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ngilop
2017-04-13, 05:24 PM
Warmage
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[tr]
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


[td] 1st
+0
+0
+0
+2
Warmage Edge
5
3










2nd
+1
+0
+0
+3
Battle Arcana
6
4










3rd
+1
+1
+1
+3
Advanced Learning, Intense Magic I
6
5










4th
+2
+1
+1
+4
Sudden Metamagic
6
6
3









5th
+2
+1
+1
+4
Spell Reinforcement, Battle Arcana
6
6
4









6th
+3
+2
+2
+5
Advanced Learning, Combat Training
6
6
5
3








7th
+3
+2
+2
+5
Sudden Metamagic
6
6
6
4








8th
+4
+2
+2
+6
Battle Arcana
6
6
6
5
3







9th
+4
+3
+3
+6
Advanced Learning, Intense Magic II
6
6
6
6
4







10th
+5
+3
+3
+7
Sudden Metamagic
6
6
6
6
5
3






11th
+5
+3
+3
+7
Battle Arcana
6
6
6
6
6
4






12th
+6/+1
+4
+4
+8
Advanced Learning, Combat Training
6
6
6
6
6
5
3





13th
+6/+1
+4
+4
+8
Sudden Metamagic
6
6
6
6
6
6
4





14th
+7/+2
+4
+4
+9
Battle Arcana
6
6
6
6
6
6
5
3




15th
+7/+2
+5
+5
+9
Advanced Learning, Intense Magic III
6
6
6
6
6
6
6
4




16th
+8/+3
+5
+5
+10
Sudden Metamagic
6
6
6
6
6
6
6
5
3



17th
+8/+3
+5
+5
+10
Battle Arcana
6
6
6
6
6
6
6
6
4



18th
+9/+4
+6
+6
+11
Advanced Learning, Combat Training
6
6
6
6
6
6
6
6
5
3


19th
+9/+4
+6
+6
+11
Sudden Metamagic
6
6
6
6
6
6
6
6
6
4


20th
+10/+5
+6
+6
+12
Battle Arcana, War Mage
6
6
6
6
6
6
6
6
6
6


Alignment: Any
Hit Die: 1d8

Class Skills:
The Warmage's class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armor Proficiency
Warmages are proficient with all simple weapons, in addition they also are proficient with the Hand axe, Short Sword, Long Sword, Battle axe, Short Bow, and War hammer, but not with any type of armor or shield. Armor of any type interferes with a Warmage's movements, which can cause his spells with somatic components to fail.

Spells: A Warmage casts arcane spells, which are drawn from the Warmage spell list below. He can cast any spell he knows without preparing it ahead of time. When a Warmage gains access to a new spell list, he automatically learns all the spells for the 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 advanced learning ability as they increase in level (see below).
To cast a spell, a Warmage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Warmage’s spell is 10 + the spell level + the Warmage’s Charisma modifier. Like othis 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 per day if he has a high Charisma score.
As noted above, 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 allotment of spells per day for the spell’s level.
Unlike other spontaneous spell casters, a Warmage do not need a full-round action to apply a meta-magic feat to a spell. Instead the meta-magic spell takes the normal casting time of the spell, for example an empowered magic missile still takes a standard action and a quickened magic missile is a swift action.

Cantrips: Warmages learn a number of cantrips, or 0-level spells, as noted in the warmage spell list. These spells are cast like any other spell, but they do not consume slots and may be used again

Warmage Edge: A Warmage has an innate pool of magical energy that he can draw upon to fuel his Battle Arcana and enhance his spells. The Warmage's can hold a maximum amount of magical energy equal to 3 + the Warmage's level. Each day, when the Warmage prepares spells, the Warmage's fills with raw magical energy, any points he had from the previous day are lost. The Warmage Edge can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points are used to fuel many of the Warmage's powers. The Warmage can expend 1 point from his Warmage Edge as a free action whenever he casts an Warmage spell. If he does, he can choose to increase the caster level by 1 or increase the spell's DC by 1. He can expend no more than 1 point on a given spell in this way. In addition, as long as the Warmage has at least 1 point remaining his cantrips deal an additional amount of damage equal to the Warmage’s Intelligence modifier.

