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Koretsu
2011-08-04, 10:55 PM
A friend really wants to play a Warmage in my next campaign, so I thought I'd put a hand to giving it a Pathfinder face-lift.

The Warmage
Some Spellcasters care for only one thing: war. They dream of steel and mighty blasts of devastating magic, the march of troops, and the unleashed destruction found on battlefields everywhere. Graduates of special arcane war colleges, those known as warmages are drilled only and utterly in the casting of spells most useful for laying down destruction, confusing an enemy, or screening an allied action. The utilitarian spells used by wizards and sorcerers have little importance to a warmage's way of thinking. What are support casters for after all? A warmage cares only for success on the battlefield, or in some cases, in the series of smaller campaigns favored by adventuring companies.
Role: The warmage's spell selection is already determined. He is the ranged magical artillery that military troops rely on, or the center of a smaller adventuring company's offensive power.
Alignment: Any.
Hit Die: d6

Class Skills
The Warmage’s Class Skills are Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Class Features
All of the following are class features of the warmage.
Weapon and Armor Proficiency: A warmage is proficient with all simple weapons, light armor, and light shields. He can cast warmage spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a warmage 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 warmage still incurs the normal arcane spell failure chance ofr arcane spells received from other classes.
Spells: A Warmage casts arcane spells drawn primarily from the warmage spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a warmage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warmage's spell is 10 + the spell level + the warmage's Charisma modifier.
Like other spellcasters, a warmage can cast only a certain number of spells of each level per day. His base daily allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Charisma score (see table 1-3).
A warmage's selection of spells is extremely limited. When a warmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the warmage's spell list. Essentially, his spell list is the same as his spells known list. Warmage also have the option of adding to their existing spell list through their advanced learning ability as they increase in level. The warmage's spell list is given below.
Cantrips: Warmage know a number of cantrips, or 0-level spells, as noted on the warmage spell list. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A warmage gains Eschew Materials as a bonus feat at 1st level.
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 his Intelligence bonus (if any) to the amount of damage dealt. For instance, if a 1st-level warmage with 17 Intelligence casts magic missile, he deals 1d4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence bonus. The bonus from the warmage edge special ability applies only to spells that he casts as a warmage, not to those he might have by virtue of levels in another class.
A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals the extra damage to all creatures in the area if affects. However, if a 3rd-level warmage casts magic missile and produces two missiles, only one of them (if the warmage's choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for more than 1round, it deals this extra damage in each round.
Scrolls scribed by a warmage do not gain any benefit from warmage edge. Scrolls activated by a warmage also gain no benefit from warmage edge. The same is true for most other magic items, such as wands and potions. However, staffs activated by a warmage use not only the warmage's caster level but also gain the benefits of warmage's edge, if applicable.
Arcane Pool (Su): At 2nd level, the warmage gains a reservoir of mystical arcane energy that he can draw upon to fuel his magic. This arcane pool has a number of points equal to ˝ his warmage level + his Intelligence modifier. The pool refreshes once per day when the warmage rests.
A warmage can expend points from his arcane pool to apply the benefit of any metamagic feat he knows to his spells. Doing so costs a number of points from his arcane pool equal to the increase in spell level that would normally apply to the spell. Applying metamagic to a spell in this way does not adjust the spell's level or casting time. For example, a 4th-level warmage that knows the Empower Spell feat could cast an empowered magic missile by expending 2 points from his arcane pool. This spell would be cast as a standard action, and consume a 1st-level spell slot.
Bonus Feats: At 2nd level, 5th level, and again at every 5 levels thereafter, a warmage gains a bonus metamagic feat of his choice. The warmage must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The warmage is not limited to metamagic feats when choosing those feats.
Advanced Learning (Ex): At 3rd level, and again at every 3rd level thereafter, a warmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a wizard spell of the evocation school. Alternatively, the warmage can learn a non-evocation spell from the wizard spell list, but doing so permanently increases that spell's level by 1. The spell's effective spell level must be no higher than that of the highest-level spell the warmage already knows. Once a new spell is selected, it is forever added to that warmage's spell list and can be cast like any other spell on the warmage's list.
Medium Armor (Ex): At 7th level, a warmage gains proficiency with medium armor. A warmage can cast spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a warmage wearing heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Energy Resistance (Ex): At 11th level, the warmage's constant exposure to evocation magic grants him a degree of resistance to elemental energies. The warmage selects one energy type (Acid, Cold, Electricity, Fire, or Sonic). The warmage's energy resistance to that type of energy increases by 5.
At 13th level, and every two levels thereafter (15th, 17th, and 19th), the warmage may select an additional energy type to gain energy resistance 5. In addition, at each such interval, the bonus against any one energy type (including the one just selected, if so desired) increases by 5.
This energy resistance overlaps (does not stack with) any other sources of energy resistance the warmage may possess.
Warspell Intensity (Su): At 20th level, the Warmage gains a true connection to the elements. Whenever a warmage casts a damaging spell with an energy descriptor, that spell ignores any resistances the target possesses. If the target possesses immunity to that energy type, the spell still does half damage (rounded down). A successful save can reduce this damage further. Additionally, the warmage adds the spell level of any spell they cast to any rolls made to overcome spell resistance.

Table 1-1: The Warmage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|
+0|
+0|
+0|
+2|Cantrips, Eschew Materials, Warmage Edge|3|-

2nd|
+1|
+0|
+0|
+3|Arcane Pool, Bonus Feat|4|-|-

3rd|
+1|
+1|
+1|
+3|Advance Learning|5|-|-|-

4th|
+2|
+1|
+1|
+4||6|3|-|-|-

5th|
+2|
+1|
+1|
+4|Bonus Feat|6|4|-|-|-|-

6th|
+3|
+2|
+2|
+5|Advanced Learning|6|5|3|-|-|-|-

7th|
+3|
+2|
+2|
+5|Medium Armor|6|6|4|-|-|-|-|-

8th|
+4|
+2|
+2|
+6||6|6|5|3|-|-|-|-|-

9th|
+4|
+3|
+3|
+6|Advance Learning|6|6|6|4|-|-|-|-|-

10th|
+5|
+3|
+3|
+7|Bonus Feat|6|6|6|5|3|-|-|-|-

11th|
+5|
+3|
+3|
+7|Energy Resistance|6|6|6|6|4|-|-|-|-

12th|
+6/+1|
+4|
+4|
+8|Advanced Learning|6|6|6|6|5|3|-|-|-

13th|
+6/+1|
+4|
+4|
+8|Energy Resistance|6|6|6|6|6|4|-|-|-

14th|
+7/+2|
+4|
+4|
+9||6|6|6|6|6|5|3|-|-

15th|
+7/+2|
+5|
+5|
+9|Energy Resistance, Bonus Feat, Advanced Learning|6|6|6|6|6|6|4|-|-

16th|
+8/+3|
+5|
+5|
+10||6|6|6|6|6|6|5|3|-

17th|
+8/+3|
+5|
+5|
+10|Energy Resistance|6|6|6|6|6|6|6|4|-

18th|
+9/+4|
+6|
+6|
+11|Advanced Learning|6|6|6|6|6|6|6|5|3

19th|
+9/+4|
+6|
+6|
+11|Energy Resistance|6|6|6|6|6|6|6|6|4

20th|
+10/+5|
+6|
+6|
+12|Bonus Feat, Warspell Intensity|6|6|6|6|6|6|6|6|6[/table]

Warmage Spell List
0-Level Warmage Spells (Cantrips)

Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.


1st-Level Warmage Spells

Accuracy*: Doubles weapon's range increment.
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Fist of Stone*: Gain +6 Str and natural slam attack.
Hail of Stone[M]*: Rain of stone deals 1d4/level damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Orb of Acid, Lesser*: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser*: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser*: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Sound, Lesser*: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.


2nd-Level Warmage Spells

Blades of Fire*: Your melee weapons deal +1d6 fire damage for 1 round.
Continual Flame[M]: Makes a permanent, heatless torch.
Fire Trap[M]: Opened object deals 1d4 +1/level fire damage.
Fireburst*: Adjacent subjects take 1d8/level fire damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Ice Knife*: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Whirling Blade[F]*: Hurled slashing weapon magically attacks all foes in 60-ft. line.


3rd-Level Warmage Spells

Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt: Electricity deals 1d6/level damage.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Ring of Blades*: Blades surround you, damaging other creatures (1d6+1/level damage).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.


4th-Level Warmage Spells

Blast of Flame*: 60-ft. cone of fire (1d6/level damage).
Contagion: Infects subject with chosen disease.
Evard's Black Tentacles: Tentacles grapple all within 20-ft. spread.
Orb of Acid*: Ranged touch, 1d6/level acid damage and target might be sickened.
Orb of Cold*: Ranged touch, 1d6/level cold damage and target might be blinded.
Orb of Electricity*: Ranged touch, 1d6/level electricity damage and target might be entangled.
Orb of Fire*: Ranged touch, 1d6/level fire damage and target might be dazed.
Orb of Force*: Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound*: Ranged touch, 1d4/level sonic damage and target might be deafened.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.


5th-Level Warmage Spells

Arc of Lightning*: Line of electricity between two creatures (1d6/level damage).
Cloudkill: Kills 3 HD or less; 4-6 HD save or die; 6+ HD take Con damage.
Cone of Cold: 1d6/level cold damage.
Fire Shield, Mass*: Creatures attacking allies take damage; allies are protected from fire or cold.
Fireburst, Greater*: Subjects within 10 ft. take 1d8/level fire damage.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Prismatic Ray*: Ray of light blinds target, deals random effect.


6th-Level Warmage Spells

Acid Fog: Fog deals acid damage.
Blade Barrier: Wall of blades deals 1d6/level damage.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Circle of Death[M]: Kills 1d4/level HD of creatures.
Disintegrate: Makes one creature or object vanish.
Fire Seeds: Acorns and berries become grenades and bombs.
Otiluke's Freezing Sphere: Freezes water or deals cold damage.
Tenser's Transformation[M]: You gain combat bonuses.


7th-Level Warmage Spells

Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Earthquake: Intense tremor shakes 80-ft. radius.
Finger of Death: Kills one subject.
Fire Storm: Deals 1d6/level fire damage.
Mordenkainen's Sword[F]: Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Sunbeam: Beam blinds and deals 4d6 damage.
Waves of Exhaustion: Several targets become exhausted.


8th-Level Warmage Spells

Horrid Wilting: Deals 1d6/level damage within 30 ft.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Prismatic Wall: Wall's colors have array of effects.
Scintillating Pattern: Twisting colors make target confused, stunned, or unconscious.
Shout, Greater: Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.


9th-Level Warmage Spells

Elemental Swarm: Summons multiple elementals.
Implosion: Kills one creature/round.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Prismatic Sphere: Rays hit subjects with variety of effects.
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, but affects all within 30 ft

Koretsu
2011-08-06, 12:49 AM
Bumping this off page 2. Any feedback would be appreciated. :smallredface:

ShiningStarling
2011-08-06, 08:35 AM
This is MUCH better than that drek in complete arcane, however, I do have 2 problems.

1. The BAB is still poor. He has just as much chance to hit a bad guy as a wizard with orbs. Less even, because this class has 2 important stats, less room for more Dex. It needs to be moderate.

2. The 9th level spell of choice should be that Explosion spell from PH2, not Implosion, much more flashy and more effective for a Blaster.

I like it though. Its much better, so keep it up! :smallsmile: