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gr8artist
2014-05-15, 03:28 PM
Battlemage

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Role: Bursting with innate power, the Battlemage specializes in combat magic, specifically spells that harm his foes. He serves as a back-row blaster, sacrificing utility for raw power.

Alignment: Any

Hit Die: d6

Starting Gold: 4d6x10 gp (average 140 gold). In addition, each character begins play with an outfit costing 10 gp or less.

Class Skills
The Battlemage's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), Use Magic Device (Cha)

Skill Ranks per Level: (4 + Int modifier)




Saves

Spells Per Day


Level
Base Attack Bonus
Fortitude
Reflex
Willpower
Special
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th


1st

+0


+0


+0


+2

Cantrips, Spellsurge
2











2nd

+1


+0


+0


+3

Battle Flair
3











3rd

+2


+1


+1


+3


3
2










4th

+3


+1


+1


+4

Battle Flair
4
3










5th

+3


+1


+1


+4


4
3
2









6th

+4


+2


+2


+5

Battle Flair
4
4
3









7th

+5


+2


+2


+5


5
4
3
2








8th

+6/+1


+2


+2


+6

Battle Flair
5
4
4
3








9th

+6/+1


+3


+3


+6


5
5
4
3
2







10th

+7/+2


+3


+3


+7

Battle Flair
6
5
4
4
3







11th

+8/+3


+3


+3


+7


6
5
5
4
3
2






12th

+9/+4


+4


+4


+8

Battle Flair
6
6
5
4
4
3






13th

+9/+4


+4


+4


+8


6
6
5
5
4
3
2





14th

+10/+5


+4


+4


+9

Battle Flair
6
6
6
5
4
4
3





15th

+11/+6/+1


+5


+5


+9


6
6
6
5
5
4
3
2




16th

+12/+7/+2


+5


+5


+10

Battle Flair
6
6
6
6
5
4
4
3




17th

+12/+7/+2


+5


+5


+10


6
6
6
6
5
5
4
3
2



18th

+13/+8/+3


+6


+6


+11

Battle Flair
6
6
6
6
6
5
4
4
3



19th

+14/+9/+4


+6


+6


+11

Arcane Trance
6
6
6
6
6
5
5
4
4
2


20th

+15/+10/+5


+6


+6


+12

Battle Flair
6
6
6
6
6
6
5
5
5
3



Weapon and Armor Proficiencies: A battlemage is proficient with all simple weapons and with light armor. He can cast battlemage spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a battlemage wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass battlemage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A battlemage casts arcane spells drawn from the battlemage spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a battlemage must have a Charisma score equal to at least 10 + the spell level. The difficulty class for a saving throw against a battlemage's spell is 10 + the spell level + the battlemage's Charisma modifier.
Like other spellcasters, a battlemage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score.
The battlemage's selection of spells is limited, but more fluid than most spontaneous casters. A battlemage begins play knowing three 0-level spells and one 1st-level spell of his choice. At each new battlemage level, he gains one or more new spells, as indicated on the table below. Unlike normal spontaneous casters, the battlemage also keeps a tome of collected spells from which to draw inspiration. This tome functions as a wizard's spell book, except that he may scribe any arcane spell into its pages, not just spells from his class list. Each day, when he regains his spent spell slots, he may spend additional time memorizing spells from this tome. This effectively gives him additional spells known for one day, and requires 10 minutes of study for each spell he memorizes in this way. The maximum number of spells he gains, and their levels, are taken from the bonus spells table in the player's handbook, except that he draws bonus spells known from his Intelligence score, rather than his Charisma.Unlike most spellcasters, the battlemage gains higher level spell slots before he learns higher level spells. To make use of these spell slots each day, the battlemage must cast spells modified with metamagic feats, or otherwise modified to consume a higher level spell slot. Spell slots which require metamagic to cast are marked with parentheses in the chart below.
Upon reaching 3rd level, and at every third battlemage level after that (6th, 9th, and so on), a battlemage can choose to learn a new spell in place of one he already knows. In effect, the battlemage "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A battlemage may swap only a single spell at any given level, and must choose whether to swap the spell at the same time that he gains new spells known for that level.
A battlemage need not prepare his spells in advance. He can cast any spells he knows or has memorized at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Spells Known


Spells per Day


Level
0th
1st
2nd
3rd
4th
5th
6th
7th

1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th


1st
3
1







2











2nd
4
2







3











3rd
4
3







3
(2)










4th
4
3
1






4
3










5th
4
4
2






4
3
(2)









6th
5
4
3






4
4
(3)









7th
5
4
3
1





5
4
3
(2)








8th
5
4
4
2





5
4
4
(3)








9th
5
5
4
3





5
5
4
(3)
(2)







10th
6
5
4
3
1




6
5
4
4
(3)







11th
6
5
4
4
2




6
5
5
4
(3)
(2)






12th
6
5
5
4
3




6
6
5
4
(4)
(3)






13th
6
6
5
4
3
1



6
6
5
5
4
(3)
(2)





14th
6
6
5
4
4
2



6
6
6
5
4
(4)
(3)





15th
6
6
5
5
4
3



6
6
6
5
5
(4)
(3)
(2)




16th
6
6
6
5
4
3
1


6
6
6
6
5
4
(4)
(3)




17th
6
6
6
5
4
4
2


6
6
6
6
5
5
(4)
(3)
(2)



18th
6
6
6
5
5
4
3


6
6
6
6
6
5
(4)
(4)
(3)



19th
6
6
6
6
5
4
3
1

6
6
6
6
6
5
5
(4)
(4)
(2)


20th
6
6
6
6
5
4
4
2

6
6
6
6
6
6
5
(5)
(5)
(3)



Cantrips: Battlemages learn a number of cantrips, or 0-level spells, as noted on the table above. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spellsurge (Su): The battlemage is filled with untamed magical potential, which manifests as pulses and bursts in the potency of his spells. Once the battlemage learns to harness these bursts of power, he can channel them as he casts his spells to unleash powerful additional effects. He measures this excess energy in "surges", which he adds to his "surge pool" as his emotions ebb and flow.
The battlemage's surges are derived from his emotional energy; as such, he gains them more rapidly while performing exciting, suspenseful, or enjoyable activities. When performing boring or tedious activities such as crafting, bartering, or performing research, the battlemage gains no surges unless a specific, interesting event occurs, granting him 1 surge. When performing interesting but not thrilling activities, such as celebrating at the local tavern or wagering on a deck of cards, he gains one surge per hour. When engaged in a thrilling activity which is not life threatening, such as friendly competition, watching arena matches, or spending time (and gold) at the local brothel, he gains 1 surge every 1d6 x 10 minutes. When engaged in a life-threatening or otherwise extremely emotional activity, he gains 1 surge every minute. Surges expire while sleeping, unless the battlemage is subject to a particularly vivid dream or nightmare, in which case he may gain 1 surge every hour, as if performing an interesting activity. He also loses 1 surge per hour of boring activity. Determining the exact level of excitement caused by an activity is up to the DM, though engaging any creature in combat grants him at least 2 surges immediately.
He cannot have less than 0 surges, nor may he have more surges than 1 + 1/2 his HD + his charisma modifier.


Activity
Emotional Level
Surges Gained


Sleeping
None
none, all are lost


Crafting, bartering, or research
Boring
1 per hour


Travel or conversation in familiar locations
Boring
1 per hour


Travel or conversation in foreign locations
Mildly Interesting
none


Vivid dreaming
Interesting
1 per hour


Drinking, celebrating, gambling
Interesting
1 per hour


Sport or competition
Thrilling
1 per 10-60 minutes


Watching a dangerous activity
Thrilling
1 per 10-60 minutes


Lovemaking
Thrilling
1 per 10-60 minutes


Insignificant combat ~ CR ≤ 1/3 HD
Interesting
1 per hour


Combat against lesser foe(s) ~ CR > 1/3 HD
Thrilling
1 per 10-60 minutes


Combat against worthy foe(s) ~ CR > 2/3 HD
Extreme
1 per minute


Hunting lesser foe(s)
Interesting
1 per hour


Hunting worthy foe(s)
Thrilling
1 per 10-60 minutes


Subject to an [emotion] effect for an extended time
Extreme
1 per minute


Event or Action
Emotional Level
Surges Gained


Finishing a magical or masterwork item
Interesting
1


Buying or selling a rare or unique item
Interesting
1


Solving a difficult riddle or interpreting a rare document
Interesting
1


Beginning combat
Thrilling
2


Beginning combat against a greater foe ~ CR > HD
Extreme
3


Being subject to an ally's [emotion] effect
Interesting
1


Failing a save vs an enemy's [emotion] effect
Thrilling
2


Being intimidated or successfully intimidating another
Thrilling
2


Once gained, the battlemage may spend his surges in a variety of ways, though doing so does not cause him to lose the surges entirely. Rather, spent surges are simply "exhausted" for a short time before being usable again. While he has at least one exhausted surge in his pool, any activity the battlemage partakes in grants him a surge in half the time it normally would. Exhausted surges are replenished before new surges are added. Likewise, when losing surges through a boring activity, exhausted surges are always lost first. An exhausted surge still counts toward the battlemage's total number of surges, but cannot be spent again until it is replenished. Any surges which are not exhausted are "readied."Vivi the battlemage has been guarding a caravan all day, and this boring activity has drained him of any surges. He has zero.
Then, a pack of thieves (a worthy set of foes for Vivi's level) attack the caravan.
Vivi's heart races as his player rolls initiative. Vivi gains 2 readied surges.
On his turn, Vivi spends one surge to augment a spell. He still has 2 surges: 1 exhausted and 1 readied.
Combat drags on for several rounds, and Vivi spends no more surges, expecting enemy reinforcements.
After 5 rounds (half of 1 minute) in combat with the worthy foes, Vivi gains 1 surge. He still has 2 surges, and both are readied.
Vivi still expects a boss to emerge soon, so he does not spend any surges.
After 10 more rounds (15 total, or 1 and half minutes), Vivi gains a third surge. He now has 3 readied surges.
The battle proves to be a long one, and Vivi spends a surge to take out a small group of enemies. He now has 2 readied and 1 exhausted, for a total of 3 surges.
One of the thieves surprises him, and attempts to intimidate Vivi. The enemy succeeds, and Vivi becomes shaken.
However, this new emotion grants him 2 surges. The first readies his exhausted 3rd surge, and the other grants him a 4th readied surge.
Tired of their games, Vivi ends the fight on his next turn by spending all 4 surges on a powerful spell, and the combat is concluded.
Vivi will regain these 4 surges in half the time if performing an interesting activity, though he still loses them at the normal rate of 1/hour if doing something boring. Battlemages can spend their surges for any of the following effects:

By spending 1 surge as a free action as he casts a spell, the battlemage increases his effective caster level for that spell by an amount equal to the total number of surges he possesses. This increases level-dependent effects of that spell (such as duration or damage dealt) and can assist in overcoming spell resistance.
By spending 1 surge as an free action after rolling a natural 20 on a spell's attack roll, the battlemage increases the critical multiplier for that spell by 1 and gains a bonus on the confirmation roll equal to the total number of surges he possesses.
The battlemage may offset the spell level increase from metamagic by spending surges instead of increasing the spell level. This expenditure is on a 1:1 basis, and he need not offset the metamagic cost entirely. For example, he may spend 1 surge when casting a maximized fireball to do so with a 5th level spell slot (spell level 3 (fireball) +3 (maximized) 1 (surge)). He does this as a free action as part of the casting of the spell.

As the battlemage gains levels, he will gain additional options on how to spend or regain his surges.

Battle Flair: At level 2, and again at every even level, the battlemage develops a new ability to make use of his raw, unharnessed power. These abilities are called "flair," and they come in a variety of types and uses. Many flair have a minimum battlemage caster level necessary to select them. Unlike abilities based on class level, these flair may be selected by a multiclass battlemage who has taken levels in a prestige class that advances his arcane caster level. Unless otherwise specified, he may not select the same flair more than once.

Metamagic: The battlemage gains any metamagic feat, for which he meets the prerequisites, as a bonus feat. He may select this flair no more than once, plus one additional time for every 4 caster levels he possesses.
Metamagic Reduction: A number of times per day equal to his charisma modifier, the battlemage may choose to reduce the spell level increase of a metamagic feat by 1, to a minimum of 0. He may apply this benefit more than once to a spell, though not more than once per metamagic. He must have a caster level of at least 10 and the metamagic flair before selecting this one.
Spontaneous Metamagic: The battlemage no longer suffers an increase in casting time when casting a spell modified by metamagic. He must have a caster level of at least 16 and the metamagic flair before selecting this one.
Arcane Insight: The battlemage gains a portion of his power from his cunning and intellect, rather than raw emotion. He uses his intelligence, rather than his charisma, to determine not only his spells known, but also his spells per day and the minimum ability score needed to cast a spell. He still uses his charisma to determine spell save DC's and other class features.
Battlemage's Power: As a swift action, the battlemage increases the DC for his next spell in that turn by an amount equal to 1 + 1/4 his caster level. Additionally, while he has at least one surge readied, he increases the damage dealt by his spells by an amount equal to his charisma bonus, if any. This damage is added once, either to the total damage of an area spell, or to a single target if the spell attacks creatures individually, and is never applied again in spells with a duration other than instantaneous.
Battlemage's Edge: The battlemage gains arcane strike as a bonus feat. Additionally, while he has at least one surge readied, he increases the damage dealt by his arcane strike (and its derived abilities) by an amount equal to his charisma bonus, if any. This damage is added to each successful attack made under the effects of arcane strike.
Armored Mage: The battlemage gains arcane armor training as a bonus feat, and is proficient with medium armor.
Minimalist: When applying one or more metamagic feats to a cantrip, the battlemage reduces the total spell level increase by 1, to a minimum of 0th level. A 0th level spell consumes no spell slot.
Minimalist Expertise: When applying one or more metamagic feats to a cantrip or 1st level spell, the battlemage reduces the total spell level increase by 1, to a minimum of the spell's original level. This effect stacks with the effects of the minimalist flair, if applicable, reducing the total level of a metamagic cantrip by up to 2. He must have a caster level of at least 8 and the minimalist flair before selecting this one.
Minimalist Mastery: When applying one or more metamagic feats to a cantrip, 1st, or 2nd level spell, the battlemage reduces the total spell level increase by 1, to a minimum of the spell's original level. This effect stacks with the effects of the minimalist leser flair and the minimalist expertise flair, if applicable, reducing the total level of a metamagic cantrip by up to 3, or a 1st level spell by up to 2. He must have a caster level of at least 14 and the minimalist expertise flair before selecting this one.
Meditation: The battlemage has begun to control and harness his emotions, and may attempt to grant himself an additional surge through meditation. He does so as a full-round action that provokes attacks of opportunity, and must succeed a DC 20 will save to grant himself a single surge. He may attempt this action any number of times per day, but cannot gain more than 1 surge per hour in this way.
Meditation Expertise: The battlemage gains improved control over his emotions, and he can conjure up an additional surge with less effort. The action required by the meditation flair is reduced to a standard action that still provokes attacks of opportunity, and the will save DC is reduced to 18. He must have a minimum caster level of at least 8, and he must have the meditation flair before selecting this one.
Meditation Mastery: The battlemage's emotional control and resolve reaches new levels, further reducing the effort needed to conjure additional surges. The action required by the meditation flair is reduced to a move action that provokes attacks of opportunity, and the will save DC is reduced to 15. He must have a minimum caster level of at least 16, and he must have the meditation expertise flair before selecting this one.
Morning Glory: The excitement of a new day fills the battlemage with hope, and a corresponding surge. After a full-night's rest, the battlemage awakens with 1 surge in his pool. This flair may be taken multiple times, granting an additional surge each time. These surges still expire at the normal rate.
Conqueror's Assurance: The excitement of victory floods the battlemage with pride, and a corresponding surge. When a battlemage's spell or attack reduces an opponent to less than 1 health, the battlemage gains 1 surge. The foe must be worthy, with a CR greater than 2/3 the battlemage's hit dice. This effect can occur only once per round, but may be multiplied if the battlemage defeats multiple worthy foes simultaneously.
Victim's Retaliation: Vengeful wrath washes over the battlemage when he is struck with a powerful attack, granting him a surge and a short boost in spellpower. When the battlemage takes damage from a critical hit, sneak attack, or from another attack dealing more damage than 2 per battlemage's hit dice, he gains 1 surge and a +1 increase to his caster level for 1 round. If he takes damage from multiple suitable attacks, the caster level bonus stacks with itself, to a maximum of +3.
Desperate Will: The threat of defeat fills the battlemage with fear and desperation, granting him a surge when he or a worthy ally (HD ≥ 2/3 his own) is reduced to 0 or fewer health. He also gains this surge when such an ally falls subject to a death, paralysis, or petrification effect. This effect can occur only once per round, but may be multiplied if multiple allies are defeated simultaneously.
Liquid Courage: The effects of alcohol loosen the battlemage's emotions, causing his surges to spawn more quickly. He als refreshes one exhausted surge whenever he takes a dose of alcohol. Additionally, while sickened by alcohol, the battlemage gains surges at twice the normal rate and loses none through boring activities. This has no effect on events which grant the battlemage surges, but only on activities he carries out continually.
Explosive Surge: The battlemage can unleash his potential power in a wave, harming all who are near him. Using this ability is a standard action that provokes attacks of opportunity, though it can be used as a free action as part of the casting of a spell. When he uses this ability, he deals 1d6 damage per surge he possesses to all creatures within a circular area centered on himself. The radius of this area is 5 feet, plus 5 feet per surge he spent for this attack. Creatures caught in the blast may attempt a reflex save (DC 10 + 1/2 battlemage level + Charisma modifier) for half damage and are pushed back 5 feet if they fail. This movement does not provoke an attack of opportunity.
Volatile Surge: The battlemage's surges constantly interfere with his spells, though dealing with such distractions makes other irritations seem minor. The battlemage gains a competence bonus on all concentration checks equal to 1 + 1/4 his caster level, though he suffers a 2 penalty to his caster level while he has at least 1 readied surge. He may attempt a concentration check as he casts a spell (DC 15 + total surges + spell level) to negate this penalty until the end of his turn.
Spell Duelist: The battlemage's rampant power can overwhelm his foes' magic as effectively as any spell. He gains improved counterspell as a bonus feat, and he may use surges instead of spell slots to counter enemy spells. When countering an opponent's spell, the battlemage can spend a number of surges equal to 1 + the spell's level, rather than spend a spell slot of higher level. He may only counter spells which appear on his class spell list in this way.



Arcane Trance (Su): The battlemage can assume a powerful state of mind, in which his emotions surge freely with new power, and which imbues his spells with untapped power. Entering an arcane trance is a full-round action that provokes attacks of opportunity, and maintaining the trance in subsequent rounds is a move action which also provokes. If he wishes to maintain the trance, he must make a concentration check (DC 30 + total surges) at the start of his turn or he is staggered for 1 round. While in the trance, he gains 1 surge at the end of each of his turns, and gains twice as many surges from any other source or event. If he is slain while in a battlemage trance, then his raw power leaps free of his corpse, dealing 1d6 damage per surge he possessed to all creatures within 15 feet of his corpse. If he is paralyzed, knocked unconcious, or otherwise incapacitated to end his trance, then this event does not occur. When his trance ends, the battlemage is staggered and exhausted for a number of rounds equal to twice the duration of the trance. He cannot begin an arcane trance while exhausted.

gr8artist
2014-05-21, 05:52 PM
Reserved for spell list, archetypes, favored class bonuses, etc.

I'd love to know what people thought of this. 10th level slots (possibly even 13th), a division between spells known and spells per day, and a complicated energy mechanic all kinda' worry me a little, but I don't think it's too overpowered.
Spell list will be mostly evocation, with some transmutation and abjuration. I'm aiming for a tier 3 caster, DPS blaster type.

spikeof2010
2014-06-25, 12:10 AM
Wow, well done, I like it a lot, especially with the unique surge mechanics. Much better than the warmage in 3.5

gr8artist
2014-06-27, 02:04 PM
Thank you.
Do the surge mechanics seem too complicated?
I'm also debating taking away the option to get class features with the Arcane Knack ability, restricting him to combat feats and new spells.

gr8artist
2014-08-24, 11:14 AM
I updated this class, taking out the ability to gain class features, and giving him the ability to temporarily memorize spells from a tome to add to his spells known for that day. I also rounded out his spell progressions a little.