Mousedigits
2014-06-28, 12:31 AM
So, I was pondering what to play for a game, and was thinking about Warmage. I, then, upon discovering the warmage, was horribly dissapointed. why not just play a Wizard of the Evocation School? Literally, the only reason is for the Armored Mage. So, I set about looking for fixes, and a few caugth my eye, but they all seemed a bit less than what I wanted, very few of them provided any reason to play them over an evocation wizard. And, so, here is my attempt at a worthwhile solution.
Two fixes I have drawn off HEAVILY: Zman's fix (http://www.giantitp.com/forums/showthread.php?268452-Zman-s-Warmage-Fix(3-5)), and X-code's Fix (http://brilliantgameologists.com/boards/index.php?topic=2880.0), and T.G. Oskar (http://www.giantitp.com/forums/showthread.php?131346-Retooling-the-Warmage-(or-how-I-learned-to-stop-whining-and-love-the-blasting)-v2)'s fix. Thank you all!
THE WARMAGE
Skill Points: 2+Int mod (x4 first level)
Class Skills: Concentration, Craft, Intimidate, Jump, Knowledge (Arcana), Knowledge (Geography), Knowledge (History), Profession, Ride, Sense Motive, Spellcraft, Swim, Tumble, and Use Magic Device.
Hit Die: 1d8
LVL
BAB
FORT
REF
WILL
SPECIAL
0TH
1ST
2ND
3RD
4TH
5TH
6TH
7TH
8TH
9TH
1
0
0
0
2
Armored Mage (Light), Warmage's Edge
5
3
2
1
0
0
3
Combat Casting
6
4
3
2
1
1
3
Advanced Learning, Warmage's Frenzy 1/day
6
5
4
3
1
1
4
Bonus Feat
6
6
3
5
3
1
1
4
Metamagic Prodigy, Energy Substitution,
6
6
4
6
4
2
2
5
Advanced learning
6
6
5
3
7
5
2
2
5
Armored Mage (Medium), Warmage's Frenzy 2/day
6
6
6
4
8
6/1
2
2
6
Improved Warmage's Edge, Improved Warmage's Frenzy, Bonus Feat
6
6
6
5
3
9
6/1
3
3
6
Discrimina ting Spell
6
6
6
6
4
10
7/2
3
3
7
-
6
6
6
6
5
3
11
8/3
3
3
7
Advanced learning, Warmage's Frenzy 3/day
6
6
6
6
6
4
12
9/4
4
4
8
Bonus Feat
6
6
6
6
6
5
3
13
9/4
4
4
8
Dent Resistance, Greater Warmage's Frenzy
6
6
6
6
6
6
4
14
10/5
4
4
9
Extra Projectiles
6
6
6
6
6
6
5
3
15
11/6/1
5
5
9
Warmage's Frenzy 4/day
6
6
6
6
6
6
6
4
16
12/7/2
5
5
10
Advanced learning
6
6
6
6
6
6
6
5
3
17
12/7/2
5
5
10
-
6
6
6
6
6
6
6
6
4
18
13/8/3
6
6
11
Greater Warmage's Frenzy, Bonus Feat, Metamagic Expert
6
6
6
6
6
6
6
6
5
3
19
14/9/4
6
6
11
Warmage's Frenzy 5/day
6
6
6
6
6
6
6
6
6
4
20
15/10/5
6
6
12
Power Overwhelming
6
6
6
6
6
6
6
6
6
6
Weapon and Armor Proficiency: Warmages are proficient with all simple weapons, one martial weapon of his choice, light armor, and light shields. At 8th level, a warmage gains proficiency with medium armor (see Armored Mage, below).
Spells: A warmage casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the wizard/sorcerer spell list. 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 wizard spells for that level of the Evocation school. Essentially, his spell list is the same as his spells known list, which is EVERY spell of the Evocation School on the Sorcerer/Wizard spell list. Warmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, a warmage must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 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 Charisma 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 Table 1—1: The Warmage. In addition, he receives bonus spells for a high Charisma score (see Table 1—1, page 8 of the Player's Handbook).
