Faleldir
2010-01-14, 08:16 PM
Everyone hates the Warmage base class because it's good for blasting and nothing else. If you want to give it more diverse abilities, that's fine, but I don't. I want to make it better at blasting than any other class.
WARNING: THIS POST HAS BEEN EDITED.
[spoiler]
WARMAGE
Abilities: Charisma, Intelligence, Constitution, Dexterity
Alignment: Any
Hit Die: 1d6 + CON
Class Skills: Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (history), Profession, Spellcraft, Use Magic Device
Skill Points: 2 + INT
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Armored Mage (light), Warmage Edge (damage), Quick Cast 1/day, Energy Substitution 1/encounter|5|3
2nd|
+1|
+0|
+0|
+3|Arcane Warding, Quick Cast 2/day|6|4
3rd|
+1|
+1|
+1|
+3|Advanced Learning|6|5
4th|
+2|
+1|
+1|
+4|Warmage Feat|6|6|3
5th|
+2|
+1|
+1|
+4|Advanced Learning, Quick Cast 3/day, Energy Substitution 2/encounter|6|6|4
6th|
+3|
+2|
+2|
+5|Warmage Edge (caster level checks)|6|6|5|3
7th|
+3|
+2|
+2|
+5|Advanced Learning|6|6|6|4
8th|
+4|
+2|
+2|
+6|Warmage Feat, Quick Cast 4/day|6|6|6|5|3
9th|
+4|
+3|
+3|
+6|Advanced Learning|6|6|6|6|4
10th|
+5|
+3|
+3|
+7|Armored Mage (medium), Energy Substitution 3/encounter|6|6|6|6|5|3
11th|
+5|
+3|
+3|
+7|Advanced Learning, Quick Cast 5/day|6|6|6|6|6|4
12th|
+6/+1|
+4|
+4|
+8|Warmage Feat, Warmage Edge (Reflex save DCs)|6|6|6|6|6|5|3
13th|
+6/+1|
+4|
+4|
+8|Advanced Learning|6|6|6|6|6|6|4
14th|
+7/+2|
+4|
+4|
+9|Quick Cast 6/day|6|6|6|6|6|6|5|3
15th|
+7/+2|
+5|
+5|
+9|Advanced Learning, Energy Substitution 4/encounter|6|6|6|6|6|6|6|4
16th|
+8/+3|
+5|
+5|
+10|Warmage Feat|6|6|6|6|6|6|6|5|3
17th|
+8/+3|
+5|
+5|
+10|Advanced Learning, Quick Cast 7/day|6|6|6|6|6|6|6|6|4
18th|
+9/+4|
+6|
+6|
+11|Warmage Edge (no save)|6|6|6|6|6|6|6|6|5|3
19th|
+9/+4|
+6|
+6|
+11|Advanced Learning|6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+6|
+12|Warmage Feat, Quick Cast 8/day, Energy Substitution 5/encounter|6|6|6|6|6|6|6|6|6|6[/table]
Proficiencies: All simple weapons, light armor, light shields
Spells: You cast spontaneous Charisma-based arcane spells from the Warmage spell list.
You start the game knowing 4 0th-level spells and 4 1st-level spells.
At each subsequent class level, you learn 2 additional spells of any spell level you can cast.
You don't know your spells automatically like a normal Warmage; this was changed to avoid Rainbow Servant cheese.
Assay Spell Resistance is added to your spell list.
Armored Mage: When casting Warmage spells, you ignore the Arcane Spell Failure of light armor and light shields.
At 10th level, this ability also applies to medium armor.
Warmage Edge: When you cast a Warmage spell that deals HP damage, you may add your Intelligence bonus (if any) + 1d6 per spell level to one damage roll.
If a spell involves multiple damage rolls, you choose which one recieves the bonus after hitting and before rolling for damage.
At 6th level, you add your Intelligence bonus (if any) to caster level checks when casting Warmage spells.
At 12th level, you add your Intelligence bonus (if any) to the Reflex save DCs of your Warmage spells.
At 18th level, your Warmage Edge damage cannot be reduced or avoided by a save. All other effects of the spell are resolved normally.
Quick Cast: Once per day, you may cast a Warmage spell with a casting time of one standard action as a swift action.
At 2ndlevel and every 3 levels thereafter, you gain one additional daily use of this ability.
Energy Substitution: Once per encounter, when you cast a Warmage spell with a casting time of one standard action that deals HP damage, you may change its damage type to acid, cold, electricity, fire or sonic, as if you had the corresponding Energy Substitution feat. The altered spell's descriptors change accordingly, and its casting time increases to one full-round action.
Arcane Warding: At 2nd level, you add your Intelligence bonus (if any) to all saving throws.
This bonus does not stack with Divine Grace.
Advanced Learning: At 3rd level and every 2 levels thereafter, you learn one additional Evocation spell from any spell list.
Warmage Feats: At 4th level and every 4 levels thereafter, you gain a Metamagic, Sudden Metamagic or Reserve feat.
