Ziegander
2011-05-03, 02:21 AM
The Warmage
http://www.elisarolle.com/romance/images/davidpalumbo3.jpg
HD: d8
Alignment: Any
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Inflame (Courage), Armored Mage (Light)
5
3
—
—
—
—
—
—
—
—
2nd
+1
+0
+0
+3
Bonus Feat
6
4
—
—
—
—
—
—
—
—
3rd
+2
+1
+1
+3
Tenacious Spells
6
5
—
—
—
—
—
—
—
—
4th
+3
+1
+1
+4
Advanced Learning
6
6
3
—
—
—
—
—
—
—
5th
+3
+1
+1
+4
Inflame (Defiance)
6
6
4
—
—
—
—
—
—
—
6th
+4
+2
+2
+5
Armored Mage (Medium)
6
6
5
3
—
—
—
—
—
—
7th
+5
+2
+2
+5
6
6
6
4
—
—
—
—
—
—
8th
+6/+1
+2
+2
+6
Advanced Learning
6
6
6
5
3
—
—
—
—
—
9th
+6/+1
+3
+3
+6
Warcraft (Extend)
6
6
6
6
4
—
—
—
—
—
10th
+7/+2
+3
+3
+7
Inflame (Toughness)
6
6
6
6
5
3
—
—
—
—
11th
+8/+3
+3
+3
+7
Armored Mage (Heavy Shield)
6
6
6
6
6
4
—
—
—
—
12th
+9/+4
+4
+4
+8
Advanced Learning
6
6
6
6
6
5
3
—
—
—
13th
+9/+4
+4
+4
+8
6
6
6
6
6
6
4
—
—
—
14th
+10/+5
+4
+4
+9
Warcraft (Tapestry)
6
6
6
6
6
6
5
3
—
—
15th
+11/+6/+1
+5
+5
+9
Inflame (Blitz)
6
6
6
6
6
6
6
4
—
—
16th
+12/+7/+2
+5
+5
+10
Advanced Learning
6
6
6
6
6
6
6
5
3
—
17th
+12/+7/+2
+5
+5
+10
6
6
6
6
6
6
6
6
4
—
18th
+13/+8/+3
+6
+6
+11
6
6
6
6
6
6
6
6
5
3
19th
+14/+9/+4
+6
+6
+11
Warcraft (Quicken)
6
6
6
6
6
6
6
6
6
4
20th
+15/+10/+5
+6
+6
+12
Inflame (Unity), Advanced Learning
6
6
6
6
6
6
6
6
6
6
Class Skills (2+Int): Appraise, Bluff, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (Arcane), Knowledge (History), Profession, Ride, Speak Language, and Spellcraft.
Weapons and Armor Proficiency: Warmages are proficient with all simple weapons and the longsword, rapier, sap, short sword, shortbow, and whip. Warmages are proficient with light and medium armor as well as with shields (but not Tower Shields).
Spells: Warmages cast spells spontaneously drawn from the Mageknight/Warmage spell list and know each spell on their list. They must have an Intelligence score of at least 10+spell level to cast, they gain bonus spell slots dependent on their Int modifier, and the save DCs of their spells are determined by their Int.
Mageknight/Warmage Spell List
Cantrips: Immediate shield(1), lesser acid orb, lesser cold orb, lesser electric orb, lesser fire orb, lesser sonic orb, magic missile, mending.
1st Level: Aid, align weapon, arcane sight, benign transposition, blade of blood*, command, cloud of knives*, energy sphere(2), enlarge person, grease, gust of wind, magic vestment/weapon, obscuring mist, protection from X, ray of exhaustion, reduce person, resist energy, sanctuary, true strike, whelming blast*, whispering wind.
2nd Level: Augury, bear's endurance, bull's strength, cat's grace, cone of cold, darkness/daylight, electric vengeance*, energy ray(3), fireball, fog cloud, glitterdust, lightning bolt, make whole, meteoric strike*, protection from arrows, protection from energy, regroup*, scare, shield other, spiritual weapon, shatter.
3rd Level: Chain Lightning, create food and water, dimension step*, dispel magic, energy vulnerability*, fear, fire shield, fly, greater magic vestment/weapon, haste, magic circle against X, prismatic mist*, shout(4), sleet storm(5), wall of fire, wind wall, stinking cloud, thunder field*, vampiric touch.
4th Level: Black tentacles, condemnation*, death ward, delayed blast fireball(6), dimensional anchor, greater arcane sight, interposing hand, resilient sphere, righteous might, scrying, solid fog, sonic shield*, spell resistance, stifle spell*, stoneskin, wall of ice.
5th Level: Acid fog, blade barrier, break enchantment, disintegrate, forceful hand, freezing sphere, greater command, greater electric vengeance*, ice storm(7), mage's sword, power word blind, telekinesis, wall of force, waves of exhaustion.
6th Level: Earthquake, firebomb(8), forbiddance, grasping hand, greater dispel magic, greater shout(9), heroes' feast, restoration, spell turning, true seeing.
7th Level: Clenched fist, forcecage, greater scrying, incendiary cloud, power word stun, sunburst, weather correction (10), word of recall.
8th Level: Crushing hand, dimensional lock, meteor swarm, power word kill, prismatic wall, regeneration, summon golem*, telekinetic sphere.
9th Level: Black blade of disaster, disjunction, elemental swarm, gate, implosion, prismatic sphere, raise dead, wail of the banshee.
*Found in Player's Handbook II.
(1)As the Shield spell, but casting time 1 immediate action, duration 1 round.
(2)As Flaming Sphere, but duration is a flat 1 minute and upon casting it choose cold, fire, or electricity. The sphere is composed of that energy type and deals that type of damage.
(3)As the Scorching Ray spell, but upon casting it choose cold, fire, or electricity. The rays are composed of that energy type and deal that type of damage.
(4)Shout CAN penetrate a silence spell or effect, in fact Shout dispels and counters Silence. A successful save against Shout negates the deafness but does not halve the damage.
(5)Sleet Storm requires a full round action to cast and in addition to its normal effects it deals creatures in the area 1d4 cold damage per round and is accompanied by Sleet and Strong Winds.
(6)The blast may be delayed for up to 24 hours or until the next time you rest to regain spell slots, whichever comes first. You choose precisely how long you wish the delay to last, in increments of hours, minutes, and rounds, but you may choose either to cancel or detonate the blast prematurely at any time during this delay by speaking a command word.
(7)Ice storm requires 1 round of casting time, lasts 1 round per level, deals creatures in the area 1d6 bludgeoning damage and 1d6 cold damage per round, covers the area of the spell in Ice, and is accompanied by Heavy Snow, Hail, and Severe Winds.
(8)Identical to Fire Seeds.
(9)A successful save against Greater Shout negates the stunning and halves the duration of deafness but not the damage dealt.
(10)As Control Weather, casting time 1 round, the effects manifest as you complete the spell, duration 1 round per caster level. Range is Personal area is a 500ft (100 squares) radius emanation centered on you.
Inflame (Sp): When a Warmage casts a spell nearby allies are roused to greater heights by a surge of boosted morale and arcane power. Inflame may only be used a number of times each day equal to his Charisma modifier + 1/2 his Warmage level.
At 1st level, when a Warmage casts an arcane spell, by expending a daily use of Inflame allies within 60ft gain a morale bonus to saves against fear and compulsion effects and to all damage rolls equal to the spell's level. This effect lasts for 5 rounds.
At 5th level, when a Warmage casts an arcane spell, by expending a daily use of Inflame allies within 60ft gain a morale bonus to AC equal to the spell's level. This effect lasts 5 rounds. During those rounds, whenever the Warmage is attacked, any of those allies may choose to switch places with the Warmage if they are adjacent. If they do the ally is now the target of the attack instead of the Warmage.
At 10th level, when a Warmage casts an arcane spell, by expending a daily use of Inflame allies within 60ft gain a number of temporary hit points equal to twice the spell's level which last for 5 rounds. During those rounds, effected allies benefit from the Diehard feat.
At 15th level, when a Warmage casts an arcane spell, by expending two daily uses of Inflame allies within 60ft get a bonus to land speed equal to 5ft per spell level and gain a Fly speed equal to twice their land speed. This effect lasts 5 rounds. Maneuverability (Clumsy) if the spell's level was 1st through 3rd. Maneuverability (Poor) if the spell's level was 4th through 6th. Maneuverability (Average) if the spell's level was 7th through 9th.
At 20th level, when a Warmage casts an arcane spell, he may expend four daily uses of Inflame. If he does, among allies within 60ft determine the highest base attack bonus, and base saving throw bonuses. All allies within 60ft gain a morale bonus to attack rolls and saving throws equal to the spell's level and use the highest determined base attack bonus and base saving throw bonuses among them. This effect lasts for 5 rounds.
Armored Mage (Ex): At 1st level a Warmage ignores the arcane spell failure chance of light armor as well as light shields. At 6th level he ignores the arcane spell failure chance of medium armor as well. At 11th level he ignores the arcane spell failure chance of heavy shields as well as tower shields.
Bonus Feat: At 2nd level a Warmage gains his choice of Combat Casting, Obtain Familiar or Somatic Weaponry as a bonus feat.
Tenacious Spells (Sp): Beginning at 3rd level a Warmage's spells have become much more difficult to disrupt. The DCs to identify or dispel a Warmage spell increase by twice his Constitution modifier, and any attempt to counterspell a Warmage spell has a chance of failing equal to 10% times his Constitution modifier.
Advanced Learning: Any Abjuration or Evocation from the Wiz/Sorc list.
Warcraft (Sp): Beginning at 9th level, whenever a Warmage casts a spell targeting one or more Inflamed allies he may spend 1 daily use of his Inflame ability. If he does, the spell's duration is extended as if by the Extend Spell feat though it's casting time remains the same and it doesn't use a spell slot one level higher.