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: Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail (if those spells have somatic components). A warmage's limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class.
At 7th level, a warmage learns to use medium armor with no chance of arcane spell failure.
Warmage Edge: 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)+1/2 his Warmage Level to the amount of damage dealt. For instance, if a 4th-level warmage with 17 Intelligence casts magic missile, he deals
1d4+1 points of damage normally, plus an extra 5 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 it affects. However, if a 3rd-level warmage casts magic missile and produces two missiles, only one of them (of 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 1 round, 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 the warmage edge, if applicable.
Combat Casting: At 2nd level, the Warmage gains Combat Casting as a bonus feat.
Advanced Learning: At 3rd, 6th, 11th, and 16th level, a warmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be from the Wizard/Sorcerer spell list, and of a level 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 just like any other spell on the warmage's list.
Warmage's Frenzy: At 3rd level, once per day, a Warmage can fly into a state of magical destruction. In this Frenzy, the warmage's Charisma and Intelligence raise by +4 points. The Warmage also can cast one extra spell of each level while within this frenzy. These spell slots dissapear if not used by the end of the frenzy. In addition, any spell that does hit point damage that is cast in this frenzy deals an extra 1d8 damage. This applies only once per casting of the spell. For example, a Warmage who casts Magic Missile, and has 2 missiles, would have one do 1d4+1+Warmage's Edge+1d8, While the other would do 1d4+1.
Such a frenzy does come with penalties, however. Firstly, the Warmage takes a -2 to AC and Concentration checks. In addition, after the frenzy has ended, for a number of rounds equal to 2x the number of rounds spent in Frenzy, all spells cast by the Warmage take a -2 to Caster Level.
Bonus Feat: at 4th level, and every 4 levels thereafter, the warmage can select a metamagic feat as a bonus feat. He must meet the prerequisites for said feat.
Metamagic Prodigy: At 5th level, the Warmage reaches a degree of excellence when dealing with metamagic. At the beginning of each day, by spending one hour meditating, the Warmage can select a spell. This spell is cast with its normal casting time when a metamagic feat is applied to them. At 4th level, and every 4 thereafter, he can choose an extra spell.
Energy Substitution: The Warmage can change the energy type of any Evocation spell he casts, to a maximum of 5+his charisma modifier spells/day.
Improved Warlock's Edge: At 8th level, the Warmage finds ways to make his spells do even MORE damage. The damage cap on any spell the Warmage casts is raised by 1/2 his level. Thus, a Warmage would be able to cast a maximum of 10d6 on a shocking grasp, assuming he were 10th level.
Improved Warmage's Frenzy: At 8th level, the bonus to Cha and Int increases to +6, and the Warmage adds 2d8 to his spells. In addition, he can cast 2 extra spells of each level in frenzy.
Discriminating Spell: At 9th level, the Warmage learns to keep his allies safe from his spells. When casting an AoE spell, he can de-select a number of squares equal to he Cha modifier.
Dent Resistance: At 13th level, the Warmage can add his Cha modifier+the level of the spell being cast to checks to overcome spell resistance.
Extra Projectiles: At 14th level, the Warmage can increase the cap of projectiles/rays/whatever by his Cha modifier. He does NOT add his Ch a modifier to the amout he shoots, just adds to the cap.
Greater Warmage's Frenzy: The bonus to Cha and Int from the Warmage's Frenzy increase to +8, and an extra 3d8 added to all spell hit point damage. In addition, he may cast an extra 3 spells per level.
Metamagic Expert: The spell level adjustment for any metamagic the Warmage uses lowers by 2. This applies only once per casting, no matter how many metamagic feats are applied to the spell.
Power Overwhelming: Metamagic does not increase spell level or casting time for any spell cast during Frenzy. For every spell level adjustment, due to metamagic, that he would normally take, he takes 2x the amount in damage. He can choose not to gain the benefits of this ability as he casts the spell. In addition, he gains a second standard action that can be used ONLY to cast an evocation spell.