Battle Arcana At 2nd level and every 3rd level thereafter the Warmage may select one of the following battle arcana. A particular battle arcana may only be selected once. Battle arcana that affect spells can only be used to modify spells from the Warmage's spell list.

Acid Jet (Su): The Warmage can unleash a jet of acid by expending 1 point from his warmage’s edge pool and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals an amount of acid damage equal to 1d6 plus an additional 1d6 points of acid damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). At 5 damage dice the target is also sickened for 1d4 rounds. It can attempt a Fortitude saving throw to negate the sickened condition at DC 10+1/2 Warmage level +Cha mod.

Arcane Combat (Ex): A Warmage uses his caster level in place of his BAB when determining his CMB and CMD. Furthermore, when selecting a new feat that has a BAB prerequisite, a Warmage may substitute his caster level in place of his actual BAB to meet those qualifications.

Arcane Defense (Su): As a swift action, the Warmage can expend 1 point from his warmage’s edge pool to create a barrier of magic that protects him from attacks. This barrier grants the Warmage a deflection bonus to AC equal to 1 + his intelligence modifier and lasts for 1 minute per Warmage. This ability costs 2 points from the warmage’s edge pool.

Arcane Fuel (Ex): A Warmage may sacrifice a spell slot in order to ignore conditions for a number of rounds equal to the level of the spell slot sacrificed as well as a cost of points from the warmage edge pool. The following conditions cost 1 point; Fatigue, Sickened, Shaken, Fascinated, Deafened, and Dazzled. The following conditions cost 2 points; Nauseated, Blinded, Exhausted, Stunned, Frightened, and Paralyzed. The following conditions cost 3 points; Dazed, Staggered, Confused, and Panicked. The use of this ability is a swift action.

Arcane Might (Ex): A Warmage may, as a swift action, sacrifice a spell slot in order to gain a bonus to Strength, Dexterity, and Constitution equal to 2x the level of the spell sacrificed. This bonus lasts for 3 rounds per point spent.

Arcane Inspiration (Su): During battle, the Warmage exhorts his comrades with words of courage and determination. This inspiration affects all allies within a 30-foot radius centered on the Warmage, and bestows 1d4 temporary hit points, plus 1d4 additional points for every two Warmage levels beyond 1st (2d4 at 3rd, 3d4 at 5th, and so on) These temporary hit points last until 4 rounds, or until they are removed through damage. A Warmage spends 2 points from his warmage’s edge pool as a standard action and does not provoke an attack of opportunity to enact this. The Warmage can choose whether or not to include himself in this effect.

Armor Training (Ex): A Warmage no longer incurs any arcane spell failure for casting warmage spells in light armor or using a buckler.

Battlefield Counterspelling (Ex): By spending a point from his warmage edge pool, a Warmage may counter any spell that is on his spell list, so long as the spell is cast within short range (25 feet plus 5 feet per every other warmage level) of the Warmage. He must expend a spell slot equal to that of the spell being cast or higher as well.

Bolster Spell (Ex): A Warmage can force the opponent to roll twice on their save and take the lowest result. 2 points for up to 3rd level spells, 4 points for up to 6th level spells, and 6 points for up to 9th level spells.

Concentrate (Ex): The Warmage can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll's outcome is determined. The second roll must be taken, even if it is worse

Dimensional Hop (Su): The Warmage can expend 3 points from his warmage’s edge pool to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing his to move up to 10 feet per Warmage level to any location she can see. This counts as 5 feet of movement. He can only use this ability once per round. He does not provoke attacks of opportunity when moving in this way, but any other movement he attempts as part of his move action provokes as normal. A Warmage must be 12th level to select this battle arcana

Eldritch Combat Insight (Su): As a swift action the Warmage can spent 1 point from his warmage’s edge pool to grant himself an insight bonus to weapon attacks and damage equal to his Intelligence modifier for 4 rounds.

Eldritch Weapon (Su): A Warmage can expend 1 point from his warmage edge pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute per Intelligence modifer. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. Starting at 5th Level a Warmage can spend an addition point to give his weapon the following properties: defending, flaming, frost, keen, shock, or thundering. At 10th Level a Warmage can spend an addition point to give his weapon the following properties: anarchic, axiomatic, flaming burst, holy, icy burst, shocking burst, or unholy. At 15th Level a Warmage can spend an addition point to give his weapon the following properties: dancing, wounding, or speed.

