PId6
2010-06-14, 12:10 PM
Introduction:
I built this revision a while ago, but haven't posted it until now. I've always liked the flavor of warmage, but the mechanics were terribly lacking. This revision is meant to turn it into a class that actually fulfills its role, providing useful combat-based class features as well as a much more versatile spell list that actually provides what one would expect of a mage trained for war.
The class was designed to be high Tier 3/low Tier 2, so it will be quite powerful. It's likely not appropriate for unoptimized parties, but should fit right in to optimized ones without needing much tweaking. Suggestions and feedback are, of course, always welcome.
Warmage
http://images.elfwood.com/art/y/a/yang/war_mage_copy.jpg
"Magic and war are but two edges of the same blade, and I wield its hilt." - Avadicus S'Dieln, Warmage of Gyr.
Hit Die: d8
Class Skills: Concentration, Climb, Craft, Intimidate, Jump, Knowledge (all), Profession, Ride, Spellcraft, and Swim
Skill Points: 2 + Int
{table=head]Level|
BAB|
Fort|
Ref|
Will|
Special|
0th|
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th|
9th
1|
+0|
2|
0|
2|
Warmage's Edge +1, Armored Mage (Light and shields), Advanced Learning|
5|
3||||||||
2|
+1|
3|
0|
3|
Bladeborn Spell|
6|
4||||||||
3|
+2|
3|
1|
3|
Combat Casting|
6|
5||||||||
4|
+3|
4|
1|
4|
Sudden Energy Substitution|
6|
6|
3|||||||
5|
+3|
4|
1|
4|
Warmage's Edge +2|
6|
6|
4|||||||
6|
+4|
5|
2|
5|
Sudden Enlarge|
6|
6|
5|
3||||||
7|
+5|
5|
2|
5|
Armored Mage (Medium)|
6|
6|
6|
4||||||
8|
+6|
6|
2|
6|
Sudden Empower|
6|
6|
6|
5|
3|||||
9|
+6|
6|
3|
6|
Spellborn Blade|
6|
6|
6|
6|
4|||||
10|
+7|
7|
3|
7|
Warmage's Edge +3|
6|
6|
6|
6|
5|
3||||
11|
+8|
7|
3|
7|
Sudden Widen|
6|
6|
6|
6|
6|
4||||
12|
+9|
8|
4|
8|
Rapid Metamagic|
6|
6|
6|
6|
6|
5|
3|||
13|
+9|
8|
4|
8|
Sudden Maximize|
6|
6|
6|
6|
6|
6|
4|||
14|
+10|
9|
4|
9|
Reactive Blast|
6|
6|
6|
6|
6|
6|
5|
3||
15|
+11|
9|
5|
9|
Warmage's Edge +4|
6|
6|
6|
6|
6|
6|
6|
4||
16|
+12|
10|
5|
10|
Sudden Quicken|
6|
6|
6|
6|
6|
6|
6|
5|
3|
17|
+12|
10|
5|
10|
Armored Mage (Heavy)|
6|
6|
6|
6|
6|
6|
6|
6|
4|
18|
+13|
11|
6|
11|
Sudden Energy Admixture|
6|
6|
6|
6|
6|
6|
6|
6|
5|
3
19|
+14|
11|
6|
11|
Aura of War|
6|
6|
6|
6|
6|
6|
6|
6|
6|
4
20|
+15|
12|
6|
12|
Warmage's Edge +5, Violent Instant|
6|
6|
6|
6|
6|
6|
6|
6|
6|
6
[/table]
Weapon and Armor Proficiencies: Warmages gain proficiency with all armors, all simple and martial weapons, and shields (not tower shields).
Spellcasting: A warmage casts spells spontaneously, in the same way as a sorcerer. He gains a number of spells per day equal to that of a sorcerer of equivalent level. However, he does not have a list of spells known; instead, a warmage automatically knows all the spells of each spell level on his spell list as soon as he gains access to slots of that level. See below for a list of warmage spells.
A warmage must have an Intelligence score of at least 10 + spell level in order to cast a spell. He gains a number of bonus spell slots each day based on his Intelligence. The saving throw DC of a warmage spell is equal to 10 + spell level + Intelligence.
Warmage's Edge (Ex): Through intense training, a warmage learns to empower his own spells with might. Whenever he casts a spell that deals hit point damage, he may have it deal an additional point of damage of the same type per dice of damage that the spell deals (for example, a 7d6 Fireball spell would deal 7d6+7 fire damage with this ability). At higher levels as indicated by the table, the additional damage per dice increases, up to +5 by 20th level.
Armored Mage: A warmage can wear light armor and shields without incurring arcane spell failure. At 8th level, he gains the ability to wear medium armor without incurring arcane spell failure. At 17th level, he can wear heavy armor without arcane spell failure.
Advanced Learning: Upon starting play, a warmage chooses a 1st level Conjuration or Evocation spell from the sorcerer/wizard spell list and adds it to his own. Each time the warmage would gain access to a new level of spells, he chooses another Conjuration or Evocation sorcerer/wizard spell of up to his maximum spell level and adds it to his spell list. (These spells are learned even if you advance warmage spellcasting via another class.)
As an additional option, each time the warmage would choose a spell to learn via Advanced Learning, he may choose a sorcerer/wizard spell of any school to add to his spell list instead of just Conjuration and Evocation. In this instance, the spell must be at least one level lower than his highest level of spells, and it is treated as one spell level higher for all purposes on his spell list (for example, learning Bull's Strength this way would cause it to become a 3rd level spell on the warmage list).
Bladeborn Spell (Ex): You learn to channel your spells through your weapon. While wielding a manufactured weapon, you gain Somatic Weaponry as a bonus feat, regardless of whether you qualify. In addition, whenever you cast a spell that would deal hit point damage, if you are wielding a manufactured weapon, you gain an insight bonus to attack and damage with that weapon equal to your Warmage's Edge bonus. This bonus lasts for a number of rounds equal to your Int modifier.
Sudden Metamagic: You gain a number of Sudden Metamagic bonus feats as you level up, as shown on the table, regardless of whether or not you qualify for them. If you already have that feat when you would gain it, you may select another Sudden Metamagic or Metamagic feat instead.
Combat Casting: At 3rd level, you gain Combat Casting as a bonus feat. If you already have the feat, you may select a different feat that you qualify for in place of it.
Spellborn Blade (Su): At 9th level, you learn to withhold elemental energies within your weapon. Whenever you cast a spell that deals energy damage (fire, cold, electricity, acid, sonic) while wielding a manufactured weapon, you may imbue that weapon with that same energy, adding 1d6 energy damage of the same type per point of Warmage's Edge to that weapon's attacks for rounds equal to your Intelligence bonus. Repeated application of this effect replaces previous uses, even if the energy type is different.
Rapid Metamagic: At 12th level, you gain Rapid Metamagic as a bonus feat. If you already possess that feat, you may select a different feat that you qualify for in place of it.
Reactive Blast (Ex): Once per round, whenever an enemy provokes an attack of opportunity from you, you may give up that attack of opportunity in order to cast a melee touch, ranged touch, or targeted spell aimed at the enemy that provoked it. This uses up your attack of opportunity for the round (or one of your attacks of opportunities, if you have Combat Reflexes).
Aura of War (Ex): All allied spellcasters within 60 ft of you gain the Warmage's Edge ability, with a bonus equal to your Warmage's Edge bonus. This does not stack with Warmage's Edge gained from other sources; only the highest bonus applies.
Violent Instant (Ex): All Sudden Metamagic feats may now be applied to a maximum of three times per day, rather than only once per day.
I built this revision a while ago, but haven't posted it until now. I've always liked the flavor of warmage, but the mechanics were terribly lacking. This revision is meant to turn it into a class that actually fulfills its role, providing useful combat-based class features as well as a much more versatile spell list that actually provides what one would expect of a mage trained for war.
The class was designed to be high Tier 3/low Tier 2, so it will be quite powerful. It's likely not appropriate for unoptimized parties, but should fit right in to optimized ones without needing much tweaking. Suggestions and feedback are, of course, always welcome.
Warmage
http://images.elfwood.com/art/y/a/yang/war_mage_copy.jpg
"Magic and war are but two edges of the same blade, and I wield its hilt." - Avadicus S'Dieln, Warmage of Gyr.
Hit Die: d8
Class Skills: Concentration, Climb, Craft, Intimidate, Jump, Knowledge (all), Profession, Ride, Spellcraft, and Swim
Skill Points: 2 + Int
{table=head]Level|
BAB|
Fort|
Ref|
Will|
Special|
0th|
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th|
9th
1|
+0|
2|
0|
2|
Warmage's Edge +1, Armored Mage (Light and shields), Advanced Learning|
5|
3||||||||
2|
+1|
3|
0|
3|
Bladeborn Spell|
6|
4||||||||
3|
+2|
3|
1|
3|
Combat Casting|
6|
5||||||||
4|
+3|
4|
1|
4|
Sudden Energy Substitution|
6|
6|
3|||||||
5|
+3|
4|
1|
4|
Warmage's Edge +2|
6|
6|
4|||||||
6|
+4|
5|
2|
5|
Sudden Enlarge|
6|
6|
5|
3||||||
7|
+5|
5|
2|
5|
Armored Mage (Medium)|
6|
6|
6|
4||||||
8|
+6|
6|
2|
6|
Sudden Empower|
6|
6|
6|
5|
3|||||
9|
+6|
6|
3|
6|
Spellborn Blade|
6|
6|
6|
6|
4|||||
10|
+7|
7|
3|
7|
Warmage's Edge +3|
6|
6|
6|
6|
5|
3||||
11|
+8|
7|
3|
7|
Sudden Widen|
6|
6|
6|
6|
6|
4||||
12|
+9|
8|
4|
8|
Rapid Metamagic|
6|
6|
6|
6|
6|
5|
3|||
13|
+9|
8|
4|
8|
Sudden Maximize|
6|
6|
6|
6|
6|
6|
4|||
14|
+10|
9|
4|
9|
Reactive Blast|
6|
6|
6|
6|
6|
6|
5|
3||
15|
+11|
9|
5|
9|
Warmage's Edge +4|
6|
6|
6|
6|
6|
6|
6|
4||
16|
+12|
10|
5|
10|
Sudden Quicken|
6|
6|
6|
6|
6|
6|
6|
5|
3|
17|
+12|
10|
5|
10|
Armored Mage (Heavy)|
6|
6|
6|
6|
6|
6|
6|
6|
4|
18|
+13|
11|
6|
11|
Sudden Energy Admixture|
6|
6|
6|
6|
6|
6|
6|
6|
5|
3
19|
+14|
11|
6|
11|
Aura of War|
6|
6|
6|
6|
6|
6|
6|
6|
6|
4
20|
+15|
12|
6|
12|
Warmage's Edge +5, Violent Instant|
6|
6|
6|
6|
6|
6|
6|
6|
6|
6
[/table]
Weapon and Armor Proficiencies: Warmages gain proficiency with all armors, all simple and martial weapons, and shields (not tower shields).
Spellcasting: A warmage casts spells spontaneously, in the same way as a sorcerer. He gains a number of spells per day equal to that of a sorcerer of equivalent level. However, he does not have a list of spells known; instead, a warmage automatically knows all the spells of each spell level on his spell list as soon as he gains access to slots of that level. See below for a list of warmage spells.
A warmage must have an Intelligence score of at least 10 + spell level in order to cast a spell. He gains a number of bonus spell slots each day based on his Intelligence. The saving throw DC of a warmage spell is equal to 10 + spell level + Intelligence.
Warmage's Edge (Ex): Through intense training, a warmage learns to empower his own spells with might. Whenever he casts a spell that deals hit point damage, he may have it deal an additional point of damage of the same type per dice of damage that the spell deals (for example, a 7d6 Fireball spell would deal 7d6+7 fire damage with this ability). At higher levels as indicated by the table, the additional damage per dice increases, up to +5 by 20th level.
Armored Mage: A warmage can wear light armor and shields without incurring arcane spell failure. At 8th level, he gains the ability to wear medium armor without incurring arcane spell failure. At 17th level, he can wear heavy armor without arcane spell failure.
Advanced Learning: Upon starting play, a warmage chooses a 1st level Conjuration or Evocation spell from the sorcerer/wizard spell list and adds it to his own. Each time the warmage would gain access to a new level of spells, he chooses another Conjuration or Evocation sorcerer/wizard spell of up to his maximum spell level and adds it to his spell list. (These spells are learned even if you advance warmage spellcasting via another class.)
As an additional option, each time the warmage would choose a spell to learn via Advanced Learning, he may choose a sorcerer/wizard spell of any school to add to his spell list instead of just Conjuration and Evocation. In this instance, the spell must be at least one level lower than his highest level of spells, and it is treated as one spell level higher for all purposes on his spell list (for example, learning Bull's Strength this way would cause it to become a 3rd level spell on the warmage list).
Bladeborn Spell (Ex): You learn to channel your spells through your weapon. While wielding a manufactured weapon, you gain Somatic Weaponry as a bonus feat, regardless of whether you qualify. In addition, whenever you cast a spell that would deal hit point damage, if you are wielding a manufactured weapon, you gain an insight bonus to attack and damage with that weapon equal to your Warmage's Edge bonus. This bonus lasts for a number of rounds equal to your Int modifier.
Sudden Metamagic: You gain a number of Sudden Metamagic bonus feats as you level up, as shown on the table, regardless of whether or not you qualify for them. If you already have that feat when you would gain it, you may select another Sudden Metamagic or Metamagic feat instead.
Combat Casting: At 3rd level, you gain Combat Casting as a bonus feat. If you already have the feat, you may select a different feat that you qualify for in place of it.
Spellborn Blade (Su): At 9th level, you learn to withhold elemental energies within your weapon. Whenever you cast a spell that deals energy damage (fire, cold, electricity, acid, sonic) while wielding a manufactured weapon, you may imbue that weapon with that same energy, adding 1d6 energy damage of the same type per point of Warmage's Edge to that weapon's attacks for rounds equal to your Intelligence bonus. Repeated application of this effect replaces previous uses, even if the energy type is different.
Rapid Metamagic: At 12th level, you gain Rapid Metamagic as a bonus feat. If you already possess that feat, you may select a different feat that you qualify for in place of it.
Reactive Blast (Ex): Once per round, whenever an enemy provokes an attack of opportunity from you, you may give up that attack of opportunity in order to cast a melee touch, ranged touch, or targeted spell aimed at the enemy that provoked it. This uses up your attack of opportunity for the round (or one of your attacks of opportunities, if you have Combat Reflexes).
Aura of War (Ex): All allied spellcasters within 60 ft of you gain the Warmage's Edge ability, with a bonus equal to your Warmage's Edge bonus. This does not stack with Warmage's Edge gained from other sources; only the highest bonus applies.
Violent Instant (Ex): All Sudden Metamagic feats may now be applied to a maximum of three times per day, rather than only once per day.