1.0: Originally posted
1.1: Changed Metamagic Expert, Removed War Magics, Changed Frenzy
1.2: Changed Frenzy, Added Capstone, Minor other changes.
Two fixes I have drawn off HEAVILY: Zman's fix (http://www.giantitp.com/forums/showthread.php?268452-Zman-s-Warmage-Fix(3-5)), and X-code's Fix (http://brilliantgameologists.com/boards/index.php?topic=2880.0), and T.G. Oskar (http://www.giantitp.com/forums/showthread.php?131346-Retooling-the-Warmage-(or-how-I-learned-to-stop-whining-and-love-the-blasting)-v2)'s fix. Thank you all!
THE WARMAGE
Skill Points: 2+Int mod (x4 first level)
Class Skills: Concentration, Craft, Intimidate, Jump, Knowledge (Arcana), Knowledge (Geography), Knowledge (History), Profession, Ride, Sense Motive, Spellcraft, Swim, Tumble, and Use Magic Device.
Hit Die: 1d8
LVL
BAB
FORT
REF
WILL
SPECIAL
0TH
1ST
2ND
3RD
4TH
5TH
6TH
7TH
8TH
9TH
1
0
0
0
2
Armored Mage (Light), Warmage's Edge
5
3
2
1
0
0
3
Combat Casting
6
4
3
2
1
1
3
Advanced Learning, Warmage's Frenzy 1/day
6
5
4
3
1
1
4
Bonus Feat
6
6
3
5
3
1
1
4
Metamagic Prodigy, Energy Substitution,
6
6
4
6
4
2
2
5
Advanced learning
6
6
5
3
7
5
2
2
5
Armored Mage (Medium), Warmage's Frenzy 2/day
6
6
6
4
8
6/1
2
2
6
Improved Warmage's Edge, Improved Warmage's Frenzy, Bonus Feat
6
6
6
5
3
9
6/1
3
3
6
Discrimina ting Spell
6
6
6
6
4
10
7/2
3
3
7
-
6
6
6
6
5
3
11
8/3
3
3
7
Advanced learning, Warmage's Frenzy 3/day
6
6
6
6
6
4
12
9/4
4
4
8
Bonus Feat
6
6
6
6
6
5
3
13
9/4
4
4
8
Dent Resistance, Greater Warmage's Frenzy
6
6
6
6
6
6
4
14
10/5
4
4
9
Extra Projectiles
6
6
6
6
6
6
5
3
15
11/6/1
5
5
9
Warmage's Frenzy 4/day
6
6
6
6
6
6
6
4
16
12/7/2
5
5
10
Advanced learning
6
6
6
6
6
6
6
5
3
17
12/7/2
5
5
10
-
6
6
6
6
6
6
6
6
4
18
13/8/3
6
6
11
Greater Warmage's Frenzy, Bonus Feat, Metamagic Expert
6
6
6
6
6
6
6
6
5
3
19
14/9/4
6
6
11
Warmage's Frenzy 5/day
6
6
6
6
6
6
6
6
6
4
20
15/10/5
6
6
12
Power Overwhelming
6
6
6
6
6
6
6
6
6
6
Weapon and Armor Proficiency: Warmages are proficient with all simple weapons, one martial weapon of his choice, light armor, and light shields. At 8th level, a warmage gains proficiency with medium armor (see Armored Mage, below).
Spells: A warmage casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the wizard/sorcerer spell list. 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 wizard spells for that level of the Evocation school. Essentially, his spell list is the same as his spells known list, which is EVERY spell of the Evocation School on the Sorcerer/Wizard spell list. Warmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, a warmage must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 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 Charisma 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 Table 1—1: The Warmage. In addition, he receives bonus spells for a high Charisma score (see Table 1—1, page 8 of the Player's Handbook).
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: Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail (if those spells have somatic components). A warmage's limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class.
At 7th level, a warmage learns to use medium armor with no chance of arcane spell failure.
