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    Default [3.5 Tweak) The Warmage

    I'll admit straight up: I'm doing this because I want to play a Warmage, and just a couple of things bug me. The damage cap idea on Warmage Edge comes from another fix I read, kudos to the person who came up with it.

    Warmage
    Abilities: A Warmage relies on either Charisma or Intelligence for their spells. Dexterity is important to allow them to strike their opponents with ranged attacks, while Strength aids them in physical combat. Wisdom is least important to them, as they already have good will Saves, and the casting stat they are not using is also relatively unimportant.

    Hit Die: d8
    Skill Points: 4+(int modifier)
    Class Skills: The Warmage's class skills (And the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis) and Tumble (Dex).

    The Warmage
    Level
    Base Attack Bonus
    Fort Save
    Ref Save
    Will Save
    Special
    0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st
    +0
    +2
    +0
    +2
    Armoured mage (Light), Warmage Edge 5 3
    2nd
    +1
    +3
    +0
    +3
    Mage Warrior 6 4
    3rd
    +2
    +3
    +1
    +3
    Personal Learning 6 5
    4th
    +3
    +4
    +1
    +4
    Sudden Metamagic (+1) 6 6 3
    5th
    +3
    +4
    +1
    +4
    Warrior Somatics 6 6 4
    6th
    +4
    +5
    +2
    +5
    Personal Learning 6 6 5 3
    7th
    +5
    +5
    +2
    +5
    Energy Control 6 6 6 4
    8th
    +6/+1
    +6
    +2
    +6
    Sudden Metamagic (+2) 6 6 6 5 3
    9th
    +6/+1
    +6
    +3
    +6
    Personal Learning 6 6 6 6 4
    10th
    +7/+2
    +7
    +3
    +7
    Armoured Mage (Medium) 6 6 6 6 5 3
    11th
    +8/+3
    +7
    +3
    +7
    Discharge 6 6 6 6 6 4
    12th
    +9/+4
    +8
    +4
    +8
    Personal Learning, Sudden Metamagic (+3) 6 6 6 6 6 5 3
    13th
    +9/+4
    +8
    +4
    +8
    Improved Energy Control 6 6 6 6 6 6 4
    14th
    +10/+5
    +9
    +4
    +9
    - 6 6 6 6 6 6 5 3
    15th
    +11/+6/+1
    +9
    +5
    +9
    Personal Learning 6 6 6 6 6 6 6 4
    16th
    +12/+7/+2
    +10
    +5
    +10
    Sudden Metamagic (+4) 6 6 6 6 6 6 6 5 3
    17th
    +12/+7/+2
    +10
    +5
    +10
    - 6 6 6 6 6 6 6 6 4
    18th
    +13/+8/+3
    +11
    +6
    +11
    Personal Learning 6 6 6 6 6 6 6 6 5 3
    19th
    +14/+9/+4
    +11
    +6
    +11
    - 6 6 6 6 6 6 6 6 6 4
    20th
    +15/+10/+5
    +12
    +6
    +12
    Sudden Metamagic (+5) 6 6 6 6 6 6 6 6 6 5

    Armour and Weapon Proficiencies: A Warmage is proficient with light and medium armour, all shields (Except tower shields), all simple and martial weapons, and one exotic weapon of her choice.

    Spellcasting: Warmages vary in the routes and methods they use. The majority are trained in specialised academy, tending towards a lawful alignment. Some are simply those who learn to use magic in a more martial way-scholars claiming them simply Sorcerers with a different style.

    A Warmage casts spontaneous Arcane spells which are drawn from the Warmage spell list. He may cast any spell he knows without preparing it ahead of time, like a wizard or cleric must. When a Warmage gains access to a new level of spells, he automatically knows all Warmage spells of that level. Essentially, his spells list is the same as his spells known list. The Warmage can also add spells to his list via the Personal Learning class feature.

    A 1st level Warmage chooses either Intelligence or Charisma as their Casting stat. To cast a spell, they must have a Casting Ability score of 10+the spells level.
    Any DC for a spell they cast is equal to 10+the spells level+their Casting modifier.
    The Warmage can recieve bonus spells per day for a high Casting score.

    Armoured Mage: A Warmage is a practicioner of battlefield magic, blending sword and sorcery like no-one else can. To do this, they need armour-and either practice or training has taught them how to use it.
    A Warmage can ignore the Arcane Spell Failure chance of Light Armour.

    A Warmage of 10th level can ignore the Arcane Spell Failure of Medium armour.

    Warmage Edge: A Warmage is a master of one type of magic, with all others all but spurned: And that art is destruction.
    A Warmage may add their class level, and their Casting Modifier to the damage dealt by any damage dealing spell they cast.
    Spells that do damage to all creatures caught deal this damage each time, but spells like Magic Missile that strike multiple enemies separately only deal the bonus damage once, spread as they like amongst the missiles.

    In addition, even the low level spells cast by a Warmage can cause terrible damage. Spells with a maximum damage-such as Fireball, which has a Damage Cap of 10d6-have their damage caps increased by a number of dice equal to your Casting Mod. This does not actually increase the damage you do, but does mean that your damage potential keeps increasing for longer.

    For example. A 12th level Warmage with Charisma 20 casts Fireball. Normally, the spell would deal 10d6 damage. Due to the Warmage edge ability, it deals an additional 2d6+17 damage.
    This spell would deal 12d6+17 damage to each being caught in it.

    A 20th level Warmage with Intelligence 20 would deal 10d6, +25 for their class level of 20 and Intelligence modifier of 5, and +5d6 as they add 5d6 to the damage cap.

    Warrior Mage: A Warmage of 2nd level gains Combat Casting as a bonus feat, even if they do not meet the prerequisites.

    Personal Learning: At 3rd level, and each third level after it, a Warmage researches, creates, or simply casts without thinking a new spell. This spell can be any Arcane spell of the Abjuration, Conjuration, Evocation, Necromancy or Transmutation schools, as long as the highest level version of the spell is a level that the Warmage can cast. The Warmage always gains the chosen spell at the highest listed level for any class.

    In often falls to Warmage's to serve as healers. Because of this, they may treat any Restoration spell, or Raise Dead, as Arcane for the purposes of Personal Learning.

    Sudden Metamagic: A 4th level Warmage gains several benefits when using metamagic. First, they can apply metamagic to their spells without increasing the casting time: A battlefield enviroment requires speed.
    Second, at 4th level, a Warmage gains a bonus metamagic feat. This metamagic feat cannot increase a spell's level by more than 1.
    At each fourth level after that, a Warmage gains another bonus metamagic feat. Each time a Warmage gains a metamagic feat with this class feature, the maximum level adjustment is one higher. They do need to meet any prerequisites based on caster level, but otherwise do not need to meet the prerequisites for these feats.

    Finally, a Warmage is skilled at producing spectacular results at a moment's notice. A number of times per day equal to their Casting Modifier, a Warmage may apply metamagic feats with a total spell level adjustment equal to their class level divided by four.

    Warrior Somatics: A Warmage of 5th level is skilled at using magic while fighting. They can perform somatic components for their spells with one hand, and may even do so while holding a weapon.

    This also means that they ignore the Arcane Spell Failure for shields, as long as one hand is capable of performing components.
    Tower Shields are an exception to this rule, as they are incredibly bulky. However, the Arcane Spell Failure of a Tower Shield is reduced to 20%, before any other adjustments.

    Energy Control: A Warmage often favours a specific element over others. It may be an element depending on race, such as the heritage of dragons, or simply one that they prefer. In their initial careers, this energy type will prove their most skillful, but later their expertise expands.
    At 7th level, a Warmage gains the Energy Substitution feat for any one energy type, even if they don't meet the prerequisites.
    At 13th level, a Warmage gains the Energy Substitution feat for all four remaining types of energy.

    Discharge: A Warmage of 11th level can hold a spell within their weapon.
    Upon successfully casting a spell, a Warmage may choose to hold it within their weapon. The next time the weapon strikes an opponent, the spell discharges, striking the opponent automatically, although they are still entitled to a saving throw.