You must meet all the prerequisites for these feats.
[spoiler]
Is it too powerful?
WARNING: THIS POST HAS BEEN EDITED.
[spoiler]
WARMAGE
Abilities: Charisma, Intelligence, Constitution, Dexterity
Alignment: Any
Hit Die: 1d6 + CON
Class Skills: Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (history), Profession, Spellcraft, Use Magic Device
Skill Points: 2 + INT
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Armored Mage (light), Warmage Edge (damage), Quick Cast 1/day, Energy Substitution 1/encounter|5|3
2nd|
+1|
+0|
+0|
+3|Arcane Warding, Quick Cast 2/day|6|4
3rd|
+1|
+1|
+1|
+3|Advanced Learning|6|5
4th|
+2|
+1|
+1|
+4|Warmage Feat|6|6|3
5th|
+2|
+1|
+1|
+4|Advanced Learning, Quick Cast 3/day, Energy Substitution 2/encounter|6|6|4
6th|
+3|
+2|
+2|
+5|Warmage Edge (caster level checks)|6|6|5|3
7th|
+3|
+2|
+2|
+5|Advanced Learning|6|6|6|4
8th|
+4|
+2|
+2|
+6|Warmage Feat, Quick Cast 4/day|6|6|6|5|3
9th|
+4|
+3|
+3|
+6|Advanced Learning|6|6|6|6|4
10th|
+5|
+3|
+3|
+7|Armored Mage (medium), Energy Substitution 3/encounter|6|6|6|6|5|3
11th|
+5|
+3|
+3|
+7|Advanced Learning, Quick Cast 5/day|6|6|6|6|6|4
12th|
+6/+1|
+4|
+4|
+8|Warmage Feat, Warmage Edge (Reflex save DCs)|6|6|6|6|6|5|3
13th|
+6/+1|
+4|
+4|
+8|Advanced Learning|6|6|6|6|6|6|4
14th|
+7/+2|
+4|
+4|
+9|Quick Cast 6/day|6|6|6|6|6|6|5|3
15th|
+7/+2|
+5|
+5|
+9|Advanced Learning, Energy Substitution 4/encounter|6|6|6|6|6|6|6|4
16th|
+8/+3|
+5|
+5|
+10|Warmage Feat|6|6|6|6|6|6|6|5|3
17th|
+8/+3|
+5|
+5|
+10|Advanced Learning, Quick Cast 7/day|6|6|6|6|6|6|6|6|4
18th|
+9/+4|
+6|
+6|
+11|Warmage Edge (no save)|6|6|6|6|6|6|6|6|5|3
19th|
+9/+4|
+6|
+6|
+11|Advanced Learning|6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+6|
+12|Warmage Feat, Quick Cast 8/day, Energy Substitution 5/encounter|6|6|6|6|6|6|6|6|6|6[/table]
Proficiencies: All simple weapons, light armor, light shields
Spells: You cast spontaneous Charisma-based arcane spells from the Warmage spell list.
You start the game knowing 4 0th-level spells and 4 1st-level spells.
At each subsequent class level, you learn 2 additional spells of any spell level you can cast.
You don't know your spells automatically like a normal Warmage; this was changed to avoid Rainbow Servant cheese.
Assay Spell Resistance is added to your spell list.
Armored Mage: When casting Warmage spells, you ignore the Arcane Spell Failure of light armor and light shields.
At 10th level, this ability also applies to medium armor.
Warmage Edge: When you cast a Warmage spell that deals HP damage, you may add your Intelligence bonus (if any) + 1d6 per spell level to one damage roll.
If a spell involves multiple damage rolls, you choose which one recieves the bonus after hitting and before rolling for damage.
At 6th level, you add your Intelligence bonus (if any) to caster level checks when casting Warmage spells.
At 12th level, you add your Intelligence bonus (if any) to the Reflex save DCs of your Warmage spells.
At 18th level, your Warmage Edge damage cannot be reduced or avoided by a save. All other effects of the spell are resolved normally.
Quick Cast: Once per day, you may cast a Warmage spell with a casting time of one standard action as a swift action.
At 2ndlevel and every 3 levels thereafter, you gain one additional daily use of this ability.
Energy Substitution: Once per encounter, when you cast a Warmage spell with a casting time of one standard action that deals HP damage, you may change its damage type to acid, cold, electricity, fire or sonic, as if you had the corresponding Energy Substitution feat. The altered spell's descriptors change accordingly, and its casting time increases to one full-round action.
Arcane Warding: At 2nd level, you add your Intelligence bonus (if any) to all saving throws.
This bonus does not stack with Divine Grace.
Advanced Learning: At 3rd level and every 2 levels thereafter, you learn one additional Evocation spell from any spell list.
Warmage Feats: At 4th level and every 4 levels thereafter, you gain a Metamagic, Sudden Metamagic or Reserve feat.
You must meet all the prerequisites for these feats.
[spoiler]
Is it too powerful?