Elemental Substitution (Ex): By spending a point from his warmage’s edge pool the Warmage may change the elemental damage of any spell he casts to any other elemental damage. Chosen at the time of casting from acid, cold, electricity, and fire to another. By spending 2 points the Warmage can now chose sonic and force as well.

Energy Gestalt (Ex): The Warmage is better at dealing damage to opponents and often in creative and even more destructive ways. This battle arcana shows as much giving his spells more punch by dealing damage with two different energy types. In every case, the Warmage must deal damage to one or more subjects with a pair of energy-based spells he cast in 2 successive rounds. Any target can only suffer from any of these no more than once in any given round, furthermore the Warmage cannot gain the benefits of this battle arcana off of a comibation’s second spell. The Warmage must be 3rd level to select this battle acrana.
Acrid Fumes: You cast an acid spell followed by a fire spell. The flames of your second spell turn some of the lingering acid into choking, sickening fumes. Any living creature damaged by both spells is nauseated for 1 round. Those who make a successful Fortitude save (DC based on the second spell) are sickened for 1 round instead. Treat this as a poison effect for the purpose of save bonuses and immunities.
Acrid Slush: You cast a cold spell followed by an acid spell. The lingering ice is semi-melted making the target(s) of the acid spell entangled for 1 round.
Brittle Blast: You cast a cold spell followed by a sonic spell. Any object or construct damaged by both spells takes +50% damage from the sonic spell, because its physical structure has been made brittle by the cold.
Flash Bang: You cast an Electrical spell followed by a Fire spell, igniting the left over static charge, all that were damage by both spells are blinded for 1 round.
Improved Conduction: You cast a cold spell followed by an electricity spell. The lingering cold more effectively conducts the electricity, temporarily fatiguing creatures. Living creatures damaged by both spells are slowed for 1 round (as the slow spell). Creatures that make successful Fortitude saves (DC based on the second spell) are fatigued for 1 round.
Temperature Extremes: You can a fire spell followed by a cold spell (or vice versa) The sudden and drastic changes to their surrounding temperature suffers the targets a -4 penalty to their save to the second spell cast.

Energy Shield (Su): The Warmage can protect himself from energy damage as a standard action by expending 1 point from his warmage’s edge pool. He must pick one energy type and gains resistance 10 against that energy type for 1 minute. At 5th level and every 5 levels thereafter the Warmage can increase the resistance by 5 by spending an additional point from his warmage’s edge pool.

Familiar (Ex): The Warmage gains a familiar, using his class level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.

Field Medic (Su): By spending 2 points as a full-round action the Warmage may cast the spell Stabilize.

Flame Arc (Su): The Warmage can unleash an arc of flame by expending 1 point from his warmage’s edge pool and making a ranged touch attack. This deals a number of points of fire damage equal to 1d6, plus an additional 1d6 points for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to each target in the line. At 5 damage dice targets are also set on fire, requiring a full round action to put the flames out, rendering them flat-footed while doing so. Any water or ice based spell, spell-like ability, or supernatural ability automatically puts the flame out.

Force Punch (Su): The Warmage can unleash a blast of force by expending 1 point from his warmage’s edge pool. This attack automatically strikes one target within 30 feet (as magic missile) and deals a number of points of force damage equal to 1d4 per every 2 Warmage levels. Spells and effects that negate magic missile also negate this effect. At 5 damage dice the target is also knocked prone. It can attempt a Reflex saving throw to negate being knocked prone at DC 10+1/2 Warmage level +Cha mod.

Hasted Assault (Su): The Warmage can expend 1 point from his warmage’s edge pool as a swift action to move more quickly. This functions as haste, but only targets the Warmage and lasts for a number of rounds equal to the Warmage's Intelligence bonus. The Warmage must be at least 7th level before selecting this battle arcana.

Ice Dart (Su): The Warmage can unleash a freezing projectile by expending 1 point from his warmage’s edge pool and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals a number of points of cold damage equal to 1d6 plus an additional 1d6 points for every 2 levels beyond 1st (to a maximum of 10d6 points at 19th level). At 5 damage dice the target is staggered for 1 round. It can attempt a Fortitude saving throw to negate the staggered condition at DC 10+1/2 Warmage level +Cha mod.