At 14th level, whenever a Warmage casts a spell targeting an Inflamed ally he may spend 2 daily uses of his Inflame ability and increase the casting time of the spell in the same way a Sorcerer or Bard does when applying metamagic. If he does his spell targets as many of his Inflamed allies as he chooses (up to all of them).
At 19th level, whenever a Warmage casts a spell targeting one or more Inflamed allies he may spend 4 daily uses of his Inflame ability. If he does, the spell's casting time is reduced as if by the Quicken Spell feat though it doesn't use a spell slot four levels higher. Unlike the Quicken Spell feat this ability may be used in combination with the Warcraft (Tapestry) ability. If it is the spell's final casting time is 1 swift action.
*******
The Mageknight
http://i351.photobucket.com/albums/q457/DivineIllumination/riven_render_by_lus7kun-d4abi17.png
HD: d12
Alignment: Any
Level
BAB
Fort
Ref
Will
Special
S. Level
S. Known
S. Ready
1st
+1
+2
+0
+2
Armored Mage (Medium), Attunement
1
3
3
2nd
+2
+3
+0
+3
Iron Knight
1
4
3
3rd
+3
+3
+1
+3
Channel Spell
1
5
3
4th
+4
+4
+1
+4
Armored Mage (Heavy)
1
6
3
5th
+5
+4
+1
+4
2
7
4
6th
+6/+1
+5
+2
+5
Quick Cast 1/day
2
8
4
7th
+7/+2
+5
+2
+5
Born of Steel
2
9
4
8th
+8/+3
+6
+2
+6
Bulwark of Defense
2
10
4
9th
+9/+4
+6
+3
+6
3
11
4
10th
+10/+5
+7
+3
+7
Quick Cast 2/day
3
12
5
11th
+11/+6/+1
+7
+3
+7
Silver Knight
3
13
5
12th
+12/+7/+2
+8
+4
+8
Chromium Veil
3
14
5
13th
+13/+8/+3
+8
+4
+8
4
15
5
14th
+14/+9/+4
+9
+4
+9
Quick Cast 3/day
4
16
5
15th
+15/+10/+5
+9
+5
+9
Mithril Fury
4
17
6
16th
+16/+11/+6/+1
+10
+5
+10
Arcane Endurance
4
18
6
17th
+17/+12/+7/+2
+10
+5
+10
5
19
6
18th
+18/+13/+8/+3
+11
+6
+11
Quick Cast 4/day
5
20
6
19th
+19/+14/+9/+4
+11
+6
+11
Adamantine Apotheosis
5
21
6
20th
+20/+15/+10/+5
+12
+6
+12
Starmetal Knight, Forged Beyond Death
5
22
7
Class Skills (4+Int): Balance, Climb, Concentration, Craft, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (Arcane), Profession, Ride, and Swim.
Weapons and Armor Proficiency: Mageknights are proficient with all simple and martial melee weapons as well as light, medium, and heavy armor. Mageknights are proficient with all shields, including Tower Shields.
Spells (Read Carefully): A Mageknight learns and readies arcane spells from the Mageknight/Warmage spell list (see above). In order to cast a spell a Mageknight must have a Constitution score of at least 10+spell level. The save DCs of a Mageknight's spells are based on his Constitution. A Mageknight's caster level is equal to his class level. Mageknights do not get bonus spells. Mageknights begin play knowing three 1st level spells and learn an additional spell of any level he is capable of casting at every level beyond first level (check the S. Known column in the table above). The highest level spell a Mageknight is able to cast is given in the S. Level column in the table above.
A Mageknight's spells do not use spell slots like a normal spellcaster. By spending 15 minutes in study a Mageknight is able to ready a small number of spells from among his spells known. When he readies spells he may not ready spells of his highest spell level more than once. Mageknights may re-ready their spells anytime they are able to spend 15 minutes to study. At first level, a Mageknight may ready three spells from his known spells. This number increases with class level as given in the S. Ready column in the table above.
Despite similarities to martial initiators a Mageknight does not automatically recover cast spells at the start of each encounter (see Attunement).
At 5th level, and every three levels thereafter, a Mageknight may lose a single spell known, to learn a new spell, of any level, up to the highest level of spells he knows.
Attunement (Ex/Sp): Mageknights may cast spells with somatic components even if his hands are full as long as he holds a melee weapon in one of his hands. As long as he holds a melee weapon in one of his hands he ignores material components of spells as if he possessed the Eschew Materials feat.
A Mageknight is able to recover all of his cast spells in one of two ways:
A Mageknight may spend a swift action to recover all of his cast spells upon reducing a creature to 0 or fewer hit points with a melee attack, but only if that creature's CR is no less than 1/2 his class level and had more than 0 hit points before he made his attack.
A Mageknight may Fight Defensively or use the Total Defense action and spend an additional swift action to recover all of his cast spells. If he does, he becomes Fatigued. He may not do this if he is Exhausted.
