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Thread: [3.5e PrC] Battle Mage (PEACH)

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    Default [3.5e PrC] Battle Mage (PEACH)

    Felt like taking a whack at a decent Wizard/Fighter PrC given that I don't have a fondness for Eldritch Knight, Spell Sword, Duskblade and the other couple that I've seen.

    Battle Mage

    "Spell or sword, I get the job done."
    -Raeth, Battle Mage

    Battle Mages are the odd cross between a martially-minded character and one more inclined towards arcane magic. Then they decided to mix the two. The result is an individual to supreme control over personal-range spells to power themselves up as well as mastery over the technique of holding detrimental spells until the time comes to unleash them upon their foes. Though often ostracized, Battle Mages are a very integral part of many combat forces for the unique role that they play. Warmages have a particularly interesting relationship with Battle Mages because at first glance they seem to have very similar rolls. However, this is not the case. Unlike the Warmage, the Battle Mage focuses primarily in being in the thick of things instead of staying in the back flinging evocation right and left. Battle Mages will buff themselves and then charge into battle like any other Fighter.

    Becoming a Battle Mage

    Battle Mages usually begin their careers as Fighters or Wizards before finding that this role alone was insufficient to fill the needs that they encountered. By walking this dual path of spell and sword they have learned how to face most any opponent. Battle Mages often find a like-minded mentor to teach them the basics of how to blend their arts and occasionally there are War Colleges set up similar to those for Warmages.

    Entry Requirements:
    Feats: Arcane Strike
    Skills: Concentration 4, Spellcraft 4
    Spells: Able to cast 2nd level Arcane Spells
    BAB: +4

    Class Skills: Climb, Concentration, Craft, Decipher Script, Intimidate, Jump, Knowledge (all skills, taken individually), Profession, Ride, and Spellcraft.
    Skill Points each level: 2 + Intelligence Modifier

    Hit Dice: d8

    Weapon and Armor Proficiency: Battle Mages are proficient with all Simple and Martial Weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

    Hold Spell: One of the key abilities of the Battle Mage is that of Holding a spell to be unleashed upon their foes. As a move action the Battle Mage may cast a first level targeted spell and Hold it. Any time the Battle Mage strikes a creature and the creature takes damage from it, the Battle mage can immediately cast the spell on that creature as a free action if they desire. This expends the spell. At third level a second level spell may be held, at fifth a third level spell, at seventh a fourth level spell, and at ninth a fifth level spell. More than one spell may be Held at a time, though their total levels may not exceed the limit and only one may be released at a time. If taking a Full Attack action, one may be released on each attack.

    Battle Hymn: The second talent of the Battle Mage is that of preparing sets of Buff spells together for simultaneous use. One never knows when combat will erupt and it's best not to have to spend two minutes casting spells while your friends are getting slaughtered. Beginning at Second Level the Battle Mage may prepare or cast a Battle Hymn which is a group of Personal-Range spells that are prepared or cast in a single spell slot of a level equal to the total levels of the involved spells. All involved spells must have casting time of a standard action and there may not be more than the listed number of spells involved in a single Battle Hymn. Casting a Battle Hymn takes a single Full-Round action. This ability additionally awards the Battle Mage a single extra spell slot of the highest level that they can cast which may only be filled with a Battle Hymn. Spontaneous casters still must prepare these Hymns ahead of time, taking an hour to do so.

    Spellblade Dance: At 5th level the Battle Mage has learned how to seamlessly blend their melee skill with their ability to cast arcane spells. They can work their casting into the dance of blades so fluidly that their opponent gets no opening to attack. Casting spells no longer provokes Attacks of Opportunity. In addition they now have the Arcane Channeling ability, as the Duskblade ability of the same name. As a standard action they may both make a single melee attack and cast a Touch spell, both of which have full effect on a successful hit.

    Supreme Spellblade Dance: The Battle Mage has learned how to perflectly integrate casting with melee fighting. He may now Hold a spell as a Swift action, spend a Full-Round action Holding as many spells that fit inside his Hold limit, and may sacrifice the first attack in a Full-Attack action to instead cast a Standard-Action spell.

    And there it is. I know that it doesn't have a ton of abilities, but I can actually imagine playing a character that was one of these. And yes, you can Extend a Battle Hymn. Or even Persist it. And yes, Hold Spell works just like a slightly modified Spell Storing weapon.

    PEACHing welcome.
    Last edited by Welknair; 2012-03-26 at 01:10 AM.
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