Legendcrafter
2007-01-13, 06:46 AM
"These warriors are not like other men, General," the orc lieutenant shakingly reported as he climbed up the hill to his commander.
"Don't you think I see that?" the General replied, indicating the flashes of electric light coming from within the battlefeild. "So what's with these strange men? Are they wizards?"
"No sir," the lieutenant answered, "while they indeed weild magiks, they do not speak words of power, nor are they weaklings like the wizards are. They fight like daemons, darting to and fro like cats, impossible to strike!"
The General thought for a moment then bellowed, "Well then, tell the men that we must fight ever the harder to slay these white daemons!", while raising a clawed fist into the air. After the lieutenant had darted down the slope to deliver his message, the old orc whispered to himself, "Gruumsh protect us."
The Warmage
Warmages are a unique type of magic user: instead of using their arcane power outwardly, to make spells, warmages focus their magic inward, granting them strange abilities. Warmages are very nimble and powerful warriors.
PREREQUISITES:
Weapon and Armor Proficiencies: Must be proficient with all simple and martial weapons.
Spells: Must be able to cast 1st level arcane spells spontaneously.
Base Attack Bonus: +6
Feats: Dodge, Mobility, Combat Casting
Alignment: Any Lawful
CLASS FEATURES:
Hit Die: d8
Class Skills: Concetration (con), Craft (int) Diplomacy (cha), Intimidate (cha), Profession (wis), Spellcraft (int), Swim (str)
WARMAGE
{table=head]Level|Base Attack
Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1
|
+2
|
+0
|
+0
|Arcane Shield
2nd|
+2
|
+2
|
+0
|
+0
|Arcane Protection
3rd|
+3
|
+3
|
+1
|
+1
|Smite 1/day
4th|
+4
|
+4
|
+1
|
+1
|Mage Fire (1 orb)
5th|
+5
|
+4
|
+1
|
+1
|Enhanced Mobility
6th|
+6
|
+5
|
+2
|
+2
|Smite 2/day
7th|
+7
|
+5
|
+2
|
+2
|Mage Fire (2 orbs)
8th|
+8
|
+6
|
+2
|
+2
|Ageless Body, Arcane Awareness
9th|
+9
|
+6
|
+3
|
+3
|Smite 3/day
10th|
+10
|
+7
|
+3
|
+3
|Mage Fire (3 orbs)[/table]
Weapon and armor proficiency: The warmage gains no weapon proficiency, and no proficiency with any armor or shield.
Mage Shield (ex): When not wearing armor or using a shield, a warmage adds 1 point of Charisma bonus (if any) per warmage level as a deflection bonus to her AC. This bonus is applicable under any circumstances while the warmage is consious. Warmages subconciously weave a sheild of force around their bodies.
Improved Speed (ex): While not wearing armor or shield, a warmage gains a 10 ft. bonus to her base land speed.
Arcane Protection (su): Starting at 2nd level, a warmage adds her charisma bonus (if any), to her saves.
Smite (su): Starting at 2nd level, a warmage can imbue a number of attacks with magical energy, giving her a bonus to her damge rolls equal to her charisma bonus + her warmage levels. A warmage can smite one additional time every three levels (2/day at 6th, and 3/day at 9th).
Mage Fire (sp): At will, a warmage of 4th level or higher can weave a number of spheres of magical energy. This is a full-round action that provokes an attack of opportunity. This sphere can be hurled at an enemy, or simply pressed against the enemies body to deal damage (see the produce flame spelldescription for details). Each orb deals 1d6 points of damage, and a warmage gains an additional orb per summoning every three levels (2 at 7th, 3 at 10th). All orbs can be thrown simultaniously. The term 'Mage Fire' is a misnomer; the orb could be constructed of any of the five energy types (acid, cold, electricity, fire, force), but once a warmage chooses a type, he must stick with that same type. A warmage can only summon mage fire when not wearing any armor or shield.
Enhanced Mobility (ex): When wearing no armor and not using a shield, a warmage gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
Timeless Body (ex): Upon attaining 8th level, a warmage no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Arcane Awareness (su): A warmage of 9th level or higher can use her magic to spot when enemy will leave himself vulnerable. She gains a +4 bonus to all attack rolls made for an attack of opportunity, she also gains the benefits of the Combat Reflexes feat.
So there it is guys, tell me what you think! :smallsmile:
"Don't you think I see that?" the General replied, indicating the flashes of electric light coming from within the battlefeild. "So what's with these strange men? Are they wizards?"
"No sir," the lieutenant answered, "while they indeed weild magiks, they do not speak words of power, nor are they weaklings like the wizards are. They fight like daemons, darting to and fro like cats, impossible to strike!"
The General thought for a moment then bellowed, "Well then, tell the men that we must fight ever the harder to slay these white daemons!", while raising a clawed fist into the air. After the lieutenant had darted down the slope to deliver his message, the old orc whispered to himself, "Gruumsh protect us."
The Warmage
Warmages are a unique type of magic user: instead of using their arcane power outwardly, to make spells, warmages focus their magic inward, granting them strange abilities. Warmages are very nimble and powerful warriors.
PREREQUISITES:
Weapon and Armor Proficiencies: Must be proficient with all simple and martial weapons.
Spells: Must be able to cast 1st level arcane spells spontaneously.
Base Attack Bonus: +6
Feats: Dodge, Mobility, Combat Casting
Alignment: Any Lawful
CLASS FEATURES:
Hit Die: d8
Class Skills: Concetration (con), Craft (int) Diplomacy (cha), Intimidate (cha), Profession (wis), Spellcraft (int), Swim (str)
WARMAGE
{table=head]Level|Base Attack
Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1
|
+2
|
+0
|
+0
|Arcane Shield
2nd|
+2
|
+2
|
+0
|
+0
|Arcane Protection
3rd|
+3
|
+3
|
+1
|
+1
|Smite 1/day
4th|
+4
|
+4
|
+1
|
+1
|Mage Fire (1 orb)
5th|
+5
|
+4
|
+1
|
+1
|Enhanced Mobility
6th|
+6
|
+5
|
+2
|
+2
|Smite 2/day
7th|
+7
|
+5
|
+2
|
+2
|Mage Fire (2 orbs)
8th|
+8
|
+6
|
+2
|
+2
|Ageless Body, Arcane Awareness
9th|
+9
|
+6
|
+3
|
+3
|Smite 3/day
10th|
+10
|
+7
|
+3
|
+3
|Mage Fire (3 orbs)[/table]
Weapon and armor proficiency: The warmage gains no weapon proficiency, and no proficiency with any armor or shield.
Mage Shield (ex): When not wearing armor or using a shield, a warmage adds 1 point of Charisma bonus (if any) per warmage level as a deflection bonus to her AC. This bonus is applicable under any circumstances while the warmage is consious. Warmages subconciously weave a sheild of force around their bodies.
Improved Speed (ex): While not wearing armor or shield, a warmage gains a 10 ft. bonus to her base land speed.
Arcane Protection (su): Starting at 2nd level, a warmage adds her charisma bonus (if any), to her saves.
Smite (su): Starting at 2nd level, a warmage can imbue a number of attacks with magical energy, giving her a bonus to her damge rolls equal to her charisma bonus + her warmage levels. A warmage can smite one additional time every three levels (2/day at 6th, and 3/day at 9th).
Mage Fire (sp): At will, a warmage of 4th level or higher can weave a number of spheres of magical energy. This is a full-round action that provokes an attack of opportunity. This sphere can be hurled at an enemy, or simply pressed against the enemies body to deal damage (see the produce flame spelldescription for details). Each orb deals 1d6 points of damage, and a warmage gains an additional orb per summoning every three levels (2 at 7th, 3 at 10th). All orbs can be thrown simultaniously. The term 'Mage Fire' is a misnomer; the orb could be constructed of any of the five energy types (acid, cold, electricity, fire, force), but once a warmage chooses a type, he must stick with that same type. A warmage can only summon mage fire when not wearing any armor or shield.
Enhanced Mobility (ex): When wearing no armor and not using a shield, a warmage gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
Timeless Body (ex): Upon attaining 8th level, a warmage no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Arcane Awareness (su): A warmage of 9th level or higher can use her magic to spot when enemy will leave himself vulnerable. She gains a +4 bonus to all attack rolls made for an attack of opportunity, she also gains the benefits of the Combat Reflexes feat.
So there it is guys, tell me what you think! :smallsmile: