo (Greater Faerie Dragon) The Grand Sage has a permanent greater faerie dragon tattoo that

grants him a permanent +10 bonus to his natural armor, DR 10/magic, and DR 5/epic. In addition, when the command word is spoken, he can summon forth his mythic familiar (a greater faerie dragon named Graffel) from a special dimensional pocket to his side as a swift action. Speaking the command word again Returns the familiar to it's dimensional pocket. 

Tattoo (Spell Rune) The Grand Sage has a permanent spell rune tattoo that functions as a ring of

major spell storing and ring of freedom of movement.



The Grand Sage's Faith

The Grand Sage is the former mortal human hero Wu Yan Ravenhill. As the Grand Sage, he serves Shi'ar, God of Knowledge and Magic as the keeper of all knowledge and truth upon the World of Stonehelm. As a quasi deity, the Grand Sage is the patron of arcane magic, item creation, alchemy, knowledge, truth, and the written word, whether it be found in books, scrolls, or tomes. His worshipers include alchemists, arcanists, magi, sorcerers, summoners, witches, wizards, and those seeking knowledge and understanding of any kind. 


The Grand Sage's holy symbol is a golden circle with a red rune for knowledge and magic in the center, and his favored weapon is the bo staff.


The Grand Sage grants access to the Artifice, Knowledge, Magic, and Rune domains, and to the Alchemy, Arcane, Construct, Education, Industry, Language, Thought, and Wards subdomains.


The Grand Sage can be located in one of two places; in the City of Ravenhill at Ravenhill Academy, or in the Tower of Sages high in the White Cliffs of the Galonti Islands.