    A Warmage may only hold one spell within any given weapon, but they may cast spells normally while holding a 'charged' weapon.

    Spell List:
    As Complete Arcane, with the addition of: Magic Weapon, Greater Magic Weapon, Bulls Strength, Cat's Grace, Bear's Endurance, Mighty Wallop and Greater Mighty Wallop, at the same levels they are available to Sorcerers.

    Most Evocation spells are perfect for Warmages. If there is one you feel should be on the spell list, it is recommended that the DM allow it, as long as it revolves around destruction or damage.

    ---

    I'm not sure how much of a boost this gives the Warmage, but the reduction of MAD, and a significant boost to fighting ability, should help.
    Last edited by Lix Lorn; 2014-04-04 at 11:19 AM.
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    Default Re: [3.5 Tweak) The Warmage

    -I don't like the free exotic weapon proficiency. I'm not saying it's overpowered or any of that. It just isn't very fitting and is rather out of step with convention. If Fighters don't get it with their dedicated training, I don't see why a Warmage should.

    -Semantic should be "Somatic". Somatic components.

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    Default Re: [3.5 Tweak) The Warmage

    -Totally understand, but my fighter classes DO get an exotic weapon proficiency.

    -Aaah. Gotcha. (Lixfail)
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    Default Re: [3.5 Tweak) The Warmage

    It's still a weaker blaster than a sorcerer. Arcane thesis, plus arcane spellsurge/invisible spell. And then just more options for blasting than the warmage.
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    Default Re: [3.5 Tweak) The Warmage

    I... have no clue what they are.

    I wasn't so much trying to fix it as streamline it a little. But hey, if you have the ideas, I'll use em. I just... don't.
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    Default Re: [3.5 Tweak) The Warmage

    Quote Originally Posted by Lix Lorn View Post

    Discharge: A Warmage of 11th level can hold a spell within their weapon.
    Upon successfully casting a spell, a Warmage may choose to hold it within their weapon. The next time the weapon strikes an opponent, the spell discharges, striking the opponent automatically, although they are still entitled to a saving throw.

    A Warmage may only hold one spell within any given weapon, but they may cast spells normally while holding a 'charged' weapon.
    How long does the weapon hold the spell? 1 hour? 1 day? 1 day per caster level?

    How about something like this instead?
    Discharge: A warmage of 11th level can have any weapon he wields function as a Spell Storing weapon, except that he may place a single targeted spell of up to 6th level in the weapon.

    Another character may not release the spell stored in the weapon, even another warmage. The weapon only accepts spells on the warmage class list of spells, including spells known from his personal learning ability. Furthermore the warmage is the only one who may cast a spell into the weapon.
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    Default Re: [3.5 Tweak) The Warmage

    I'd add that warmage edge only works for spells cast as a warmage.

    Also
    Quote Originally Posted by Lix Lorn
    Finally, a Warmage is skilled at producing spectacular results at a moment's notice. A number of times per day equal to their Casting Modifier, a Warmage may apply metamagic feats with a total spell level adjustment equal to their class level divided by four.
    Could use a little rewording, I assume you mean:

    A number of times per day equal to their Casting Modifier, a Warmage may apply metamagic feats with a total spell level adjustment equal to their class level divided by four without increasing the level of the spell cast.
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    Default Re: [3.5 Tweak) The Warmage

    that's a terribly messy version of warmage edge

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    Default Re: [3.5 Tweak) The Warmage

    Quote Originally Posted by Latronis View Post
    that's a terribly messy version of warmage edge
    Shouldn't be, since it's mostly the common fix trend towards Warmage Edge: increase your static damage by a steady amount (and the trend, much to my dismay, is CL + casting stat), and increase the dynamic damage dice cap. Fixed damage dice spells such as magic missile and scorching ray only gain the bonus damage once.

    Thus, as proposed by Lix (assume 18 Cha and increase every level):
    Magic Missile deals at 1st level 1d4+6 (1d4+1, plus 4 for casting stat and 1 per class level) at 1st level to a single character. At 4th level, it deals 1d4+9 with one missile and 1d4+1 with the other. At 10th level (when Magic Missile gets its cap), one missile deals 1d4+15 (base 1d4+1, plus 5 for casting stat, plus 10 from the levels of Warmage), and 1d4+1 with the other missiles. At level 20th, one missile deals 1d4+27 (base 1d4+1, plus 6 for casting stat, plus 20 for class level) and the others still deal 1d4+1. Obviously, you won't be using Magic Missile for much longer.

    Scorching Ray deals at 4th level 4d6+8 (4d6, plus 4 for casting stat and 4 per class level) fire damage. At 8th level, one ray deals 4d6+13 (5 from casting stat, 8 from class level) and the other deals 4d6. At 12th level, one ray deals 4d6+17 (5 from casting stat, 12 from class level) and the other two deal 4d6 damage. And at level 20th, one ray would deal 4d6+26 (6 from casting stat, 20 from class level) and two other rays at 4d6. It's mostly a moderate damage increase given the static damage, but in the end, you won't use it that much unless you focus all three rays into the same enemy and the enemy is vulnerable to fire (and even then, you'll find something else to deal damage with).

    Shocking Grasp deals at 1st level 1d6+8 electricity damage (1d6, plus 4 from casting stat and 4 from class level) as a touch attack. At 6th level, it deals 6d6+10 damage (5d6, plus an extra 1d6 based on caster level and increased damage dice cap, plus 4 from casting stat, plus 6 from class level). At 8th level, it deals 8d6+13 damage (5d6, plus an extra 3d6 based on caster level and increased damage dice cap, plus 5 from casting stat, plus 8 from class level). At 20th level, it deals 11d6+26 (5d6, plus an extra 6d6 based on caster level and increased damage dice cap, plus 6 from casting stat, plus 20 from class level). Shocking Grasp now deals much higher damage than before, but loses part of its power roughly at 10th level, since later on spells become more powerful. However, it still serves as fodder for the Discharge class feature, dealing damage + Shocking Grasp damage which is improved.

    Orb of Force deals at 10th level 10d6+15 force damage (10d6, plus 5 from casting stat and 10 from class level). At 16th level, it deals 16d6+22 (10d6, plus an extra 6d6 based on caster level and increased damage dice cap, plus 6 from casting stat, plus 16 from class level). At 20th level, it deals 16d6 plus 26 (10d6, plus an extra 6d6 based on caster level and increased damage dice cap, plus 6 from casting stat, plus 16 from class level). Orb of Force remains relevant at a much higher level, since it's a reliable form of dealing large amounts of irresistible force damage.

    Fireball deals at 6th level 6d6+10 fire damage (6d6, plus 4 from casting stat, plus 6 from class level) to all creatures within its radius. At 11th level, it deals 11d6+16 fire damage (6d6, plus an extra 1d6 based on caster level and increased damage dice cap, plus 5 from casting stat, plus 11 from class level) to all creatures within its radius. At 16th level, it deals 16d6+22 fire damage (10d6, plus an extra 6d6 based on caster level and increased damage dice cap, plus 6 from casting stat, plus 16 from class level) to all creatures within its radius. At 20th level, it deals 16d6+26 fire damage (10d6, plus an extra 6d6 based on caster level and increased damage dice cap, plus 6 from casting stat, plus 20 from class level) to all creatures within its radius. The potential of Fireball has increased somewhat, since now you can deal some reasonable area damage for longer, given that the damage cap increases and the edge applies to all classes.

    Incendiary Cloud deals at 16th level 4d6+22 (4d6, plus 6 from casting stat, plus 16 from class level) to all creatures each round the cloud lasts, as well as obscuring sight like Fog Cloud. I only make mention of this once, since that means that from an average of 18 points of damage per round to people on the fog, the damage has almost duplicated to 40. It's a spell that takes only mild benefit from other metamagic, and one of the few worthwhile Warmage spells eventually.

    Finally, let's say Disintegrate, one of the widely used spells. I'll have to go Epic on this one to see the changes. At 6th level, it deals 24d6+17 (24d6 given the spell deals 2d6 damage per CL, plus 5 from casting stat, plus 12 from class level), or 5d6+17 on a successful Fort save. At level 21st, it deals 42d6+27 (40d6, plus an extra 2d6 based on caster level and increased damage dice cap, plus 6 from casting stat, plus 21 from class level), or 5d6+27 on a successful Fort save. At level 24th, it deals an extra 47d6+31 points of damage (40d6, plus an extra 7d6 based on caster level and increased damage dice cap, plus 7 from casting stat, plus 24 from class level), or 5d6+31 on a successful Fort save. Disintegrate becomes far more useful at later levels, and the hit from succeeding on a save minimizes as you gain a net +1 each time you gain a level or an increase in your casting stat modifier.

    Thus, while it's more book-keeping, it can be easily understood: based on your level, you determine your damage dice, then add your casting stat, then add your class level (or your caster level, if it's higher). If you reached your damage dice cap, you add an extra dice per caster level (on the majority of the cases) until you add your casting stat modifier as extra damage dice. Items such as headbands of intellect or cloaks of Charisma will be far more effective since they increase your damage by 1dX+1, X being the size of the damage die.

    Now, on to the focus. I must agree with Gorgondantess in that it's a weak blaster, since the damage dice cap and static damage don't scale properly. Usually, you'll want static damage to increase more than dynamic damage, since basically you gain 5 damage for every 2d4, 7 damage from every 2d6, and as a general rule of thumb, X+1 for every 2dX of damage dice. The range may vary wildly (especially if you use Maximize), but generally you won't be able to compare to the action economy of the Sorcerer, or the spells of the sorcerer. The Sorcerer won't be able to deal the extra damage you do, unless for some reason they get Reserves of Strength, but they can deliver their damage much faster by consuming their spells quicker. Your added damage (usually Xd6+X plus class level, with X being your casting stat) can be offset pretty quickly by a simple combination of spell and orb, given that the orb damage usually scales pretty swiftly and deals great amounts of damage. While the damage is raised eventually, it doesn't raise to become significant, and worse, it forces you to focus on spells which could do well split (Magic Missile, for example, would have done well if each missile had the extra damage, but the damage applied only once per character; that way, you could do either 2d4+9 points of damage to a single character or 1d4+9 points of damage to two characters with a Magic Missile cast at 4th level. That would be quite cost-effective, since it's basically 14 points of damage to a single opponent of CR between 3-5, or around 11-12 points of damage to two opponents of the same CR range, all with a single 1st level spell (of which you'll have a lot), saving your 2nd level spells recently gained for tougher creatures.

    Another is that you still have to be careful with your allies. You'll be playing on a team, and the increased damage means you'll be doing more damage to your allies than your enemies with spells such as Incendiary Cloud and Fireball, or even to yourself. You'll be forced to play carefully with your spells, and most of the time you won't redeem Fireball or Incendiary Cloud enough so as to use it constantly.

    Finally, you don't add much to the spell list. The spell list still remains short, still focused on blasting, and what's bad, devoid of real battlefield control spells. Heck, even Web would have been a welcome addition, given that you could hold the enemy long enough to follow up with an extra 2d4 points of damage (basically 9 free points of fire damage) by burning the flames, when your allies basically beat up the enemies. Finally, while it can be hard to fill those up (I can tell you that), dead levels at higher levels isn't a very good thing.

    The boost to Warmage doesn't do anything other than provide bigger fodder to Rainbow Warmages, or Sandshaping Warmages, or a PrC-ed Warmage. There's no particular reason to remain within Warmage after 11th level, and that's a reasonable estimate since you wouldn't lose THAT much by going before.
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    Default Re: [3.5 Tweak) The Warmage

    but something like 1\2(Caster Level x Mod) scales much nicer and it's a simple formula from always used variables anyway without any messing around with die caps.

