Mysterious Sage (Wizard/Monk)

During the course of his arcane research, a wizard might come to lodge at a monastery, temple, or dojo. There he sees things that forever alter the course of his study. Through poring over what scrolls he finds, receiving the teachings of the temple, and exercising with his hosts, the mysterious sage notices a bond forming between arcana and the power of his own body. While they are still wizards before anything else, mysterious sages perfect a number of offensive and defensive techniques that blend the arcane and martial arts. (Original Concept Flak and Raiderrpg)

Primary Class: Wizard.

Secondary Class: Monk.

Alignment: Any lawful.

Hit Dice: d6.

Bonus Skills and Ranks: The mysterious sage may select three monk skills to add to his class skills in addition to the normal wizard class skills. The mysterious sage gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The mysterious sage is proficient with brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword*. Mysterious sages are not proficient with any armor or shields. Armor interferes with a mysterious sage’s movements, which can cause his spells with somatic components to fail. (*Advanced Player’s Guide)

Spellcasting: