Chainsaw Hobbit
2010-06-18, 12:25 PM
Battle Mage
"Turn you into a frog? Naaa, I'll burn you to a crisp."
- Adrian Stormsworn, Human Battle Mage
Battle Mages are arcane casters that have devoted their lives and focus to offensive and defensive magic.
This is my take on converting the War Mage from complete arcane to a prestige class.
Becoming a Battle Mage
ENTRY REQUIREMENTS
Feats Combat Casting
Class Abilities Ability to cast 3rd level arcane spells.
Skills Concentration (7 ranks)
Class Skills
Skills Points at Each Level: 4 + int
Spellcraft, concentration, knowledge (arcana), diplomacy, intimidate, bluff.
Hit Dice: d6
Battle Mages need to be able to take a bit of punishment when forced into semi-close combat, they still fight from the back but can take a stray arrow and shrug off a magic missile from a rival sellcaster.
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Sellcasting
1st|+0|+0|+2|+2|Armored mage (Light)|
2nd|+1|+0|+3|+3|Battle rays|+1 of existing spellcasting class
3rd|+1|+1|+3|+3|Metamagic feat|+1 of existing spellcasting class
4th|+2|+1|+4|+4||+1 of existing spellcasting class
5th|+2|+1|+4|+4|Arcane battle focus|+1 of existing spellcasting class
6th|+3|+2|+5|+5|Armored mage (medium)|
7th|+3|+2|+5|+5|Greater battle rays|+1 of existing spellcasting class
8th|+4|+2|+6|+6|Metamagic feat|+1 of existing spellcasting class
9th|+4|+3|+6|+6||+1 of existing spellcasting class
10th|+5|+3|+7|+7|FWACKOOM!!!|+1 of existing spellcasting class
[/table]
Armored mage (Light) (EX)
You may wear light armor without any kind of spellcasting failure chance. You also gain proficiency with all light armor
Added to help the Wizard/Sorcerer's painfully low AC.
Armored mage (Medium) (EX)
You may wear mediem armor without any kind of spellcasting failure chance. You also gain proficiency with all medium armor
Metamagic feat (EX)
You gain a metamagic feat of your choice
Battle rays (SP)
At the beginning of the day choose 2 of the following powers, for the rest of the day you can cast each of these spell-like powers at will. Each spell-like power is a ranged 20 squares (100 ft) touch attack with an attack bonous equal to your intelligence modifier + half your battle-mage level.
Added to make up for the missing spell-levels, this makes the Battle Mage feel like an original class.
Flame ray
1d8 + your intelligence modifier fire damage, add an extra d8 damage when you reach Battle Mage level 7.
Frost ray
1d8 + your intelligence modifier cold damage, add an extra d8 damage when you reach Battle Mage level 7.
Lightning ray
1d8 + your intelligence modifier electricity damage, add an extra d8 damage when you reach Battle Mage level 7.
Force ray
1d6 + your intelligence modifier force damage and you may move the target 1 (5 ft) square in any direction, you may move the 2 (10 ft) squares when you reach Battle Mage level 7.
Withering ray
1d6 + your intelligence modifier negative energy damage and the target takes 1 temporary point of strength damage, it also does 1 temprorary point of constitution damage at Battle Mage lv 7.
Shielding ray
1d6 + your intelligence modifier force damage and an ally with 3 squares (15 ft) of the target gain a bonus to AC equal to your intelligence modifier for 1 round.
they also gain an equal bonus to saving throws when you reach Battle Mage level 7.
FWACKOOM!!!
When casting a spell that hits at least 2 targets at a time you gain a bonus to attack rolls, save DCs, and damage equal to the number of targets attacked by the spell.
Look! I'm FWACKOOMING you king!
Greater battle rays (SP)
You can also choose from the following:
Draining ray
2d6 + intelligence modifier negative energy damage and the target takes 1d2 temporary damage to a chosen ability score.
Inferno ray
2d8 + intelligence modifier fire damage and the target takes ongoing fire damage equal to 1d8 + your intelligence modifier for 1d2 rounds.
Blizzard ray
2d8 + intelligence modifier cold damage and the target's speed is halved for 1d2 rounds.
Storm ray
2d8 + intelligence modifier electricity damage and the target can choose to let you slide them 1 square in any direction or take extra damage equal to 1d8 your intelligence modifier.
Concussion ray
2d8 + intelligence modifier force damage and the target must make a fortitude save or be dazed for 1d4 rounds.
Arcane battle focus (EX)
You are improving at the arcane arts of war, you may choose which field you excel in. Gain one of the fallowing benefits.
Arcane vitality
Gain 1 extra hit point per hit dice, this effect also applies from now on.
Good for skirmishing and support Battle Mages this makes it so you can take just a bit more battle damage.
Ray sniper
Gain a +2 bonus to attack rolls with your battle rays or other spells that require attack rolls when attacking from more than 6 squares (30 ft) away.
Ray sniper gives the opposite benefit Arcane vitality gives, it is very useful for Battle mages that like fighting from a distance instead of staying just behind the fighter and occasionally being attacked in melee.
More will be added soon.
"Turn you into a frog? Naaa, I'll burn you to a crisp."
- Adrian Stormsworn, Human Battle Mage
Battle Mages are arcane casters that have devoted their lives and focus to offensive and defensive magic.
This is my take on converting the War Mage from complete arcane to a prestige class.
Becoming a Battle Mage
ENTRY REQUIREMENTS
Feats Combat Casting
Class Abilities Ability to cast 3rd level arcane spells.
Skills Concentration (7 ranks)
Class Skills
Skills Points at Each Level: 4 + int
Spellcraft, concentration, knowledge (arcana), diplomacy, intimidate, bluff.
Hit Dice: d6
Battle Mages need to be able to take a bit of punishment when forced into semi-close combat, they still fight from the back but can take a stray arrow and shrug off a magic missile from a rival sellcaster.
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Sellcasting
1st|+0|+0|+2|+2|Armored mage (Light)|
2nd|+1|+0|+3|+3|Battle rays|+1 of existing spellcasting class
3rd|+1|+1|+3|+3|Metamagic feat|+1 of existing spellcasting class
4th|+2|+1|+4|+4||+1 of existing spellcasting class
5th|+2|+1|+4|+4|Arcane battle focus|+1 of existing spellcasting class
6th|+3|+2|+5|+5|Armored mage (medium)|
7th|+3|+2|+5|+5|Greater battle rays|+1 of existing spellcasting class
8th|+4|+2|+6|+6|Metamagic feat|+1 of existing spellcasting class
9th|+4|+3|+6|+6||+1 of existing spellcasting class
10th|+5|+3|+7|+7|FWACKOOM!!!|+1 of existing spellcasting class
[/table]
Armored mage (Light) (EX)
You may wear light armor without any kind of spellcasting failure chance. You also gain proficiency with all light armor
Added to help the Wizard/Sorcerer's painfully low AC.
Armored mage (Medium) (EX)
You may wear mediem armor without any kind of spellcasting failure chance. You also gain proficiency with all medium armor
Metamagic feat (EX)
You gain a metamagic feat of your choice
Battle rays (SP)
At the beginning of the day choose 2 of the following powers, for the rest of the day you can cast each of these spell-like powers at will. Each spell-like power is a ranged 20 squares (100 ft) touch attack with an attack bonous equal to your intelligence modifier + half your battle-mage level.
Added to make up for the missing spell-levels, this makes the Battle Mage feel like an original class.
Flame ray
1d8 + your intelligence modifier fire damage, add an extra d8 damage when you reach Battle Mage level 7.
Frost ray
1d8 + your intelligence modifier cold damage, add an extra d8 damage when you reach Battle Mage level 7.
Lightning ray
1d8 + your intelligence modifier electricity damage, add an extra d8 damage when you reach Battle Mage level 7.
Force ray
1d6 + your intelligence modifier force damage and you may move the target 1 (5 ft) square in any direction, you may move the 2 (10 ft) squares when you reach Battle Mage level 7.
Withering ray
1d6 + your intelligence modifier negative energy damage and the target takes 1 temporary point of strength damage, it also does 1 temprorary point of constitution damage at Battle Mage lv 7.
Shielding ray
1d6 + your intelligence modifier force damage and an ally with 3 squares (15 ft) of the target gain a bonus to AC equal to your intelligence modifier for 1 round.
they also gain an equal bonus to saving throws when you reach Battle Mage level 7.
FWACKOOM!!!
When casting a spell that hits at least 2 targets at a time you gain a bonus to attack rolls, save DCs, and damage equal to the number of targets attacked by the spell.
Look! I'm FWACKOOMING you king!
Greater battle rays (SP)
You can also choose from the following:
Draining ray
2d6 + intelligence modifier negative energy damage and the target takes 1d2 temporary damage to a chosen ability score.
Inferno ray
2d8 + intelligence modifier fire damage and the target takes ongoing fire damage equal to 1d8 + your intelligence modifier for 1d2 rounds.
Blizzard ray
2d8 + intelligence modifier cold damage and the target's speed is halved for 1d2 rounds.
Storm ray
2d8 + intelligence modifier electricity damage and the target can choose to let you slide them 1 square in any direction or take extra damage equal to 1d8 your intelligence modifier.
Concussion ray
2d8 + intelligence modifier force damage and the target must make a fortitude save or be dazed for 1d4 rounds.
Arcane battle focus (EX)
You are improving at the arcane arts of war, you may choose which field you excel in. Gain one of the fallowing benefits.
Arcane vitality
Gain 1 extra hit point per hit dice, this effect also applies from now on.
Good for skirmishing and support Battle Mages this makes it so you can take just a bit more battle damage.
Ray sniper
Gain a +2 bonus to attack rolls with your battle rays or other spells that require attack rolls when attacking from more than 6 squares (30 ft) away.
Ray sniper gives the opposite benefit Arcane vitality gives, it is very useful for Battle mages that like fighting from a distance instead of staying just behind the fighter and occasionally being attacked in melee.
More will be added soon.