Lightning Strike (Su): The Warmage can unleash a lance of lightning by expending 1 point from his warmage’s edge pool and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals a number of points of electricity damage equal to 1d6 plus an additional 1d6 points for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target's vision is also impaired, causing the target to treat all creatures as if they had concealment (20% miss chance) for 1 round. It can attempt a Fortitude saving throw to negate the impaired vision at DC 10+1/2 Warmage level +Cha mod.

Meta-Magic Knowledge (Ex): As a full round action when casting the a spell a Warmage can spend a number of points from him warmage’s edge pool equal to the level adjustment cost of a meta-magic feat plus one to apply the particular meta-magic feat (for example: applying the maximize meta-magic feat requires 4 points). As this battle arcana requires a full round action, a Warmage may not use this ability to apply the quicken meta-magic.

Penetrating Spell {Ex): By spending 2 points from his warmage’s edge pool as a swift action while casting a spell the Warmage may ignore 10 points of an effected creature’s energy resistance (if any). Spending 4 points ignores 20 points of energy resistance and 6 points ignores 30 points.

Potent Magic (Su): The Warmag has managed to increase the potency of his spells. Whenever the Warmage expends 1 point from his warmage’s edge pool to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever he expends 1 point from his warmage’s edge pool to increase a spell's DC, it increases by 2 instead of 1. The Warmahe must be 5th level to select this battle arcana

Redirect Spell (Su): The Warmage can gain control of a spell cast by another spellcaster. As a standard action by expending 1 point from his warmage’s edge pool, the Warmage can make a caster level check opposed by the creature controlling the spell. If the Warmage is successful, he can direct the spell as a free action for 1 round, making any decisions allowed by the spell. This only functions on spells that can be directed or changed once they have been cast, such as flaming sphere or spiritual weapon. The spell returns to its owner's control at the start of the Warmage's next turn, unless the Warmage expends another point from his warmage’s edge pool at the start of his turn to extend the duration of control by another round. He can continue to control the spell for as long as the spell lasts, provided he keeps spending points from his warmage’s edge pool. A Warmage must be 8th level to select this battle arcana

Saboteur Spell (Ex): By spending 2 points from his warmage’s edge pool the Warmage can alter a spell as he is casting it so that it deals no damage to any creatures it targets. Instead, it deals double their normal damage to all objects and does not gain the benefits of the Intense Magic ability, the spell Disintegrate cannot be modified with this ability.

Suffering Knowledge (Su): The Warmage can learn to cast a spell by suffering from its effects. When the Warmage fails a saving throw against a spell cast by an enemy, as an immediate action he can expend 1 point per spell level from his warmage’s egde pool to temporarily acquire the spell. He can cast the spell using his spell slots as if it was a spell he had prepared that day. The spell must be on the sorcerer/wizard spell list and must be of a level that he can cast. The ability to cast this spell remains for a number of rounds equal to the Warmage's Intelligence modifier (minimum 1). The Warmage must be 7th level to select this battle arcana.

Intense Magic{Ex}: By means of this ability the Warmage increases the effectiveness of his combat spells. At 3rd level any spell cast by the Warmage that inflicts damage gains a +1 bonus per die of damage, this extra damage is un-typed and so ignores any and all resistances and immunities. At 9th level this bonus increases to +2 and finally at 15th level to +3.

Advanced Learning{Ex}: At 3rd, 6th, 9th, 12th, 15th, and 18th level, a Warmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a Sorcerer/Wizard spell of a level no higher than that of the highest-level spell the Warmage already knows. Or any spell of the Abjuration, Conjuration, or Evocation schools from the Cleric, Witch, or Druid spell list at a spell level higher. 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

Sudden Meta-Magic{Ex}: At 4th level and every three levels afterwards a Warmage can apply a meta-magic like effect to a spell he casts once per day. This functions as if the Warmage had applied the Meta Magic feat on the spell without altering the spells’ level. The following Meta Magic feats are the only ones that can be mimicked with this ability: Dazing, Echoing, Empower, Extend, Enlarge, Fearsome, Intensified, Lingering, Maximize, Persistant, Quicken, Reach, Sickening, Twin, or Widen. Each specific Meta Magic can only be selected with this ability once.

Spell Reinforcement{Ex}: At 5th level and every 5th level afterwards a Warmage gains a +1 bonus to overcome Spell Resistance, at 20th level this ability allows his to take 10 on caster level checks to overcome Spell Resistance.