Armored Mage (Ex): At first level a Mageknight ignores the arcane spell failure chance of light and medium armors as well as light and heavy shields. At 4th level he ignores the arcane spell failure chance of heavy armor as well as tower shields.
Iron Knight (Su): At 2nd level, as long as he wears medium or heavy armor a Mageknight responds to energy damage as though he were an object.
Channel Spell (Sp): At 3rd level, a Mageknight has mastered the ability of combining of melee competence with magical power. As a standard action he may cast a spell and deliver it through a single melee attack without provoking attacks of opportunity. The spell must have a casting time of 1 standard action or less, and regardless of the number of targets it could normally be assigned the spell must target only one creature. Personal spells or spells with an area effect may not be Channeled.
The Mageknight makes a melee attack roll at his highest attack bonus. If the attack misses his spell is cast but is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the cast spell as if the Mageknight had succeeded on any attack rolls or spell penetration checks as the spell would normally require. The target of the attack is permitted any saving throws the spell would ordinarily allow.
Spells that generate multiple touches, or rays, charge the Mageknight's weapon for multiple attacks. Each time he attacks with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While the Mageknight's weapon remains charged in this way if he chooses to cast another spell with his Channel Spell ability any charges currently held in his weapon are lost.
Quick Cast (Sp): Starting at 6th level, once per day, a Mageknight may cast any readied spell as a swift action. He gains additional uses of this ability every four levels after 6th.
Born of Steel (Su): At 7th level, as long as he wears medium or heavy armor, a Mageknight, like an object, is dealt half damage from ranged weapons and is immune to nonlethal damage. Furthermore, he gains Hardness equal to his Charisma modifier +2 per point of enhancement bonus of his worn armor. His Hardness stacks with any DR or Energy Resistance he has.
Bulwark of Defense (Ex): Starting at 8th level, a Mageknight is a very difficult man to cross. Enemies treat all squares threatened by the Mageknight as difficult terrain.
If an ally in one of those squares would be hit by an attack, as an immediate action, the Mageknight may enter that ally's square, and move that ally into an open adjacent square. If he does the Mageknight is hit by the attack instead.
If the Mageknight enters an ally's square in this manner and there is no open adjacent square to move his ally, the ally is knocked prone and gains total cover while he is prone and shares a space with the Mageknight.
Silver Knight (Su): At 11th level, a Mageknight, his worn armor, and any worn shield are all immune to acid. Furthermore, the Mageknight is immune to disease and poison as long as he wears medium or heavy armor. Finally, the Mageknight's worn armor and any worn shield is unaffected by rust or other effects that warp or harm objects.
Chromium Veil (Ex): Starting at 12th level, allies in squares threatened by the Mageknight enjoy the benefits of Cover and Concealment. During any round in which the Mageknight uses the Total Defense action or Fights Defensively those allies benefit from Total Cover and Total Concealment.
Mithril Fury (Sp): Starting at 15th level, when a Mageknight uses his Channel Spell ability he may make a full attack with a melee weapon rather than a single melee attack (this still only uses a Standard Action). If he does his attacks suffer a -2 penalty for the round, but any foes struck by his attacks that round suffer the effects of the cast spell.
Arcane Endurance (Su): At 16th level, the Mageknight may expend a readied spell as an immediate action to gain a bonus on a saving throw equal to the level of the spell plus his Charisma modifier. This ability can be used after the die is rolled, but before the result is determined. Any saving throw adjusted by this ability doesn't automatically fail on a natural die roll of 1.
Adamantine Apotheosis (Su): Beginning at 19th level, as long as a Mageknight wears medium or heavy armor he is immune to all effects that Constructs are immune to, he is immune to Cold and Fire, and finally he does not need to eat, sleep, or breathe.
Starmetal Knight (Su): At 20th level a Mageknight finishes his mystical transmutation, becoming an Outsider with the Native subtype. He gains Damage Reduction 10/Adamantine and Fast Healing 3. As long as he wears medium or heavy armor he gains a +4 enhancement bonus to Strength and Constitution and grants allies within 30ft Fast Healing 1.
Forged Beyond Death (Su): At 20th level, when a Mageknight is reduced to 0 or fewer hit points, as an immediate action he may lose all of his readied spells. If he does, his body is consumed by arcane energies and transmuted into a statue of incredibly durable metal alloy. For the next 24 hours, or until he regains 1 hit point, he is no longer a living creature, but an object (he may benefit from Cure spells and similar effects as though he were a living creature). He has Hardness equal to twice the total of readied spells expended this way + his Charisma modifier + his worn armor's enhancement bonus. He has hit points equal to 10 times that number.
In this state, if his hit points are reduced to 0 he is destroyed, and attempts to resurrect him are tricky at best, requiring well worded Wishes or earnest Miracles to even begin.