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    Default Re: [3.5 Tweak) The Warmage

    Quote Originally Posted by Latronis View Post
    but something like 1\2(Caster Level x Mod) scales much nicer and it's a simple formula from always used variables anyway without any messing around with die caps.
    Except a mod of +9 isn't that hard to get (+6 Item, 18 at first level; no inherent bonuses, no racial bonuses, no age bonuses). So you end up with +90 damage on every spell, and then you can Empower it. With almost no optimization you're dealing 240 damage on average with a 6th level spell compared to 71.25 with the same spell. Action economy might help, but if the sorcerer has to spend 2 slots to do what you do with one it's not enough. Also you can still take Rapid Metamagic and Quicken Spell (actually you can get the later as a bonus feat). Also you'd need to make it class level or they'd just PrC straight out anyway. So you have an Incanatrix specialized in Orb of Fire with +90 damage per hit before all the multipliers are applied.
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    Default Re: [3.5 Tweak) The Warmage

    Warmages want moar DC's.

    Give untyped DC bonuses to counter those people with Evasion / Improved Evasion.

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    Default Re: [3.5 Tweak) The Warmage

    Quote Originally Posted by Latronis View Post
    but something like 1\2(Caster Level x Mod) scales much nicer and it's a simple formula from always used variables anyway without any messing around with die caps.
    Damage dice caps are just as useful to raise as static damage. I do agree, static damage > dynamic damage, but that makes all spells much more dangerous than with a simple raise of 1/2 (CL x mod).

    Also...gee, where did you got that idea...? ;)

    Quote Originally Posted by Zaydos View Post
    Except a mod of +9 isn't that hard to get (+6 Item, 18 at first level; no inherent bonuses, no racial bonuses, no age bonuses). So you end up with +90 damage on every spell, and then you can Empower it. With almost no optimization you're dealing 240 damage on average with a 6th level spell compared to 71.25 with the same spell. Action economy might help, but if the sorcerer has to spend 2 slots to do what you do with one it's not enough. Also you can still take Rapid Metamagic and Quicken Spell (actually you can get the later as a bonus feat). Also you'd need to make it class level or they'd just PrC straight out anyway. So you have an Incanatrix specialized in Orb of Fire with +90 damage per hit before all the multipliers are applied.
    Actually, that implies you're optimizing the heck out of it. And that also implies that you're using the same casting and Edge ability scores. Notice that you said that you could end up with 90 damage on every spell without much hassle: great, since in case you haven't noticed by the time you get a +6 item and an Int score of 30 (which gives a +10 bonus to Int, meaning you also raised the casting score with ability score modifiers without much trouble and perhaps got an extra boost) your enemies will have an average amount of HP enough so as to cause your average damage to deal about 1/2 their HP damage, which means you'll still take 2 spells to take them off. And you're still using the highest spell level you have and the same damage dice cap.

    However, you're going with Rapid Metamagic, Quicken Spell, Empower Spell, Maximize Spell...that may not seem like deep optimization, but it *is* optimization nonetheless (you're seeking to deal greater damage and use more spells within the same action to deal more damage; hence, optimization). That means you're focusing your resources on dealing great quantities of damage, even if at first it won't seem like much. With most spells, you're still dealing with close to 1 spell to end a single battle, but it still means you might not be capable of killing the enemy in one blow, which means you have to expend more of your efforts.

    Finally...Incantatrix? So you assume everyone will go Incantatrix, Arcane Thesis, and so forth because they are available at the PHB (or at Complete Arcane)? Prize the optimizers for doing their work, but don't penalize people that don't with only a piddling increase in power. With the same linear increase, a 20th level character with a +9 modifier to either Int or Cha adds roughly 29 points of damage, which can be easily resisted or outright eaten depending on whether you agree to use Energy Substitution or not (Resist Energy at that level means -30 to your damage, so your extra damage would be theoretically negated and part of your damage would still be negated at the end of your day), and you'll still require several uses of metamagic to keep up with other spellcasters. Again, as Gorgon says, it'd be still a weaker blaster than a Sorcerer, which can get a single spell that roughly multiplies their damage by 1.5x, and that's comparing spells without metamagics. Granted, much like Incantatrix and Arcane Thesis, Arcane Spellsurge isn't on the PHB, but the Sorcerer can at least get that PLUS the feat or PrC and deal far much more damage than the Warmage. All I say is that the damage and the damage dice cap should scale properly: don't think of just few amounts of damage, think of Rogue constantly dealing sneak attack damage levels.