Combat Training (Ex): A Warmage combines both supernatural as well as martial proficiency, starting at 6th level he gains a +1 competence bonus to weapon attack rolls as well as to Reflex saves. This bonus increases by 1 at 12th and again at 18th level.

War Mage (Ex): At 20th level, the Warmage’s spells that deal hit point damage are treated as if they were enlarged, widened, and selected (with a number of additional targets excluded equal to Warmage level) as per the metamagic feats without increasing their level. In addition, 1st level Warmage spells no longer consume slots and may be used again.


Spell List

0 Acid Splash, Bleed, Detect Magic, Flare, Guidance, Know Direction, Light, Mending, Message, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue, Virtue

1st Adhesive Spittle, Alarm, Body Capacitance, Burning Hands, Color Spray, Detect Snares and Pits, Disguise Weapon, Endure Elements, Enlarge Person, Entangle, Grease, Invisibility Alarm, Mage Armor, Magic Missile, Magic Stone, Magic Weapon, Mount, Obscuring Mist, Phantom Blood, Produce Flame, Protection from Chaos/Evil/Good/Law, Ray of Enfeeblement, Reduce Person, Shield, Shocking Grasp, Stunning Barrier, True Strike, Wave Shield

2nd Acid Arrow, Aggressive Thundercloud, Bear's Endurance, Blood Armor, Blur, Bull' Strength, Cat's Grace, Chill Metal, Companion Life Link, Darkness, Eagle's Splendor, False Life, Flame Blade, Flaming Sphere, Fog Cloud, Fox's Cunning, Ghoul Touch, Glitterdust, Gust of Wind, Heat Metal, Invisibility, Life Pact, Mirror Image, Molten Orb, Owl's Wisdom, Protection from Arrows, Pyrotechnics, Resist Energy, Scorching Ray, See Invisibility, Shatter, Sonic Scream, Sound Burst, Summon Monster I, Web, Whispering Wind

3rd Air Geyser, Arcane Sight, Call Lightning, Clairaudince, Clairvoyance, Daylight, Deeper Darkness, Dispel Magic, Displacement, Explosive Runes, Fireball, Flame Arrow, Fly, Greater Magic Weapon, Greater Stunning Barrier, Haste, Heroism, Invisibility Purge, Invisibility Sphere, Lightning Bolt, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Phantom Steed, Protection from Energy, Ray of Exhaustion, Searing Light, Silver Darts, Sleet Storm, Slow, Spike Growth, Stinking Cloud, Stone Shape, Summon Monster II, Vampiric Touch, Wind Wall

4th Air Walk, Black Tentacles, Bloat Bomb, Crushing Despair, Dimension Door, Dimensional Anchor, Enervation, Fear, Fire Shield, Fire Trap, Freedom of Movement, Greater Aggressive Thundercloud, Greater Flaming Sphere, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Lesser Globe of Invulnerability, Mass Enlarge Person, Resilient Sphere, Shout, Solid Fog, Spike Stones, Stoneskin, Summon Monster III Wall of Fire, Wall of Ice

5th Call Lightning Storm, Call Lightning Storm, Cloudkill, Cone of Cold, Flame Strike, Interposing Hand, Mirage Arcana, Overland Flight, Scrying, Sending, Summon Monster IV, Symbol of Pain, Symbol of Sleep, Teleport, Vampiric Shadow Shield, Wall of Force, Wall of Stone, Waves of Fatigue

6th Acid Fog, Analyze Dweomer, Banishment, Banshee Blast, Chain Lightning, Circle of Death, Disintegrate, Fire Seeds, Forceful Hand, Freezing Sphere, Globe of Invulnerability, Greater Dispel Magic, Greater Heroism, Guards and Wards, Heroes' Feast, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, Move Earth, Symbol of Fear, Transformation, True Seeing, Summon Monster V, Wall of Iron, Wind Walk

7th Control Weather, Delayed Blast Fireball, Fire Storm, Forcecage, Grasping Hand, Greater Scrying, Mage’s Sword, Mass Invisibility, Power Word Blind, Prismatic Spray, Reverse Gravity, Spell Turning, Summon Monster VI, Sunbeam, Symbol of Stunning, Symbol of Weakness, Teleport Object, Waves of Exhaustion