If the Mageknight regains at least 1 hit point, or spends 24 hours in this state, he reverts back to his normal, living form and regains hit points as if he'd had full bed rest for the duration.
http://www.elisarolle.com/romance/images/davidpalumbo3.jpg
HD: d8
Alignment: Any
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Inflame (Courage), Armored Mage (Light)
5
3
—
—
—
—
—
—
—
—
2nd
+1
+0
+0
+3
Bonus Feat
6
4
—
—
—
—
—
—
—
—
3rd
+2
+1
+1
+3
Tenacious Spells
6
5
—
—
—
—
—
—
—
—
4th
+3
+1
+1
+4
Advanced Learning
6
6
3
—
—
—
—
—
—
—
5th
+3
+1
+1
+4
Inflame (Defiance)
6
6
4
—
—
—
—
—
—
—
6th
+4
+2
+2
+5
Armored Mage (Medium)
6
6
5
3
—
—
—
—
—
—
7th
+5
+2
+2
+5
6
6
6
4
—
—
—
—
—
—
8th
+6/+1
+2
+2
+6
Advanced Learning
6
6
6
5
3
—
—
—
—
—
9th
+6/+1
+3
+3
+6
Warcraft (Extend)
6
6
6
6
4
—
—
—
—
—
10th
+7/+2
+3
+3
+7
Inflame (Toughness)
6
6
6
6
5
3
—
—
—
—
11th
+8/+3
+3
+3
+7
Armored Mage (Heavy Shield)
6
6
6
6
6
4
—
—
—
—
12th
+9/+4
+4
+4
+8
Advanced Learning
6
6
6
6
6
5
3
—
—
—
13th
+9/+4
+4
+4
+8
6
6
6
6
6
6
4
—
—
—
14th
+10/+5
+4
+4
+9
Warcraft (Tapestry)
6
6
6
6
6
6
5
3
—
—
15th
+11/+6/+1
+5
+5
+9
Inflame (Blitz)
6
6
6
6
6
6
6
4
—
—
16th
+12/+7/+2
+5
+5
+10
Advanced Learning
6
6
6
6
6
6
6
5
3
—
17th
+12/+7/+2
+5
+5
+10
6
6
6
6
6
6
6
6
4
—
18th
+13/+8/+3
+6
+6
+11
6
6
6
6
6
6
6
6
5
3
19th
+14/+9/+4
+6
+6
+11
Warcraft (Quicken)
6
6
6
6
6
6
6
6
6
4
20th
+15/+10/+5
+6
+6
+12
Inflame (Unity), Advanced Learning
6
6
6
6
6
6
6
6
6
6
Class Skills (2+Int): Appraise, Bluff, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (Arcane), Knowledge (History), Profession, Ride, Speak Language, and Spellcraft.
Weapons and Armor Proficiency: Warmages are proficient with all simple weapons and the longsword, rapier, sap, short sword, shortbow, and whip. Warmages are proficient with light and medium armor as well as with shields (but not Tower Shields).
Spells: Warmages cast spells spontaneously drawn from the Mageknight/Warmage spell list and know each spell on their list. They must have an Intelligence score of at least 10+spell level to cast, they gain bonus spell slots dependent on their Int modifier, and the save DCs of their spells are determined by their Int.
Mageknight/Warmage Spell List
Cantrips: Immediate shield(1), lesser acid orb, lesser cold orb, lesser electric orb, lesser fire orb, lesser sonic orb, magic missile, mending.
1st Level: Aid, align weapon, arcane sight, benign transposition, blade of blood*, command, cloud of knives*, energy sphere(2), enlarge person, grease, gust of wind, magic vestment/weapon, obscuring mist, protection from X, ray of exhaustion, reduce person, resist energy, sanctuary, true strike, whelming blast*, whispering wind.
2nd Level: Augury, bear's endurance, bull's strength, cat's grace, cone of cold, darkness/daylight, electric vengeance*, energy ray(3), fireball, fog cloud, glitterdust, lightning bolt, make whole, meteoric strike*, protection from arrows, protection from energy, regroup*, scare, shield other, spiritual weapon, shatter.
3rd Level: Chain Lightning, create food and water, dimension step*, dispel magic, energy vulnerability*, fear, fire shield, fly, greater magic vestment/weapon, haste, magic circle against X, prismatic mist*, shout(4), sleet storm(5), wall of fire, wind wall, stinking cloud, thunder field*, vampiric touch.
4th Level: Black tentacles, condemnation*, death ward, delayed blast fireball(6), dimensional anchor, greater arcane sight, interposing hand, resilient sphere, righteous might, scrying, solid fog, sonic shield*, spell resistance, stifle spell*, stoneskin, wall of ice.
5th Level: Acid fog, blade barrier, break enchantment, disintegrate, forceful hand, freezing sphere, greater command, greater electric vengeance*, ice storm(7), mage's sword, power word blind, telekinesis, wall of force, waves of exhaustion.
6th Level: Earthquake, firebomb(8), forbiddance, grasping hand, greater dispel magic, greater shout(9), heroes' feast, restoration, spell turning, true seeing.
7th Level: Clenched fist, forcecage, greater scrying, incendiary cloud, power word stun, sunburst, weather correction (10), word of recall.
8th Level: Crushing hand, dimensional lock, meteor swarm, power word kill, prismatic wall, regeneration, summon golem*, telekinetic sphere.
9th Level: Black blade of disaster, disjunction, elemental swarm, gate, implosion, prismatic sphere, raise dead, wail of the banshee.
*Found in Player's Handbook II.
(1)As the Shield spell, but casting time 1 immediate action, duration 1 round.
(2)As Flaming Sphere, but duration is a flat 1 minute and upon casting it choose cold, fire, or electricity. The sphere is composed of that energy type and deals that type of damage.
(3)As the Scorching Ray spell, but upon casting it choose cold, fire, or electricity. The rays are composed of that energy type and deal that type of damage.
(4)Shout CAN penetrate a silence spell or effect, in fact Shout dispels and counters Silence. A successful save against Shout negates the deafness but does not halve the damage.
(5)Sleet Storm requires a full round action to cast and in addition to its normal effects it deals creatures in the area 1d4 cold damage per round and is accompanied by Sleet and Strong Winds.
(6)The blast may be delayed for up to 24 hours or until the next time you rest to regain spell slots, whichever comes first. You choose precisely how long you wish the delay to last, in increments of hours, minutes, and rounds, but you may choose either to cancel or detonate the blast prematurely at any time during this delay by speaking a command word.
(7)Ice storm requires 1 round of casting time, lasts 1 round per level, deals creatures in the area 1d6 bludgeoning damage and 1d6 cold damage per round, covers the area of the spell in Ice, and is accompanied by Heavy Snow, Hail, and Severe Winds.
(8)Identical to Fire Seeds.
(9)A successful save against Greater Shout negates the stunning and halves the duration of deafness but not the damage dealt.
(10)As Control Weather, casting time 1 round, the effects manifest as you complete the spell, duration 1 round per caster level. Range is Personal area is a 500ft (100 squares) radius emanation centered on you.
Inflame (Sp): When a Warmage casts a spell nearby allies are roused to greater heights by a surge of boosted morale and arcane power. Inflame may only be used a number of times each day equal to his Charisma modifier + 1/2 his Warmage level.
At 1st level, when a Warmage casts an arcane spell, by expending a daily use of Inflame allies within 60ft gain a morale bonus to saves against fear and compulsion effects and to all damage rolls equal to the spell's level. This effect lasts for 5 rounds.
At 5th level, when a Warmage casts an arcane spell, by expending a daily use of Inflame allies within 60ft gain a morale bonus to AC equal to the spell's level. This effect lasts 5 rounds. During those rounds, whenever the Warmage is attacked, any of those allies may choose to switch places with the Warmage if they are adjacent. If they do the ally is now the target of the attack instead of the Warmage.
At 10th level, when a Warmage casts an arcane spell, by expending a daily use of Inflame allies within 60ft gain a number of temporary hit points equal to twice the spell's level which last for 5 rounds. During those rounds, effected allies benefit from the Diehard feat.
At 15th level, when a Warmage casts an arcane spell, by expending two daily uses of Inflame allies within 60ft get a bonus to land speed equal to 5ft per spell level and gain a Fly speed equal to twice their land speed. This effect lasts 5 rounds. Maneuverability (Clumsy) if the spell's level was 1st through 3rd. Maneuverability (Poor) if the spell's level was 4th through 6th. Maneuverability (Average) if the spell's level was 7th through 9th.
At 20th level, when a Warmage casts an arcane spell, he may expend four daily uses of Inflame. If he does, among allies within 60ft determine the highest base attack bonus, and base saving throw bonuses. All allies within 60ft gain a morale bonus to attack rolls and saving throws equal to the spell's level and use the highest determined base attack bonus and base saving throw bonuses among them. This effect lasts for 5 rounds.
Armored Mage (Ex): At 1st level a Warmage ignores the arcane spell failure chance of light armor as well as light shields. At 6th level he ignores the arcane spell failure chance of medium armor as well. At 11th level he ignores the arcane spell failure chance of heavy shields as well as tower shields.
Bonus Feat: At 2nd level a Warmage gains his choice of Combat Casting, Obtain Familiar or Somatic Weaponry as a bonus feat.
Tenacious Spells (Sp): Beginning at 3rd level a Warmage's spells have become much more difficult to disrupt. The DCs to identify or dispel a Warmage spell increase by twice his Constitution modifier, and any attempt to counterspell a Warmage spell has a chance of failing equal to 10% times his Constitution modifier.
Advanced Learning: Any Abjuration or Evocation from the Wiz/Sorc list.
Warcraft (Sp): Beginning at 9th level, whenever a Warmage casts a spell targeting one or more Inflamed allies he may spend 1 daily use of his Inflame ability. If he does, the spell's duration is extended as if by the Extend Spell feat though it's casting time remains the same and it doesn't use a spell slot one level higher.
At 14th level, whenever a Warmage casts a spell targeting an Inflamed ally he may spend 2 daily uses of his Inflame ability and increase the casting time of the spell in the same way a Sorcerer or Bard does when applying metamagic. If he does his spell targets as many of his Inflamed allies as he chooses (up to all of them).
At 19th level, whenever a Warmage casts a spell targeting one or more Inflamed allies he may spend 4 daily uses of his Inflame ability. If he does, the spell's casting time is reduced as if by the Quicken Spell feat though it doesn't use a spell slot four levels higher. Unlike the Quicken Spell feat this ability may be used in combination with the Warcraft (Tapestry) ability. If it is the spell's final casting time is 1 swift action.
*******
The Mageknight
http://i351.photobucket.com/albums/q457/DivineIllumination/riven_render_by_lus7kun-d4abi17.png
HD: d12
Alignment: Any
Level
BAB
Fort
Ref
Will
Special
S. Level
S. Known
S. Ready
1st
+1
+2
+0
+2
Armored Mage (Medium), Attunement
1
3
3
2nd
+2
+3
+0
+3
Iron Knight
1
4
3
3rd
+3
+3
+1
+3
Channel Spell
1
5
3
4th
+4
+4
+1
+4
Armored Mage (Heavy)
1
6
3
5th
+5
+4
+1
+4
2
7
4
6th
+6/+1
+5
+2
+5
Quick Cast 1/day
2
8
4
7th
+7/+2
+5
+2
+5
Born of Steel
2
9
4
8th
+8/+3
+6
+2
+6
Bulwark of Defense
2
10
4
9th
+9/+4
+6
+3
+6
3
11
4
10th
+10/+5
+7
+3
+7
Quick Cast 2/day
3
12
5
11th
+11/+6/+1
+7
+3
+7
Silver Knight
3
13
5
12th
+12/+7/+2
+8
+4
+8
Chromium Veil
3
14
5
13th
+13/+8/+3
+8
+4
+8
4
15
5
14th
+14/+9/+4
+9
+4
+9
Quick Cast 3/day
4
16
5
15th
+15/+10/+5
+9
+5
+9
Mithril Fury
4
17
6
16th
+16/+11/+6/+1
+10
+5
+10
Arcane Endurance
4
18
6
17th
+17/+12/+7/+2
+10
+5
+10
5
19
6
18th
+18/+13/+8/+3
+11
+6
+11
Quick Cast 4/day
5
20
6
19th
+19/+14/+9/+4
+11
+6
+11
Adamantine Apotheosis
5
21
6
20th
+20/+15/+10/+5
+12
+6
+12
Starmetal Knight, Forged Beyond Death
5
22
7
Class Skills (4+Int): Balance, Climb, Concentration, Craft, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (Arcane), Profession, Ride, and Swim.
Weapons and Armor Proficiency: Mageknights are proficient with all simple and martial melee weapons as well as light, medium, and heavy armor. Mageknights are proficient with all shields, including Tower Shields.
Spells (Read Carefully): A Mageknight learns and readies arcane spells from the Mageknight/Warmage spell list (see above). In order to cast a spell a Mageknight must have a Constitution score of at least 10+spell level. The save DCs of a Mageknight's spells are based on his Constitution. A Mageknight's caster level is equal to his class level. Mageknights do not get bonus spells. Mageknights begin play knowing three 1st level spells and learn an additional spell of any level he is capable of casting at every level beyond first level (check the S. Known column in the table above). The highest level spell a Mageknight is able to cast is given in the S. Level column in the table above.
A Mageknight's spells do not use spell slots like a normal spellcaster. By spending 15 minutes in study a Mageknight is able to ready a small number of spells from among his spells known. When he readies spells he may not ready spells of his highest spell level more than once. Mageknights may re-ready their spells anytime they are able to spend 15 minutes to study. At first level, a Mageknight may ready three spells from his known spells. This number increases with class level as given in the S. Ready column in the table above.
Despite similarities to martial initiators a Mageknight does not automatically recover cast spells at the start of each encounter (see Attunement).
At 5th level, and every three levels thereafter, a Mageknight may lose a single spell known, to learn a new spell, of any level, up to the highest level of spells he knows.
Attunement (Ex/Sp): Mageknights may cast spells with somatic components even if his hands are full as long as he holds a melee weapon in one of his hands. As long as he holds a melee weapon in one of his hands he ignores material components of spells as if he possessed the Eschew Materials feat.
A Mageknight is able to recover all of his cast spells in one of two ways:
A Mageknight may spend a swift action to recover all of his cast spells upon reducing a creature to 0 or fewer hit points with a melee attack, but only if that creature's CR is no less than 1/2 his class level and had more than 0 hit points before he made his attack.
A Mageknight may Fight Defensively or use the Total Defense action and spend an additional swift action to recover all of his cast spells. If he does, he becomes Fatigued. He may not do this if he is Exhausted.
Armored Mage (Ex): At first level a Mageknight ignores the arcane spell failure chance of light and medium armors as well as light and heavy shields. At 4th level he ignores the arcane spell failure chance of heavy armor as well as tower shields.
Iron Knight (Su): At 2nd level, as long as he wears medium or heavy armor a Mageknight responds to energy damage as though he were an object.
Channel Spell (Sp): At 3rd level, a Mageknight has mastered the ability of combining of melee competence with magical power. As a standard action he may cast a spell and deliver it through a single melee attack without provoking attacks of opportunity. The spell must have a casting time of 1 standard action or less, and regardless of the number of targets it could normally be assigned the spell must target only one creature. Personal spells or spells with an area effect may not be Channeled.
The Mageknight makes a melee attack roll at his highest attack bonus. If the attack misses his spell is cast but is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the cast spell as if the Mageknight had succeeded on any attack rolls or spell penetration checks as the spell would normally require. The target of the attack is permitted any saving throws the spell would ordinarily allow.
Spells that generate multiple touches, or rays, charge the Mageknight's weapon for multiple attacks. Each time he attacks with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While the Mageknight's weapon remains charged in this way if he chooses to cast another spell with his Channel Spell ability any charges currently held in his weapon are lost.
Quick Cast (Sp): Starting at 6th level, once per day, a Mageknight may cast any readied spell as a swift action. He gains additional uses of this ability every four levels after 6th.
Born of Steel (Su): At 7th level, as long as he wears medium or heavy armor, a Mageknight, like an object, is dealt half damage from ranged weapons and is immune to nonlethal damage. Furthermore, he gains Hardness equal to his Charisma modifier +2 per point of enhancement bonus of his worn armor. His Hardness stacks with any DR or Energy Resistance he has.
Bulwark of Defense (Ex): Starting at 8th level, a Mageknight is a very difficult man to cross. Enemies treat all squares threatened by the Mageknight as difficult terrain.
If an ally in one of those squares would be hit by an attack, as an immediate action, the Mageknight may enter that ally's square, and move that ally into an open adjacent square. If he does the Mageknight is hit by the attack instead.
If the Mageknight enters an ally's square in this manner and there is no open adjacent square to move his ally, the ally is knocked prone and gains total cover while he is prone and shares a space with the Mageknight.
Silver Knight (Su): At 11th level, a Mageknight, his worn armor, and any worn shield are all immune to acid. Furthermore, the Mageknight is immune to disease and poison as long as he wears medium or heavy armor. Finally, the Mageknight's worn armor and any worn shield is unaffected by rust or other effects that warp or harm objects.
Chromium Veil (Ex): Starting at 12th level, allies in squares threatened by the Mageknight enjoy the benefits of Cover and Concealment. During any round in which the Mageknight uses the Total Defense action or Fights Defensively those allies benefit from Total Cover and Total Concealment.
Mithril Fury (Sp): Starting at 15th level, when a Mageknight uses his Channel Spell ability he may make a full attack with a melee weapon rather than a single melee attack (this still only uses a Standard Action). If he does his attacks suffer a -2 penalty for the round, but any foes struck by his attacks that round suffer the effects of the cast spell.
Arcane Endurance (Su): At 16th level, the Mageknight may expend a readied spell as an immediate action to gain a bonus on a saving throw equal to the level of the spell plus his Charisma modifier. This ability can be used after the die is rolled, but before the result is determined. Any saving throw adjusted by this ability doesn't automatically fail on a natural die roll of 1.
Adamantine Apotheosis (Su): Beginning at 19th level, as long as a Mageknight wears medium or heavy armor he is immune to all effects that Constructs are immune to, he is immune to Cold and Fire, and finally he does not need to eat, sleep, or breathe.
Starmetal Knight (Su): At 20th level a Mageknight finishes his mystical transmutation, becoming an Outsider with the Native subtype. He gains Damage Reduction 10/Adamantine and Fast Healing 3. As long as he wears medium or heavy armor he gains a +4 enhancement bonus to Strength and Constitution and grants allies within 30ft Fast Healing 1.
Forged Beyond Death (Su): At 20th level, when a Mageknight is reduced to 0 or fewer hit points, as an immediate action he may lose all of his readied spells. If he does, his body is consumed by arcane energies and transmuted into a statue of incredibly durable metal alloy. For the next 24 hours, or until he regains 1 hit point, he is no longer a living creature, but an object (he may benefit from Cure spells and similar effects as though he were a living creature). He has Hardness equal to twice the total of readied spells expended this way + his Charisma modifier + his worn armor's enhancement bonus. He has hit points equal to 10 times that number.
In this state, if his hit points are reduced to 0 he is destroyed, and attempts to resurrect him are tricky at best, requiring well worded Wishes or earnest Miracles to even begin.
If the Mageknight regains at least 1 hit point, or spends 24 hours in this state, he reverts back to his normal, living form and regains hit points as if he'd had full bed rest for the duration.