    However, I do agree that there should be something that keeps you hooked on the Warmage instead of simply PrCing out. Caster level is the easiest way to see things, class level is the most effective, and usually (and I do mean "usually") caster level = class level although with the plethora of items that grant at least a +1 increase in caster level that may not be the case.
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    Default Re: [3.5 Tweak) The Warmage

    Quote Originally Posted by T.G. Oskar View Post
    Damage dice caps are just as useful to raise as static damage. I do agree, static damage > dynamic damage, but that makes all spells much more dangerous than with a simple raise of 1/2 (CL x mod).


    The result is just as useful, and yes more beneficial for the lower level spells. But it's still more work than knowing that for eg. as a 20th level warmage with 30 Int (or charisma it seems this one only cares about) you can simply add 100 damage to the results of your damaging spells. That's what i mean i say it's messy, it's extra bookkeeping and far more variance depending on the spell in question.

    And zaydos, it's a static increase, not a random variable source of damage so things like empower still only have the warmage doing +90 with an empowered disintigrate or whatever. If you are that concerned you can always cap the caster level bonus by warmage level

    Also...gee, where did you got that idea...? ;)
    I don't remember, but my destruction domain notes from december have it and after a search it's possible it does come from your warmage though i don't remember seeing it. It's not as nice as your ranger btw but that could just be bias on my part :P

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    Default Some tweaks I made for warmage a while back.

    When a warmage gains access to a new level of spells for his class, he automatically knows all spells for that level listed on the warmage's spell list, as well as one evocation spell chosen from the wizard's spell list of that spell level or lower.

    Doing this under the "Spellcasting" header could replace Advanced Learning (leaving a vaccum for more abilities) and grant the warmage up to 9 evocation spells from the wiz list.... or even more if he gains Improved Spell Capacity feats. Plus... doing it this way also helps if the warmage decides to enter a prestige class. Whatever kind of spells you end up deciding to add to their spell list, this is where I think it should be done.

    Warmage Edge (Ex): A warmage is specialized in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds a bonus to the damage dealt equal to the spell's level plus his Intelligence bonus (if any). For instance, if a 5th-level warmage with 17 intelligence casts fireball (a 3rd level spell), he deals 5d6 points of damage normally, plus an extra 6 points of damage due to his warmage edge. The bonus from the warmage edge special ability applies only to spells he casts as a warmage, not to those he might have by virtue of levels in another class. etc etc etc

    Again, what if the warmage wanted to enter a prestige class? This way the warmage edge feature grows with ther spell progression rather than their class level.... and spells get a boost more proportionate to their spell level.

    To fill the void, you could incorperate ability options chosen from a menu like the rogue.

    Consistent Edge (Ex): Whenever rolling damage for a spell that benefits from your Warmage Edge class feature, you can reroll any natural result of 1 on any number of damage dice. You must keep the result of each reroll, even if it is another 1.

    Resonating Edge (Ex): When casting a spell that benefits from your Warmage Edge class feature, you may reroll any attempt to overcome a creature's spell resistance. You must keep the result of the reroll.

    Warded Edge (Su): When you successfully cast a spell that benefits from your Warmage Edge class feature, you gain temporary hit points equal to that spell's level plus your intelligence bonus (if any) to a maximum equal to your caster level. These hit points last for 1 round. Hit points gained from multiple uses of this ability do not stack.

    ////////////////////////////////////////////////////////

    Warrior Somatics: A Warmage of 5th level is skilled at using magic while fighting. They can perform somatic components for their spells with one hand, and may even do so while holding a weapon.

    This also means that they ignore the Arcane Spell Failure for shields, as long as one hand is capable of performing components.
    Tower Shields are an exception to this rule, as they are incredibly bulky. However, the Arcane Spell Failure of a Tower Shield is reduced to 20%, before any other adjustments.
    I would simply give them Somatic Weaponry (complete mage) as a bonus feat.

    ////////////////////////////////////////////////////////

    Also, I think you should give them the Ride skill, which would allow them to move around battlefields more efficently and let them shoot over the heads of friendly troops in the field.

    Mount (and maybe Phantom Steed) is a must for their spell list in such a case.

    ////////////////////////////////////////////////////////

    Another idea is to gut/mine the Havoc Mage PrC (Miniatures Handbook) for its Skill List and Battlecast ability.
    Last edited by Andion Isurand; 2010-09-10 at 03:49 AM.

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    Default Re: [3.5 Tweak) The Warmage

    Hmmm... I'm not sure that it SHOULD grow with PrCs. It's a class ability.
    If it did, I'd probably boost it with their caster level, instead of spell level.

    I do like the special abilities idea. Any more ideas?
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    Default Re: [3.5 Tweak) The Warmage

    Okay, what if you build a Iajutsu draw-whack-drop Warmage who spent a lot of time before combat dumping spells into weapons?

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    Default Re: [3.5 Tweak) The Warmage

    Quote Originally Posted by Lix Lorn View Post
    Hmmm... I'm not sure that it SHOULD grow with PrCs. It's a class ability.
    If it did, I'd probably boost it with their caster level, instead of spell level.

    I do like the special abilities idea. Any more ideas?
    I noticed a progression that could work pretty fine, and that could inspire some ideas for higher-level abilities. I'll point out the progression:

    At 2nd level, you get Warrior Mage (or Mage Warrior, kinda confusing right there). It's a simple feat (and not one that's really, really wanted by that), but it has the feel of helping a front-line spellcaster.

    5th level gets you Warrior Somatics, which is basically Somatic Weaponry (another feat, but a much more useful one this time). Both are meant to enhance your close-combat fighting experience (little, but still there).

    11th level gets you Discharge, which I still perceive is the definite breaking point in the progression. Basically like Smiting Spell or the Duskblade's Channel Energy, but it's meant to deal with your front-liner skills.

    Thus, since you're following a progression of one warrior-related ability every 3 class levels, starting from the first, levels 14th and 17th should also have an ability that's combat-related. Warded Edge seems like an ability that could work, but I'd make it a bit more complete: maybe making it a sort of Arcane Strike where you expend a spell to gain a bonus to attack, damage, and temporary hit points for a specific number of rounds (that would also imply renaming it). You could decide to spend spell slots to gain warrior-themed abilities such as DR/magic and something else (because by 11th level DR/magic is far too easy to defeat; mixed makes it harder), or bonus to AC, or bonus to saves. That way, you make your lower level spell slots meaningful at higher levels and you get newer abilities that will make someone think twice before PrCing out.

    I'd also agree that you need some more spells added. The Magic Weapon, Mighty Wallop and stat boosters lines are decent, but they won't help your character any more than if the class had, say, Haste (since you can use it on you, help your allies, and then get into the fray with an extra attack). You should think, if not going battlefield control (which I believe is your focus), at least think of some more transmutations that can help your combat capabilities. Look at the Sorcerer/Wizard spells for boosting spells, and if you are curious, look at the Druid spells for buffing spells (really, observe what the Warmage has and you'll see Druid spells there as well). Just adding spells to the Warmage that get the thematic feel of a warrior-mage increase the power of the class, at times even manifold.
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    Default Re: [3.5 Tweak) The Warmage

    Lix,

    I like the general direction you are going with this, though I have to agree with others that your warmage edge requires more bookkeeping. Try to simplify it a bit. Some of the abilities could use a little rewording, but all in all not bad. Definitely should replace Warrior Somatics with Somatic Weaponry feat.

    I don't know if it will help any but, here is my version of a revised warmage. Feel free to take a look and borrow some ideas if you want.

    http://www.giantitp.com/forums/showt...hlight=Warmage
    Last edited by Revan Ordo; 2010-09-10 at 07:30 AM.

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    Default Re: [3.5 Tweak) The Warmage

    What does Warrior Mage do?

    Hmm, makes sense... I could put special abilities there.

    To be completely honest, I didn't want to go trawling through spell lists to build one...

    ...how is Warmage Edge complex? Class level + Casting mod.

    I think I had already seen your class. (Nods) There are bits that I really like.
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