8th Clenched Fist, Earthquake, Greater Shout, Greater Teleport, Horrid Wilting, Incendiary Cloud, Iron Body, Moment of Prescience, Polar Ray, Power Word Stun, Prismatic Wall, Protection from Spells, Reverse, Gravity, Summon Monster VII,Sunburst, Symbol of Death, Symbol of Insanity, Telekinetic Sphere, Whirlwind

9th Crushing Hand, Energy Drain, Foresight, Implosion, Mage's Disjunction, Meteor Swarm, Power Word Kill, Prismatic Sphere,Storm of Vengeance, Summon Monster VIII, Time Stop, Wail of the Banshee

ngilop
2017-04-13, 05:25 PM
Getting started on my pathfinder version of warmage. Forgot how long it took to set up a table and make it not look absolutely ridiculous.

will finish this bad boy up tomorrow.

DeAnno
2017-04-13, 09:34 PM
Not going to comment on features since they aren't explained yet, but on the spell list:


Getting the dispels on there is good, might want to add Disjunction at 9. Its the ultimate buffstack killer and buffstacking is something I think Warmages have the right to counter.
I would look at the Druid list some more and maybe add a couple of their more area controlesque type spells, it helps differentiate Warmage from more diverse Arcane casters. 1st and 4th level are a little anemic, what about adding Entangle/1, Detect Snares and Pits/1, Spike Stones/4 and Control Water/4? There could be more options but those came to mind immediately as thematic. You may also want to add Control Winds/5.


I might think of more thoughts later and edit them in.

ngilop
2017-04-15, 01:09 PM
Ok, that is it for me I think this is done


took me fregging 4 hours to do spells.. gave up and just did core only because this website auto-logs you off after a certain amount of time... and trying to re add spells for a 3rd times was no fun...


somebody needs to fix I so I am logged in until I logmyself out not randomly for no dang reason.

Almarck
2017-04-15, 01:24 PM
Ok, that is it for me I think this is done


took me fregging 4 hours to do spells.. gave up and just did core only because this website auto-logs you off after a certain amount of time... and trying to re add spells for a 3rd times was no fun...


somebody needs to fix I so I am logged in until I logmyself out not randomly for no dang reason.

Wait, why are you autologging off? I don't autolog off.

Ask tech support to find out why you keep having that problem.

ngilop
2017-04-15, 01:46 PM
GITP has always auto logged me off after a certain amount of time. Normally Its not so shabby because the auto-restore feature comes in on really close to where I left off. OR I am not 100% an idiot and ctrl+a then Ctrl+c the finished class/post before submitting then paste the thing into the black page the re-log gives me.

for some reason the auto restore did everything BUT the spell additions AND I did not do my copy paste trick :(


I have always had to re-log when creating a class or writing a post that is a few paragraphs long.


ALSO

could you actually give some feedback on the class as well?

Almarck
2017-04-15, 02:05 PM
GITP has always auto logged me off after a certain amount of time. Normally Its not so shabby because the auto-restore feature comes in on really close to where I left off. OR I am not 100% an idiot and ctrl+a then Ctrl+c the finished class/post before submitting then paste the thing into the black page the re-log gives me.

for some reason the auto restore did everything BUT the spell additions AND I did not do my copy paste trick :(


I have always had to re-log when creating a class or writing a post that is a few paragraphs long.


ALSO

could you actually give some feedback on the class as well?

My advice then, save everything on google docs and then exporting it to giantip would work. Remember to save the BBC code or use the one that disables needing BBC code.

I do this so I don't have to worry about data loss.

Also, later. Got things to do.

ngilop
2017-04-16, 07:44 PM
edited some of the abilities to read more clearly and finished adding the summon monster line (sans SMIX) to the spell list.

ngilop
2017-04-21, 12:37 PM
Edited more of the abilities to make more sense and work better within existing rules.

Just give a look over and lemme know one way or another how this stands up, please.

aimlessPolymath
2017-04-26, 12:24 AM
Alright, here I go. Thanks for linking from the PEACH thread.

Proficiencies are bizarre, no clear thematic justification. I suggest simple + 2 specified martial weapons, and let the player pick.

Warmage edge is a nice way to make casting (esp. blasting) good at level 1.

