Baran Do Sage Class

To become a Baran Do Sage, one must be able to empty one’s mind completely, to listen without disturbing the mental silence. The greatest members of the Baran Do can see across the entire galaxy, far into the past and through multiple futures. They are almost never caught unaware, and they provide an excellent early warning system when disaster approaches. They are sought out by those who wish to know the path that is right for them, and when a great danger looms on the horizon they are often the first to act and help decide which action will save the most lives. While rare since the planet’s integration into the Galactic Republic, the Baran Do Sages still maintain a presence in the galaxy even if it is only a small one.

To qualify to become a Baran Do Sage, a character must fulfill the following criteria.
Species: Kel Dor
Skills: Enhance Senses 6 ranks, Farseeing 9 ranks, See Force 6 ranks
Feats: Alter, Control, Force-Sensitive, Sense

Game Rule Information
Vitality: A Baran Do Sage gains 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Baran Do Sage’s class skills (and the key ability for each skill are as follows.
Craft* (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge* (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Treat Injury (Wis)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier

Class Features
The following are features of the Baran Do Sage prestige class.

Starting Feats
The Baran Do Sage gains the following fests.
Weapon Group Proficiency (Primitive Weapons)
Weapon Group Proficiency (Simple Weapons)

Skill Mastery
At 1st level, the Baran Do Sage designates a skill. When making a skill check with this skill, the Baran Do Sage may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in the use of this skill that he can use it reliably even under adverse conditions. The Baran Do Sage must designate a skill from the following list:
Enhance Senses, Farseeing, Listen, Search, See Force, Sense Motive, Spot

Bonus Feat
At 2nd level, the Baran Do Sage gets a bonus feat. This feat must be selected from the following list, and the Baran Do Sage must meet any prerequisites.
Aware, Enhanced Danger Sense, Peacemaker, Skill Emphasis (Enhance Senses), Skill Emphasis (Farseeing), Skill Emphasis (See Force), Weather Sense

Uncanny Dodge
At 3rd level, the Baran Do Sage gains the extraordinary ability to react to danger before his senses would normally allow him to do so. The Baran Do Sage retains his Dexterity bonus to Defense (if any) regardless of being flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense when immobilized). This aspect of uncanny dodge does not negate flank attacks.

Guidance of the Force
Once per gaming session, the Baran Do Sage may use his knowledge of the currents of the Force to determine whether or not a particular course of action will bring him closer to his goal. By expending 1 vitality point, he may glean a positive or negative feeling when concentrating on a particular act and the desired result, as well as a relative strength or weakness of the feeling.

For example, a Baran Do Sage who is debating traveling to Coruscant to hunt down a murderer might receive a strong positive feeling if the being visited Coruscant but left, a weak negative feeling if the murderer traveled to a different planet in the Core Worlds region, or a strong negative feeling if the being headed to Tatooine in the Outer Rim.

Knowledge and Defense
Some Baran Do Sages are capable of using their powers of observation and the feelings they gain through the Force to react to danger even when surprised. At 5th level, the Baran Do Sage may add his Wisdom modifier to Defense whenever his Dexterity bonus to Defense would normally be denied to him.

Level BaB Fort Save Ref Save Will Save Special Defense bonus Reputation
1 +0 +0 +1 +1 Skill Mastery +1 +0
2 +1 +1 +2 +2 Bonus Feat +2 +0
3 +2 +1 +2 +2 Uncanny Dodge (Dex Bonus) +2 +0
4 +3 +2 +2 +2 Guidance of the Force +2 +1
5 +3 +3 +3 +3 Knowledge and Defense +3 +1
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