Warmage Edge: 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)+1/2 his Warmage Level to the amount of damage dealt. For instance, if a 4th-level warmage with 17 Intelligence casts magic missile, he deals
1d4+1 points of damage normally, plus an extra 5 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 it affects. However, if a 3rd-level warmage casts magic missile and produces two missiles, only one of them (of 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 1 round, 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 the warmage edge, if applicable.
Combat Casting: At 2nd level, the Warmage gains Combat Casting as a bonus feat.
Advanced Learning: At 3rd, 6th, 11th, and 16th level, a warmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be from the Wizard/Sorcerer spell list, and of a level 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 just like any other spell on the warmage's list.
Warmage's Frenzy: At 3rd level, once per day, a Warmage can fly into a state of magical destruction. In this Frenzy, the warmage's Charisma and Intelligence raise by +4 points. The Warmage also can cast one extra spell of each level while within this frenzy. These spell slots dissapear if not used by the end of the frenzy. In addition, any spell that does hit point damage that is cast in this frenzy deals an extra 1d8 damage. This applies only once per casting of the spell. For example, a Warmage who casts Magic Missile, and has 2 missiles, would have one do 1d4+1+Warmage's Edge+1d8, While the other would do 1d4+1.
Such a frenzy does come with penalties, however. Firstly, the Warmage takes a -2 to AC and Concentration checks. In addition, after the frenzy has ended, for a number of rounds equal to 2x the number of rounds spent in Frenzy, all spells cast by the Warmage take a -2 to Caster Level.
Bonus Feat: at 4th level, and every 4 levels thereafter, the warmage can select a metamagic feat as a bonus feat. He must meet the prerequisites for said feat.
Metamagic Prodigy: At 5th level, the Warmage reaches a degree of excellence when dealing with metamagic. At the beginning of each day, by spending one hour meditating, the Warmage can select a spell. This spell is cast with its normal casting time when a metamagic feat is applied to them. At 4th level, and every 4 thereafter, he can choose an extra spell.
Energy Substitution: The Warmage can change the energy type of any Evocation spell he casts, to a maximum of 5+his charisma modifier spells/day.
Improved Warlock's Edge: At 8th level, the Warmage finds ways to make his spells do even MORE damage. The damage cap on any spell the Warmage casts is raised by 1/2 his level. Thus, a Warmage would be able to cast a maximum of 10d6 on a shocking grasp, assuming he were 10th level.
Improved Warmage's Frenzy: At 8th level, the bonus to Cha and Int increases to +6, and the Warmage adds 2d8 to his spells. In addition, he can cast 2 extra spells of each level in frenzy.
Discriminating Spell: At 9th level, the Warmage learns to keep his allies safe from his spells. When casting an AoE spell, he can de-select a number of squares equal to he Cha modifier.
Dent Resistance: At 13th level, the Warmage can add his Cha modifier+the level of the spell being cast to checks to overcome spell resistance.
Extra Projectiles: At 14th level, the Warmage can increase the cap of projectiles/rays/whatever by his Cha modifier. He does NOT add his Ch a modifier to the amout he shoots, just adds to the cap.
Greater Warmage's Frenzy: The bonus to Cha and Int from the Warmage's Frenzy increase to +8, and an extra 3d8 added to all spell hit point damage. In addition, he may cast an extra 3 spells per level.
Metamagic Expert: The spell level adjustment for any metamagic the Warmage uses lowers by 2. This applies only once per casting, no matter how many metamagic feats are applied to the spell.
Power Overwhelming: Metamagic does not increase spell level or casting time for any spell cast during Frenzy. For every spell level adjustment, due to metamagic, that he would normally take, he takes 2x the amount in damage. He can choose not to gain the benefits of this ability as he casts the spell. In addition, he gains a second standard action that can be used ONLY to cast an evocation spell.
1.0: Originally posted
1.1: Changed Metamagic Expert, Removed War Magics, Changed Frenzy
1.2: Changed Frenzy, Added Capstone, Minor other changes.