Spell lists have always been difficult for me to parse for balance. Lack of alphabetization makes it even worse- it took me three read-overs to spot that Web was on the spell list. Due to lack of immediately visible exclusions, it's difficult for me to parse what options I have as a Warmage, especially what I can and can't do. Class looks like all base Wizard spells minus some schools, maybe? Please clarify how it was built for balance evaluation.

Battle Arcana: I hate hate hate the Arcanist. I will equivalently hate all the "energy blast" abilities on the grounds of "could have been a spell". Just letting you know ahead of time.

Acid Jet: You know my opinion.

Arcane Combat: This has bizarre interactions with feats like Greater TWF. That is all. Also, bad pick due to not going into melee often.

Arcane Defense: Did you mean: mage armor (http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/mageArmor.html)? Swift action activation is decent but you never want to be in a situation where using this is a good idea, and there are better escape options.

Arcane Fuel: Extremely good, except that you can't use it if you're, say, dazed, because you can't take actions. Does negate a wide variety of hosing.

Arcane Might: You're pushing "battle mage" here. It's not going to work.

Arcane Inspiration: I am extremely down with this ability, it's just not great due to tiny amount combined with poor duration? Bump up to d6s at least.

Armor Training: Yepppp. Battle mage. Not working.

Battlefield Counterspelling: Does this let you negate spells without readying an action? If so, great, but needs an action! If not, it's literally the equivalent of counterspelling as normal? Do note that you should need to make the normal Spellcraft check.

Bolster Spell: Oh, very good. A strong advantage in a rocket-tag environment.

Concentrate: I guess it's useful? Do note that most if not all concentration DC information is transparent to the caster, so they usually know whether or not they failed upon seeing the roll.

Dimensional Hop: A fantastic "oh, ****" button. Instantly leave a dangerous situation and withdraw to Medium range.

Eldritch Combat Insight: Bluh. I could see this as a dip in some kind of magus build, but that's it.

Eldritch Weapon: Double bluh.

Elemental Substitution: I think you mean, "by spending 2 points the Warmage chooses force". Handy anti-incorporeal pick, close to required for the class as a blaster. Excellent option.

Energy Gestalt: Pretty nice- that one teamwork feat, but on one person, right? Lots of good hoser effects here.

Energy Shield: Did you mean: Resist Energy (http://www.d20pfsrd.com/magic/all-spells/r/resist-energy/)?

Familiar: Familiars are pretty handy!

Field Medic: Bluuuuuuuuuh.

Flame Arc: Could have been a spell.

Force Punch: Pretty much is a spell.

Hasted Assault: Is. A. Spell.

Ice Dart: Spell.

Lightning Strike: ...

Metamagic Knowledge: Extremely good. Most notable option: Persistent Spell.

Penetrating Spell: Nice, if very very very overcosted.

Potent Magic: Very nice!

Redirect Spell: Decent-ish; few targets unless summon effects can be targetted.

Sabotour Spell: No Intense Magic? Booo. Note that on your standard d6 spells, Intense Magic scales to be about as good as this.

Suffering Knowledge: Very neat! Except the class doesn't prepare spells... Neat combo with Battlefield Counterspelling- nobody casts the same spell against you twice.

Tired out- will continue later.

Notes: I talked about how "battle mage" is an archetype you're pushing here- by this I mean a mage who deliberately goes into melee- but I don't see that there's any real advantage gained from it. This class likes casting spells in order to damage their foes, not attacking, and they don't have any particular advantages in combat other than their arcana- which can pretty much only be used as swift actions, meaning that they take several rounds to reach full power- where someone else can Potent Edge: +2 DC Bolster Spell-ed Circle of Death on the first round of combat, with reasonable odds of ending the encounter instantly.

It's just not an efficient use of actions for a mage, since they have so many great spells they can do. Magus gets around this partly by having fighty actions not interfere with casting, and by being naturally good at fighting without talent investment, and by not having as good spells, but it's terrible on this class.

On spell-replicating Battle Arcana: It's a spell pretending to be a class feature. It irritates me that they aren't spells normally (I would totally cast Flame Arc), and that you can't... just... you know, use spells as Battle Arcana? I hate it even more on Arcanists, because they're invading the design space of wizards, but it's still irritating here.

Destruction Arcana: Choose a 1st level conjuration or evocation spell you know which deals energy damage or requires a ranged touch attack roll; you may cast it as a standard action by spending 1 point from your warmage's edge pool. Double the maximum effect of caster level on the spell; magic missile can fire up to ten missiles, burning hands deals up to 10d4 damage, and so on. You may take this Arcana multiple times, choosing a different spell each time. At 10th level, you may select a metamagic feat with no more than a +2 level increase, other than Empower Spell. It is added to this spell for free every time you use this ability.

There. That's virtually all of the blasty effects, and is more forwards-compatible with spells like Snowball, Corrosive Touch, Ray of Enfeeblement, etc. It even lets you grab that 5-die effect thanks to feats like Concussive Spell, Burning Spell, and so on.

I could throw together another one which copies a person-affecting spell, targets yourself, and is usable as a swift action to get Arcane Defense, Energy Shield, a good part of Eldritch Weapon, and Hasted Assault.

Edit: Class Features, Cont:
Intense Magic: I don't really see a reason to make this untyped? A Warmage knows enough spells that they can usually get around energy resistance or just cast different spells. That said, very nice damage bonus, roughly equivalent to doubling damage at high levels not counting metamagic. Might make blasting worthwhile? Hard to say.

Advanced Learning: Looks good. A bit surprised at the lack of Transmutation, but good. Will probably grab save-or-lose effects? Hard to tell if the class has any right now.

Sudden Metamagic: Metamagic is one word. Boo on your specific metamagic feat list! Boo! I should be able to cast my Burning (http://www.d20pfsrd.com/feats/metamagic-feats/burning-spell-metamagic/) Fireball if I want to! Also, I'm not sure what you mean by "selected by this ability". Other than that, nice callback to the original Warmage.

Spell Reinforcement: Oh, I like this. SR is important to bypass, but I really like the taking 10 on SR checks- it makes spells way more reliable.

Combat Training: Bluuuuuuuuuuuuuuh.

War Mage: Nice!

ngilop
2017-04-26, 11:24 AM
You are getting this confused with some kinda class in your head. this is not a get in melee 'battle mage' this is a War mage this is supposed to be a class that focuses on spells that have great use on the battlefield.

the spells list revolves around causing massive damage (ala fireball, incendiary cloud, and cone of cold) battlefield control (entangle, the various wall spells, and reverse gravity) and some buffs ( the animal buffs, heroism, mass invisibility) and other utility spells useful for war (whispering wind, control weather)

the get into melee class is the magus and bloodrager. this guy is supposed to be a caster and have some bit of a better chance at melee combat than a standard wizard but not as a focus.

aimlessPolymath
2017-04-26, 12:03 PM
I'm talking about the archetype of "mage who enters melee" that seems to be pushed through Battle Arcana like Arcane Combat, Arcane Defense, Arcane Might, Armor Training, Concentrate(arguably, because it's the situation where you tend to get into the most need for it), Eldritch Combat Insight, Eldritch Weapon, and Hasted Assault. That's more than a full build of Battle arcana right there, but it's actually terrible because it detracts from that key function of "casting spells". I'm questioning the presence of so many "melee" arcana in a "mage" class.

On the spell list: The lack of organization makes it difficult to read- in particular, I'm not clear on what "utility" spells the class has, and what sort of utility roles the class is supposed to have access to. Almost all spells have use on the battlefield, so I'm not clear on what, specifically, it doesn't have access to- it's difficult to make an argument that most spells aren't useful for war. It has most of the utility spells that I can think of immediately- fly, invisibility, divinations (including strange inclusions like arcane sight), even spells like explosive runes or dispel magic!

Seriously, though, alphabetize the lists. I only now just noticed that this class gets Mount as a spell, when I was about to complain about its absence but Phantom Steed's inclusion.

Edit: Looking over the arcana, I notice that it's difficult for me to tell what role the arcana are supposed to play in the class. Are they supposed to make them better at doing the thing they do, i.e. cast spells, or to broaden their role/give additional options? Because I could see a set of Arcana to encapsulate utility spells added to the base list, i.e. pull out the scrying/clairvoyance/arcane sight set, and let the add it back into their spell list by taking the appropriate Arcana.

ngilop
2018-03-31, 12:37 PM
I edited the spell list to make it alphabetical.