Sage of Creation

Sage of Creation
Many delve into the study of magic or nature, but most do so only for the power they may gleam from their studies. A rare few are those who start their quest for knowledge alone. They gladly accept any arcane might they find on the way, but their driving goal will always be to find the truth. For them, every answer found just begets more questions. Why are the planes aligned like they are? Why is it so easy to breath a seeming of life into dead bones, but requires such effort to do the same into a vessel made from clay? How can a body made of nothing but flame support a mind? How can there be a material made from the concept of Evil?

These fundamental questions drive some to become what is called a Sage of Creation. They question the order of the universe itself and drive ever onward to divine the meaning or grand plan that keeps the worlds turning.

Hit Die: d4

Skill Points: 4 + INT

Requirements
Skills: Knowledge (Arcana) 8 ranks, Knowledge (Religion) 8 ranks, Knowledge (The Planes) 8 ranks, Spellcraft 10 Ranks

Feats: Any two Metamagic or Crafting Feats

Spells: Able to prepare Level 3 Arcane and Level 3 Divine Spells

Special: Must have physcially visited at least one Plane, must have been taught by at least one Outsider about the nature of the Planes

Lore of the Inner Planes
At first level, the Sage gains insight into the workings and significance of one of the inner planes. He picks one from the following table and can pick an additional Lore at 3rd, 4th, 7th, 8th and 9th level.

Furthermore, the Sage can cast Planar Tolerance as SLA twice per day with a caster level equal to twice his Sage level, but only on planes that are strongly aligned with a lore he posesses. On planes with multiple planar influences, the spell only protects against the effects coming from the influence of the studied lore.

Lore of the Outer Planes
The studys of the Sage allow him a small insight into the nature of the soul. He picks one of the following lores at 2nd level and gains the other at 6th.

Planar Arcanum
At 5th level, the Sage has amassed enough knowledge about the planes and their influence on the Prime Material to glimpse their role in creation. He begins pondering less the workings of the planes themselves and instead begins to focus his research on the concepts behind the creation of elementals and other living creatures from nothing but the raw building blocks of the universe.

To this end, he begins to build servants and research objects, called Arcanums, from his own blood and the raw powers of the universe. This process is similiar to the creation of Simulacrum, but instead of rough copy of the caster results in a independent creature that is more Outsider then living creature, but still strongly resembles the creator. Every Arcanum counts as Native Outsider to the plane where it's creator hails from and is aligned with at least one Lore he knew. The creator can not merge two opposing Lores (Air-Earth, Fire-Water, Positive-Negative, Lawful-Chaotic, Good-Evil) at first, but may do so once he reached the 8th level of Sage of Creation.

An Arcanum is an independent and sapient being, but, due to the process of it's creation and the resulting connection, is fiercly loyal to it's creator and will never knowingly act against him or his wishes. They also tend to inherite their creators personality and opinions or feelings towards others, but might form their own attachments during their life. They are always considered True Neutral, unless an Outer Lore is applied to change their disposition. If two conflicting Outer Lores are applied, the Arcanum will remain Neutral.

The Arcanum is created with up to half the HD of it's creator and has a caster level equal to its HD. It casts spells spontanously and his spell-slots are equal to that of a Sorcerer of his caster level and gains bonus spell slots by either his Wisdom or Intelligence modifier, whichever is higher. It knows an amount of spells equal to a Sorcerer of it's caster level, which are determined at creation. These spells must be known by the creator and can later be changed through a ritual costing 100 GP per spell level. It cannot cast any spells associated with a Lore it does not posess, but may cast spells without any of the descriptors (Fire, Water, Earth, Air, Good, Evil, Lawful, Chaotic) freely. Due to the dual nature of the magic that created it, a Arcanums spells count as both arcane and divine.

A Arcanum costs 50 XP per HD and 200 GP per lore and HD.

The lores bring the following benefits:

Lore of the Soul
While the deepest secrets of creation remain still a mistery, the Sage finally achieves a breakthrough through his works and learns some secrets of the nature of souls. Based on his works with Arcanums, he learns to seperate his soul from his body and use it as a limb, not as a vessel.

At 10th level, the Sage of Creation learns to build additional bodies for himself. These bodies may be, but don't need to be, infused with one or more lores. The Sage can freely choose to create it with some differences that range from hair color to even age or gender, but the final product will be clearly recognizable as him. All bodies and the original are connected by a thin thread in the Astral Plane and count for all intends and purposes as his physical body, but the Sage is not killed until all of his bodies are destroyed.

The bodies can act completely independently, but share their mental attributes. Any effect influencing them physically only affect one body, while mental effects affect only bodies within the spells range of effect. The Sage can still only prepare his normal allotment of spells per day, but can use them through any body he likes. It does not matter which body is preparing these spells and it is sufficient if one of them does for the whole Sage to have them available. Should the body preparing the spells wear any equipment that grants extra spellslots directly or through other bonuses, then he gains those normally, but must wear the equipment until the spell is cast or loose it. Every body requires 8 hours of rest as normal, but the mind does not need to rest at any point. Any bonuses from equipment or temporary magical effects only affect a single body, even if it affects the mental attributes.

A Sage who has reached this level of ability and created many bodies often gives each of them a distinct appeareance or even personality, even through they are all him. This often results in the Sage acting out different facets of his personality through specific bodies that are infused with a similiar lore. So could a Neutral Sage craft himself a body with the Lore of Good and one with the Lore of Evil to act as his conscience or a body with the Lore of Fire to represent his passions.

Needless to say, many find this behaviour quite disconcerting, especially if faced with multiple bodies.