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Grod_The_Giant
2014-01-04, 03:20 PM
The Warmage

Hit Die: d6.
Class Skills: The Warmage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Listen (Wis), Knowledge (arcana) (Int), Knowledge (Engineering) (Int), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Profession (Wis), Sense Motive (Wis), Spot (Wis), Ride (Dex), and Spellcraft (Int).
Skill points at first level: (4+Int modifier) x4
Skill points at each additional level: 4+Int modifier



Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+0
+0
+2
Armored Mage, Warmage Edge
5
3










2nd
+1
+0
+0
+3
Spell Shaping
6
4










3rd
+1
+1
+1
+3
Energy Trick
6
5
3









4th
+2
+1
+1
+4
Eclectic Learning
6
6
4









5th
+2
+1
+1
+4
Warmage Power
6
6
5
3








6th
+3
+2
+2
+5
Energy Trick, Eclectic Learning
6
6
6
4








7th
+3
+2
+2
+5
Widen Spell
6
6
6
5
3







8th
+4
+2
+2
+6
Eclectic Learning
6
6
6
6
4







9th
+4
+3
+3
+6
Energy Trick
6
6
6
6
5
3






10th
+5
+3
+3
+7
Improved Warmage Edge, Eclectic Learning
6
6
6
6
6
4






11th
+5
+3
+3
+7
Improved Spell Shaping
6
6
6
6
6
5
3





12th
+6/+1
+4
+4
+8
Energy Trick, Eclectic Learning
6
6
6
6
6
6
4





13th
+6/+1
+4
+4
+8
Improved Widening
6
6
6
6
6
6
5
3




14th
+7/+2
+4
+4
+9
Eclectic Learning
6
6
6
6
6
6
6
4




15th
+7/+2
+5
+5
+9
Warmage Aim, Energy Trick
6
6
6
6
6
6
6
5
3



16th
+8/+3
+5
+5
+10
Eclectic Learning
6
6
6
6
6
6
6
6
4



17th
+8/+3
+5
+5
+10
Warmage Power
6
6
6
6
6
6
6
6
5
3


18th
+9/+4
+6
+6
+11
Energy Trick, Eclectic Learning
6
6
6
6
6
6
6
6
6
4


19th
+9/+4
+6
+6
+11
Perfect Widening
6
6
6
6
6
6
6
6
6
5


20th
+10/+5
+6
+6
+12
Perfect Spell Shaping, Eclectic Learning
6
6
6
6
6
6
6
6
6
6



Weapon and Armor Proficiencies: Warmages are proficient with all simple weapons, light armor, and light shields.

Spells: A Warmage casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the Warmage spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. 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. Warmages also have the option of adding to their existing spell list through their eclectic learning ability as they increase in level (see below). See page 90 for the Warmage’s spell list.

To cast a spell, a Warmage must have an Intelligence score of 10 + the spell’s level (Int 10 for 0-level spells, Int 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a Warmage’s spell is 10 + the spell’s level + the Warmage’s Intelligence modifier. Like other spellcasters, a Warmage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Intelligence score.

Unlike a cleric or a wizard, a Warmage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Armored Mage (Ex): A Warmage’s training allows him to avoid arcane spell failure while casting Warmage spells in light armor and/or wielding light shields.

Warmage Edge (Ex): Whenever a Warmage casts a Warmage spell that does hit point damage, he may add his Intelligence bonus, plus one-half his Warmage level, to the amount of damage dealt. This bonus applies once to each creature damaged by the spell.

Spell Shaping (Ex): Beginning at 2nd level, a Warmage can exclude a number of 5 foot squares equal to his intelligence modifier from the area of effect of his spells.

Starting at 11th level, a Warmage may increase the area of a spell by a number of squares equal to the number he excluded. The squares must be adjacent to the original area. For example, if a Warmage casts fireball and excludes 3 squares, he may include an extra three squares at any point around the 20ft radius already affected.

Energy Trick (Ex): At 3rd level, a Warmage picks one of the following energy types: Acid, Cold, Electricity, or Fire. When casting a spell with an energy descriptor, he may modify it to use the chosen energy type instead. The spell's descriptor changes to the new energy type—for example, a fireball composed of cold energy is an evocation [cold] spell. This ability counts as the appropriate Energy Substitution feat for all prerequisites.

At 6th level, and every subsequent third level, he may select another energy type.

At 12th level, add Sonic, Positive Energy, Negative Energy, and Nonlethal to the list of energy types to choose from.

At 15th level, add Force to the list.

Eclectic Learning: At 4th level, and every subsequent even-numbered level, a Warmage learns one spell from the Sorcerer/Wizard list. If the spell is from the evocation school, he learns it at its normal level. If it is not, he learns it one level higher than normal. He must be able to cast the spell at its adjusted level in order to learn it.

Warmage Spellpower (Ex): At 5th level, a Warmage can add his Intelligence modifier to caster level checks made to penetrate spell resistance.

