Battle Sage
Like rumors of war or plague-ridden winds, battle sages move through battlefields and leave only ruin and sorrow in their wake. Through dedicated mastery of warfare, tactics, and strategy, combined with superior combat training, they bring ruin to their foes. Their dominant presence drives them through battle, and their skill at arms achieves their success. Battle sages adventure to forge legends of their own, fight other warriors for honor, or to live simply by their own code.
Role: Battle sages command the battlefield with their maneuver artes, unique martial training that grants them a combination of mobility, tactical acumen, and powerful strikes, determining when and how they want to engage and dealing swift, devastating blows.
Alignment: Any.
Starting HP: 8
HP Roll: d4+2
Starting Wealth: 4d6 × 10 sy (average 140 sy). In addition, each character begins play with an outfit worth 20 sy or less.
Class Skills
The battle sage's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate(Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Primary Attributes: Str or Dex, Int
Yorinobu van der Lynde considers himself to be more of a battle clove.
Class Features
The following are class features of the battle sage.
Weapon and Armor Proficiency
Battle sages are proficient with all simple and martial weapons, all armor, and shields.
Battle Artes (Ex)
Battle sages train in the use of special combat artes, known as maneuvers. Maneuvers are unique abilities that fall into one of three categories. Strikes are the most common type, and are comprised of special attacks that can deal additional damage or carry debilitating effects. Boosts are swift action abilities that can modify another action. Counters are immediate actions that the battle sage can take in reaction to evolving situations in combat.
A battle sage has an initiator level equal to his battle sage level that determines some of the effects of his battle artes. He uses his Intelligence modifier as his initiatior modifier for these abilities.
Battle sages learn four disciplines, chosen from the following list: Golden Lion, Iron Tortoise, Mithral Current, Piercing Thunder, Scarlet Throne, Solar Wind, Tempest Gale. Abilities granted by disciplines are extraordinary unless otherwise noted. Each discipline is associated with specific weapon types - many of the maneuvers they grant either require these discipline weapons to work, or have bonus effects when used in conjunction with a discipline weapon.
At first level, the battle sage learns two first-level maneuvers from those granted by his disciplines. He learns additional maneuvers as noted in the class table. At 4th level, and every 3 levels thereafter, the highest level of maneuver the battle sage can learn increases by 1, to a maximum of 7th at level 19. When a battle sage gains a level, he can choose to lose one of his known maneuvers to learn a new one of the same level as the one he lost.
The battle sage can prepare a number of his maneuvers known equal to his maneuver pool. He cannot prepare the same maneuver multiple times. The battle sage may prepare maneuvers by taking one minute to focus his mind and body, or by using the Guard Focus ability during combat. He loses all prepared maneuvers when he sleeps or otherwise falls unconscious.
Stances (Ex)
Stances are a special type of maneuver granted by each discipline. At first level, the battle sage knows one stance from any of his disciplines. As he progresses, he learns more stances as detailed in the class chart.
A battle sage may activate a stance as a free action when initiative is rolled. A stance can also be activated as a swift action while in combat; either way, it lasts until the end of combat, or until the battle sage switches stances. If he switches from one stance to another, it consumes a use of this ability unless done as part of a Guard Focus (see below).
The battle sage can activate a stance once per day, plus one additional time per day for every 3 battle sage levels he possesses.
Guard Focus (Ex)
A battle sage can center himself while in combat by taking a total defense action. This allows him to prepare one maneuver if he uses it as a standard action, or a number of maneuvers equal to his initiator modifier (minimum 2) when used as a full-round action. He cannot exceed his normal Maneuver Pool with this ability.
Additionally, when the battle sage uses this ability while he has a stance active, he may choose to switch to another stance he knows as part of the Guard Focus action. This switch does not cost a use of his Stances ability.
The battle sage can use this ability once per combat.
Bonus Feat
At 2nd level, and every 3 levels there after, the battle sage learns a bonus feat. This feat must be taken from the list of combat or teamwork feats. Alternatively, the battle sage may choose to learn two maneuvers from his disciplines. These feats or maneuvers cannot be retrained. The battle sage must meet all requirements of the feat or maneuver to learn it.
The battle sage treats his battle sage level-2 as his fighter level for the purpose of qualifying for these bonus feats.
Tactical Flanking (Ex)
At 4th level, the battle sage is exceptionally gifted at working with his allies to bring down opponents and his skills assist those who ally with him. At the start of the battle sage’s turn, he designates a single square adjacent to him. Until the start of his next turn, he and his allies can treat that square as if it was occupied by him for the purposes of flanking opponents, even if he moves away from the square.
Discipline Focus (Ex)
At 6th level, the battle sage becomes more focused in one of his disciplines. He gains a +1 bonus to damage with weapons associated with that discipline, and the DC, if any, for maneuvers belonging to that dsicipline is increased by 1.
At 12th and 18th level, the battle sage chooses another discipline to gain these benefits. When he does, the bonuses for the other discipline(s) he has focus in increase by 1.
Uncanny Dodge (Ex)
At 6th level, the battle sage gains Uncanny Dodge as the Ninja ability.
Sweeping Rush (Ex)
At 9th level, the battle sage can move up to half his speed as an immediate action once per round. This movement provokes attacks of opportunity as normal.
Improved Uncanny Dodge (Ex)
At 12th level, the battle sage gains Improved Uncanny Dodge as the Ninja ability.
Trust Your Gear (Ex)
At 15th level, when the battle sage would take a blow that would reduce him to 0 hp or less, he can choose to absorb the strike with his armor or shield. This deals damage to the equipment following all the normal rules for damage to objects (including breaking the equipment if it is reduced below half HP, and destroying it at zero). If the object is completely destroyed, any excess damage is dealt to the battle sage as normal.
The battle sage cannot use this ability with broken or destroyed equipment.
Master of Stances (Ex)
At 20th level, the battle sage can activate two stances simultaneously as a swift action by expending two uses of his Stances ability. While they are active, he can swap them out as normal (or can swap both of them at once by expending an additional two uses).
Archetypes
An alchemist may choose to take an archetype from the list below. These archetypes replace or modify various alchemist abilities, allowing you to focus the character into a unique discipline.