Flan Garment Sage

Flan Garment Sage

The Flan viewed magic as part of life. They also saw it in the shapes and designs of
the world. This is most apparent in their Tattoo magic, but it also can be seen in the rarer Garment Sages. These Sages weave, sew and embroider magic into the very clothes they wear. They believe in a way they give the cloth itself a life and, in a way, they are right. Not really a sage, more of a Sorcerer and Cleric, the garment Sage respects cycle of life on Beory (Oerth).

The Garment Sages are adept at weaving any spell into their garments, but the trademark is the living scarf that can be a weapon and grants them flight and levitation. These Sages were the messengers and explorers of the ancient Flan, and the art is making resurgence in the modern era.

Level

 Attack

Fort

Ref

Will

Special

Spells per Day

1

+0

+0

+1

+1

Imbue Cloth; Craft Scarf

+1 Level of Existing Class

2

+1

+1

+0

+1

Surface telepathy, proficiency Scarf

+1 Level of Existing Class

3

+1

+0

+1

+1

Flexible Steel; Scarf addition

+1 Level of Existing Class

4

+2

+1

+0

+1

Sense/Implant Emotion; Spell Sew

+1 Level of Existing Class

5

+2

+0

+1

+1

Telepathic control; Scarf addition

+1 Level of Existing Class

6

+3

+0

+1

+1

Healing Song; Greater Steel

+1 Level of Existing Class

7

+3

+1

+1

+0

Protect companion; Scarf Addition

+1 Level of Existing Class

8

+4

+1

+1

+0

Call Cloth Creatures

+1 Level of Existing Class

9

+4

+1

+0

+1

Greater Steel; Scarf addition

+1 Level of Existing Class

10

+5

+1

+0

+1

White Robe, Scarf Perfection.

+1 Level of Existing Class

Imbue Cloth and Craft Scarf

A garment sage can create a signature Robe and Scarf. They must have the skills to make It themselves. So tailoring, weaving, embroidery all would be necessary. All are covered under Profession: Garment Maker. The Robe and Scarf are made with magical designs and embroidered with thread ritually made and dyed. This creates a garment with no dex penalties that serves as +4 armor bonus. The Scarf is a pseudo living familiar to the sage and is also a weapon. It is +1 and does 1D4 of damage. It also lets the sage fly or levitate for 1 min per level of the class. The Scarf also increases speed by 10ft and the sage does not become fatigued from travel until they pass double the exhausting threshold. The scarf is considered holy damage. The sage can use spell points to recharge the scarf on a 1pt for one min exchange.

Surface telepathy

While in the garment the sage can communicate with any close friend or another garment sage telepathically. They can not delve but they can read surface thoughts unbidden in the subject fails a will save, DC 16

Scarf Weapon Proficiency

The Garment Sage gets a +1 to hit and damage with the scarf and can use it to entangle

Flexible Steel

The Robe is now +5 to AC and considered resistant to all weather conditions except extremes of +/- 30 of normal. It is resistant to normal fires for 30 pts and magical fire for 15.

Scarf Addition

At every other level from this point, the sage gets an addition to their scarf, this increases the damage the scarf does to 1D6 and is +2 as a weapon. Speed increases another 10 feet. Every time this ability is gained the damage increases a die type, The speed increases by 10 feet and the enhancement bonus increases by +1

Sense/Implant Emotion

The sage can now sense strong emotions in others and likewise instill an emotion with a performance: Song check. The DC to resist is will save DC 16 to block emotions from being sensed and to resist the implantation of emotions DC 12+the success on a song check by the garment sage divided by 3.

Spell Sew

The sage can chose 3 spells from their spell list and sew them into their garments. They can use these spells at total of once per day per level combined. They can add one spell of a level they can cast, every even class level

Telepathic control

The Sage can control the scarf telepathically. This is less a control and more a communication with the living cloth

Healing Song

The sage can heal for 1D8 per level per day with a song…and can use that in any breakdown of dice total they wish.

Greater Steel

The Robe is now +6 to armor class and protects from extremes of +/- 80. Resistant to normal fire 60 and magical 30

Protect companion

The sage can extend their AC bonus and environment protections to any ally within 30 feet

Call Cloth Creatures

The garment sage can now call or create mythical cloth Golems

Greater Steel

Robe now has energy resistance to magical fire at 40 and is immune to normal fire

White Robe

AC is now +8, the sage is immune to all non-magical fatigue. The Cloth is immune to magical fire

Scarf Perfection

The Scarf doe 3D6 and is +5. It recharges its spell power to fly as long as the sage is in contact with Beory. The sage does not have to supply spell points to recharge it.



1st Level

Alarm
Animate Rope
Cause Fear
Comprehend Languages
Detect Evil/undead
Detect Magic
Detect Secret Doors
Disguise Self
Expeditious Retreat
Feather Fall
Ghost Sound
Grease
Identify
Jump
Know Direction
Light
Mage Hand
Magic Weapon
Mend
Obscure Object
Read Magic
Remove Fear
Resistance
Shield
Silent Image
Spider Climb
Undetectable Alignment
Ventriloquism

2nd Level

Alter Self
Blindness/Deafness
Blur
Cat’s Grace
Darkness
Detect Thoughts
Eagle’s Splendor
Fog Cloud
Fox’s Cunning
Hypnotic Pattern
Invisibility
Levitate
Locate Object
Minor Image
Mirror Image
Misdirection
Pyrotechnics
Rope Trick
Scare
See Invisibility
Silence
Tongues
Whispering Wind

3rd Level

Blink
Clairaudience/Clairvoyance
Dispel Magic
Displacement
Fear
Gaseous Form
Glibness
Haste
Invisibility Sphere
Keen Edge
Major Image
Remove Curse
Scrying
Sculpt Sound
Shrink Item
Slow

4th Level

Arcane Eye
Break Enchantment
Detect Scrying
Dimensional Anchor
Fear
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Legend Lore
Locate Creature
Rainbow Pattern
Scrying
Zone of Silence

Flan Garment Sage

Greyhawk 636 CY: The Rise of Asmodeus Davidnic madartiste