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Larzzral
2014-08-26, 10:22 PM
One of fifteen classes I've done up for my own setting. Some are only slightly changed, others are rely a lot of homebrew. In the end, I am hoping to provide classes that offer some options to keep a player engaged, while at the same time I am mostly playing with people who have never played before, and want things that are not too confusing. Let me know how I've done. Power-wise, I am looking for Tier 3-4 range. Classes should be judged compared to each other and not to standard 3.5 classes.

The ability section will generally be left blank. It's pretty common knowledge that constitution is always needed, strength to hit things, unless you're dexterity focused. So unless there are abilities that specifically rely on a skill, I'll leave it blank. Also, I don't use the normal 3.5 system for skills. So it'll mostly be left unchanged from original classes, except the minimum I'll use is 4 per level.

-NOTE- The warmage biggest changes are removing the orb line of spells and adding dispelling


Warmage
(Inspiration: Master Specialist (Abjuration/Evocation), Warmage)

GAME RULE INFORMATION
Warmages have the following game statistics.
Abilities: Intelligence is important to a warmage as it decides their spells and adds damage with their warmage edge ability.
Alignment: Any
Hit Die: d6
Starting Age: As Warmage
Starting Gold: As Warmage

Class Skills: As Warmage

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier



Level
BAB
Fort
Ref
Will
Special
0
1
2
3
4
5
6
7
8
9


1st
+0
+0
+0
+2
Armoured Mage, Warmage Edge
6
3
-
-
-
-
-
-
-
-




2nd
+1
+0
+0
+3
Urgent Shield
6
4
-
-
-
-
-
-
-
-




3rd
+1
+1
+1
+3
Advanced Learning
6
4
3
-
-
-
-
-
-
-




4th
+2
+1
+1
+4
Minor Evocation Esoterica
6
5
4
-
-
-
-
-
-
-




5th
+2
+1
+1
+4
Sudden Extend
6
5
4
3
-
-
-
-
-
-




6th
+3
+2
+2
+5
Advanced Learning
6
5
5
4
-
-
-
-
-
-




7th
+3
+2
+2
+5
Minor Abjuration Esoterica
6
6
5
4
3
-
-
-
-
-




8th
+4
+2
+2
+6
Sudden Empower
6
6
5
5
4
-
-
-
-
-




9th
+4
+3
+3
+6
Advanced Learning
6
6
6
5
4
3
-
-
-
-




10th
+5
+3
+3
+7
Moderate Evocation Esoterica
6
6
6
5
5
4
-
-
-
-




11th
+5
+3
+3
+7
Sudden Enlarge
6
6
6
6
5
4
3
-
-
-




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




13th
+6/+1
+4
+4
+8
Moderate Abjuration Esoterica
6
6
6
6
6
5
4
3
-
-




14th
+7/+2
+4
+4
+9
Sudden Widen
6
6
6
6
6
5
5
4
-
-




15th
+7/+2
+5
+5
+9
Advanced Learning
6
6
6
6
6
6
5
4
3
-




16th
+8/+3
+5
+5
+10
Major Evocation Esoterica
6
6
6
6
6
6
5
5
4
-




17th
+8/+3
+5
+5
+10
Sudden Maximize
6
6
6
6
6
6
6
5
4
3




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




19th
+9/+4
+6
+6
+11
Major Abjuration Esoterica
6
6
6
6
6
6
6
6
5
4




20th
+10/+5
+6
+6
+12
Master of Evocation
6
6
6
6
6
6
6
6
5
5





--------------------------------------------------------------------------------

Class Features:All of the following are class features of the warmage.

Weapon and Armor Proficiencies:Warmages are proficient with all simple weapons, light and medium armour, but not with 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.
To cast a spell, a warmage must have a intelligence 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 intelligence modifier. Like other spellcasters, a warmage can cast only a certain number of spells of each spell level per day.

Urgent Shield:As an immediate action, you create a magic shield (as the shield spell) that lasts a number of rounds equal to your class level. In addition, you may sacrifice a single prepared spell and add an additional shield AC bonus equal to the spell’s level. This ability is usable your intelligence modifier number of times per day.

Warmage Edge: Warmage gains damage equal to intelligence modifier x spell level on any evocation spell he casts. (Heighten counts as raising a spell level for added damage. No other metamagic does, however)
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.

Advanced Learning:At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the abjuration or the evocation school and of a level no higher than that of the highest-level spell you already know or a universal or divination spell of one level lower than the highest level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.

Minor Evocation Esoterica:When casting an evocation spell, you gain a bonus on Concentration checks equal to 1/2 your warmage level.

Sudden Extend: A warmage gains Sudden Extend a bonus feat. If he already has the feat, he can choose a different metamagic feat.

Minor Abjuration Esoterica: You gain a competence bonus on dispel checks equal to 1/2 your master specialist level.

Sudden Empower: A warmage gains Sudden Empower a bonus feat. If he already has the feat, he can choose a different metamagic feat.

Moderate Evocation Esoterica: You gain resistance 20 to any one energy type that matches a descriptor used by the spell you just cast. This ability lasts for a number of rounds equal to the spell level of the spell just cast.

Sudden Enlarge: A warmage gains Sudden Enlarge a bonus feat. If he already has the feat, he can choose a different metamagic feat.

Moderate Abjuration Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.

Sudden Widen: A warmage gains Sudden Widen a bonus feat. If he already has the feat, he can choose a different metamagic feat.

Major Evocation Esoterica: Any creature that fails its save against one of your evocation spells takes damage again 1 round later equal to half the damage it took when you cast the spell. This is usable three times per day.

Sudden Maximize: A warmage gains Sudden Maximize as a bonus feat. If he already has the feat, he can choose a different metamagic feat.

Major Abjuration Esoterica: When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature. This is usable three times per day.

Master of Evocation: Evocation spells no longer have max number of effects (such as scorching rays) or damage die (such as fireball). As long as the spell has rules for increasing damage, this ability effects the spell.

Synar
2014-08-27, 01:58 AM
I might be wrong, but doesn't the capstone make some lower level sells equivalent to their higher level conterpart? (This is not necessarily a problem though)

nonsi
2014-08-27, 11:00 AM
This is one of the best Warmage remakes I've encountered.
I believe that in the long run, Spell Shield (dungeonscape, p.13) would be a better option than Urgent Shield, because a lot of damage sources ignore shields altogether.
Other than the above, the only change I could possibly think of applying to your Warmage would be to shift the sudden-feats 3 levels south and put Sudden Quicken at 17th.

One thing's missing though........... where's the spell list ?!


[EDIT:]

Other things that now come to mind:
- As part of the Warmage Edge feature, I'd add the Warmage's Int-mod to its CL for all class-derived Abjuration spells.
- Abjuration Esoterica: Minor Esoterica really sucks (it's just one spell..... Ok, two spells). I'd transform Moderate Esoterica into Minor Esoterica and make Moderate Esoterica grant the ability to include allies (1 ally per 5 levels) within 20' in personal Abjuration effects.