Widen Spell: At 7th level, a Warmage gains Widen Spell as a bonus feat. He may apply it to his spells without increasing casting time. In addition, Widened Warmage spells use up a slot two levels higher than normal, rather than three.

At 13th level, Widened Warmage spells use up a slot one level higher than normal, rather than two.

At 19th level, a Warmage may Widen his spells without increasing spell level.

Improved Warmage Edge (Ex): Starting at 10th level, a Warmage may increase the caster level cap of his Warmage spells by a value equal to his Intelligence modifier. For example, a Fireball spell normally does 1d6/level, max 10d6. With this ability, a Warmage with an Intelligence modifier of +6 would have his Fireball spells deal 1d6/level, max 16d6.

Warmage Aim (Ex): Beginning at 15th level, a Warmage’s spells are even harder to dodge than normal. His area spells are subdivided into two different zones, an inner zone (defined as the point of origin out to one-half the normal radius of the spell effect) and an outer zone. Those caught in the inner zone take a penalty to their saving throw equal to one-half the level of the spell.

Warmage Power (Ex): Beginning at 17th level, a Warmage may add his Intelligence modifier to caster level checks made to overcome spell resistance and resist having his spells dispelled or counterspelled.

Perfect Spell Shaping (Ex): Beginning at 20th level, a Warmage may exclude any creature or object he wishes from the area of effect of his spells.

Warmage Spells

0-Level Warmage Spells (Cantrips)

Acid Splash: Orb deals 1d3 acid damage.
Caltrops (SpC): Creates caltrops in 5-ft.-by-5-ft. square, +5-ft. square/2 levels beyond 1st (max 5).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Electric Jolt (SpC): Ranged touch attack deals 1d3 electricity damage.
Flare: Dazzles one creature (-1 on attack rolls).
Launch Bolt (SpC): Launches a crossbow bolt up to 80 ft.
Light: Object shines like a torch.
Message: Whispered conversation at distance.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Sonic Snap (SpC): Subject takes 1 point of sonic damage and is deafened 1 round.


1st Level Warmage Spells

Burning Hands: 1d4/level fire damage (max 5d4).
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Expeditious Retreat: Your speed increases by 30 ft.
Grease: Makes 10-ft. square or one object slippery.
Ice Dagger (SpC): Grenadelike weapon deals subject 1d4/level cold damage, plus area damage.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Obscuring Mist: Fog surrounds you.
Persistent Blade (SpC): Blade of force attacks subject, automatically flanks.
Ray of Flame (SpC): Ray deals 1d6/2 levels fire damage, ignites subject.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Sonic Blast (SpC): Subject takes 1d4/2 levels sonic damage plus deafness.
Wall of Smoke (SpC): Wall of black smoke obscures vision and nauseates those who pass through.


2nd Level Warmage Spells

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Combust (SpC): Subject takes 1d8/level fire damage and might catch fire.
Electric Loop (SpC): Deals 1d6/2 levels electricity damage plus stunning to a single creature.
Fireburst (SpC): Creatures within 10 feet take 1d8/level fire damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Ice Knife (SpC): Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Protection from Arrows: Subject immune to most ranged attacks.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Spider Climb: Grants ability to walk on walls and ceilings.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.


3rd Level Warmage Spells

Acid Breath (SpC): Cone of acid deals 1d6 damage/level (max 10d6).
Dispel Magic: Cancels magical spells and effects.
Fireball: 1d6 damage per level, 20-ft. radius.
Fly: Subject flies at speed of 60 ft.
Great Thunderclap (SpC): Loud noise causes stunning, deafness, and knocks prone in a large area.
Lightning Bolt: Electricity deals 1d6/level damage.
Manyjaws (SpC): One set of jaws/level attacks enemies for 1d6 damage.
Sleet Storm: Hampers vision and movement.
Sound Lance (SpC): Sonic energy deals 1d8/level damage.
Stinking Cloud: Nauseating vapors, 1 round/level.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Wind Wall: Deflects arrows, smaller creatures, and gases.


4th Level Warmage Spells

Black Tentacles: Tentacles grapple all within 20 ft. spread.
Blast of Flame (SpC): 60-ft. cone of fire (1d6/level damage).
Defenestrating Sphere (F) (SpC): Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
Dragon Breath (SpC): You choose a dragon type and mimic its breath weapon.
Energy Spheres (SpC): Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic energy.
Enervation: Subject gains 1d4 negative levels.
Explosive Cascade (SpC): Bouncing flame ball deals 1d6/level fire damage.
Forcewave (SpC): Bull rushes all creatures within 10 ft.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Solid Fog: Blocks vision and slows movement.
Stoneskin (M): Ignore 10 points of damage per attack.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.


5th Level Warmage Spells

Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Dismissal: Forces a creature to return to native plane.
Firebrand (M) (SpC): One 5-ft. burst/level deals 1d6 fire/level plus burning for 1 round.
Ironguard, Lesser (SpC): Subject becomes immune to nonmagical metal.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Prismatic Ray (SpC): Ray of light blinds subject, deals random effect.
Slay Living: Touch attack kills subject.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Vitriolic Sphere (SpC): Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.
Wall of Force: Wall is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.


6th Level Warmage Spells

Acid Fog: Fog deals acid damage.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Disintegrate: Makes one creature or object vanish.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Fire Spiders (SpC): Swarm of Fine fire elementals deals fire damage in an area.
Freezing Fog (SpC): Fog slows creatures, obscures vision, hinders movement.
Move Earth: Digs trenches and build hills.
Opalescent Glare (SpC): Kill creatures with a look, or make them very afraid.
Ray of Light (SpC): Ray blinds subject.
Wall of Iron (M): 30 hp/four levels; can topple onto foes.


7th Level Warmage Spells

Banishment: Banishes 2 HD/level of extraplanar creatures.
Control Weather: Changes weather in local area.
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds
Finger of Death: Kills one subject.
Ironguard (F) (SpC): Subject becomes immune to all metal.
Prismatic Spray: Rays hit subjects with variety of effects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Whirlwind: Cyclone deals damage and can pick up creatures.


8th Level Warmage Spells

Field of Icy Razors (F) (SpC): Creatures in area take normal and cold damage, might be slowed.
Forcecage (M): Cube or cage of force imprisons all inside.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Lightning Ring (SpC): Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Prismatic Wall: Wall’s colors have array of effects.
Wall of Greater Dispel Magic (SpC): Creatures passing through a transparent wall become subjects of targeted greater dispel magic.


9th Level Warmage Spells

Maw of Chaos (SpC): Chaotic energy dazes, deals damage, impedes concentration.
Obedient Avalanche (SpC): Snowy avalanche crushes and buries your foes.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Sphere of Ultimate Destruction (SpC): Featureless black sphere does 2d6/level damage, disintegrates.
Wail of the Banshee: Kills one creature/level.

Passive Pete
2014-01-04, 03:41 PM
Mmmmm...

Very well done! Very well done indeed! I would play this! I just have a few ideas.

Maybe, with the whole "spell shaping" thing, there could be a class feature along those lines where one could convert cone-shaped spells to lines, and vice versa. That would be fun! And maybe also one of those things where you can cast your spells through your weapons; I just love those! :smallsmile: It would make sense for a warmage to have Somatic Weaponry or something, ya know?

ngilop
2014-01-04, 04:55 PM
Why is positive energy at 15th level option while negative energy is a 12th?

also making untyped be a choice at 15 negates any other choice at 15th. cept for force and only againts incorporeal.

Id also ask for you to include the orb of X spells nothing say war mage like shooting somebody in the face with a non magical orb of magic force. ( yeah i do not really understand that either)

with improved warmage edge id make it be useable only on spells gain by virtue of being a warmage. that way the war mage can't nab a prC or something and manage to get a 26 caster level on gate for example.

why did you get rid of the sudden meta magics? well excpt for widen in a more limited and more suabel scope.

Grod_The_Giant
2014-01-04, 05:04 PM
Why is positive energy at 15th level option while negative energy is a 12th?
It turns you into a healer... but yeah, no real reason to put it that high.


also making untyped be a choice at 15 negates any other choice at 15th. cept for force and only againts incorporeal.
I was running out of damage options, really.


Id also ask for you to include the orb of X spells nothing say war mage like shooting somebody in the face with a non magical orb of magic force. ( yeah i do not really understand that either)
I went back and forth, but decided against them for a few reasons:

They clog up spells known like nobody's business. 6 spells is half of everything you get for that level, on spells which are virtually identical.
The thematic thing I tried to come back to was war-- specifically, serving on the battlefield. Orbs are single-target kill spells, which aren't as important as the big area bursts there.
The spells are just silly. SR: No? Conjuration? Bah, humbug.



with improved warmage edge id make it be useable only on spells gain by virtue of being a warmage. that way the war mage can't nab a prC or something and manage to get a 26 caster level on gate for example.
I'll make a note of that.


why did you get rid of the sudden meta magics? well excpt for widen in a more limited and more suabel scope.
I dunno. Never liked 'em that much. Never seemed that useful. Not sure what you mean by calling Widen "suabel," though. (Did you mean "sub-ideal?")

ngilop
2014-01-04, 06:15 PM
Fair enough.. i just alwasy said " orb spells are evocation, problem..?" most people equate blasting to evo so not too mnay people put an argument up. and I was looking at the 'war' aspect of them as well. nothing says ; i just routed the orc band by orb of sounding the warboss' face off' LOL


But yeah If it fits better thematically keep them off the spell list, there is still Eclectic Learning after all.

No i meant suabel ¬_¬ (shifty eyes):smallbiggrin: