Kane0
2012-01-28, 08:38 AM
This is not a gish. This is a sort of alternate Warmage that focuses on controlling and locking down the battle while also providng protection for the other 'squishies' and being a flanking buddy.
Prerequisites:
Arcane Spellcasting: 4th level or higher
Constitution 16+
Any two of: Combat Casting; Combat Expertise or Dodge
Hit Die: d8
Skills per level: 2 + Int
Proficiencies: Light and Medium Armor, Shields (but not tower shields)
Skills: Concentration, Craft, Know (Arcana, Planes, Engineering), Profession, Spellcraft
The Fontline Mage
{table=head] Level | BAB | Fort | Ref | Will | Special | Spell Progression
1st | +0 | +0 | +0 | +2 | Armored Mage: Light | +1 level of existing spellcasting class
2nd | +1 | +0 | +0 | +3 | Battlefield Control +1 |
3rd | +1 | +1 | +1 | +3 | Spell Buffer | +1 level of existing spellcasting class
4th | +2 | +1 | +1 | +4 | Battlefield Control +2 | +1 level of existing spellcasting class
5th | +2 | +1 | +1 | +4 | Reflexive Spell | +1 level of existing spellcasting class
6th | +3 | +2 | +2 | +5 | Battlefield Control +3 |
7th | +3 | +2 | +2 | +5 | Armored Mage: Medium | +1 level of existing spellcasting class
8th | +4 | +2 | +2 | +6 | Battlefield Control +4 | +1 level of existing spellcasting class
9th | +4 | +3 | +3 | +6 | Arcane Defence | +1 level of existing spellcasting class
10th | +5 | +3 | +3 | +7 | Frontline Casting | +1 level of existing spellcasting class
[/Table]
Armored Mage: Light: You can cast in light armor with no Arcane Spell Failure. This also applies to light shields
Battlefield Control: All spells that you cast that alter the battlefield or bestow negative conditions upon your opponents have the save DCs increased for those effects.
Spell Buffer: Each round you gain damage reduction /- for one round equal to 2 x the highest spell level you cast in that round.
Reflexive Spell: When threatened in melee, you can attempt a reflex save to cast a Battlefield Control, Debuff or Debilitating (Save or Suck/Lose) spell on your opponent outside of your turn. The DC is equal to 10 + 2 x the level of the spell you are attempting to cast. If you fail you lose the spell and provoke an attack of opportunity. If you succeed you sucessfully cast the spell and lose the action you took to cast the spell in your next turn.
Armored Mage: Medium: You can cast in Medium armor with no Arcane Spell Failure. This also applies to heavy shields.
Arcane Defence: You gain a permanent bonus of +2 to your Fortitude and Reflex saves, dodge AC and Initiative.
Frontline Casting: You no longer provoke AoOs for casting when threatened, and once per round you can cast a spell with a range of touch in place of an attack when making AoOs.
As always, feel free to leave comments and/or point out any mistakes I made.:smalltongue:
Prerequisites:
Arcane Spellcasting: 4th level or higher
Constitution 16+
Any two of: Combat Casting; Combat Expertise or Dodge
Hit Die: d8
Skills per level: 2 + Int
Proficiencies: Light and Medium Armor, Shields (but not tower shields)
Skills: Concentration, Craft, Know (Arcana, Planes, Engineering), Profession, Spellcraft
The Fontline Mage
{table=head] Level | BAB | Fort | Ref | Will | Special | Spell Progression
1st | +0 | +0 | +0 | +2 | Armored Mage: Light | +1 level of existing spellcasting class
2nd | +1 | +0 | +0 | +3 | Battlefield Control +1 |
3rd | +1 | +1 | +1 | +3 | Spell Buffer | +1 level of existing spellcasting class
4th | +2 | +1 | +1 | +4 | Battlefield Control +2 | +1 level of existing spellcasting class
5th | +2 | +1 | +1 | +4 | Reflexive Spell | +1 level of existing spellcasting class
6th | +3 | +2 | +2 | +5 | Battlefield Control +3 |
7th | +3 | +2 | +2 | +5 | Armored Mage: Medium | +1 level of existing spellcasting class
8th | +4 | +2 | +2 | +6 | Battlefield Control +4 | +1 level of existing spellcasting class
9th | +4 | +3 | +3 | +6 | Arcane Defence | +1 level of existing spellcasting class
10th | +5 | +3 | +3 | +7 | Frontline Casting | +1 level of existing spellcasting class
[/Table]
Armored Mage: Light: You can cast in light armor with no Arcane Spell Failure. This also applies to light shields
Battlefield Control: All spells that you cast that alter the battlefield or bestow negative conditions upon your opponents have the save DCs increased for those effects.
Spell Buffer: Each round you gain damage reduction /- for one round equal to 2 x the highest spell level you cast in that round.
Reflexive Spell: When threatened in melee, you can attempt a reflex save to cast a Battlefield Control, Debuff or Debilitating (Save or Suck/Lose) spell on your opponent outside of your turn. The DC is equal to 10 + 2 x the level of the spell you are attempting to cast. If you fail you lose the spell and provoke an attack of opportunity. If you succeed you sucessfully cast the spell and lose the action you took to cast the spell in your next turn.
Armored Mage: Medium: You can cast in Medium armor with no Arcane Spell Failure. This also applies to heavy shields.
Arcane Defence: You gain a permanent bonus of +2 to your Fortitude and Reflex saves, dodge AC and Initiative.
Frontline Casting: You no longer provoke AoOs for casting when threatened, and once per round you can cast a spell with a range of touch in place of an attack when making AoOs.
As always, feel free to leave comments and/or point out any mistakes I made.:smalltongue: