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    Default Zman's Warmage Fix(3.5)

    Here is another fix for my classes rebalance aimed at bringing the classes into Tiers 1.5-4. See my homebrew signature for details. There is also a Minor Magic Fix and other related fixes will follow.

    The Warmage is Tier4, why? Because it is simply isn't great at what it is designed to do, blast, and extremely limited in its other applications. I'm looking to bump up his versatility a bit while giving an actual edge in blasting to warrant his fixed list.


    Warmage

    {table=head]Level|BAB|Fort|Ref|Will|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th

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

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Spell Shield|6|4

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Advanced Learning|7|5|3

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Energy Substitution|8|6|4

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Advanced Learning|8|7|5|3

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Energy Substitution|8|8|6|4

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Sudden Empower, Advanced Learning|8|8|7|5

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    ||8|8|8|6|3

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |Advanced Learning|8|8|8|7|4

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |Sudden Enlarge|8|8|8|8|5

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |Advanced Learning|8|8|8|8|6|3

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Energy Substitution|8|8|8|8|7|4

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Sudden Widen, Advanced Learning|8|8|8|8|8|5

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |Energy Substitution|8|8|8|8|8|6|3

    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +9
    |Advanced Learning|8|8|8|8|8|7|4

    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Sudden Maximize|8|8|8|8|8|8|5

    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Advanced Learning|8|8|8|8|8|8|6|3

    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    ||8|8|8|8|8|8|7|4

    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |Sudden Quicken, Advanced Learning|8|8|8|8|8|8|8|5

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    |Edge of Perfection|8|8|8|8|8|8|8|6|3[/table]

    Alignment: Any
    Hit Die: 1d8

    Class Skills: Bluff(Cha), Concentration(Con), Craft(Int), Diplomacy(Cha), Intimidate(Cha), Knowledge(Int) All Skill Taken Separately, Listen(Wis)Profession(Wis), Search(Int), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha)
    Skill Points at 1st Level: (4+Int Modifier) x 4.
    Skill Points at Each Additional Level: 4 + INT.


    Proficiencies: Warmages are proficient with all simple weapons, a single one handed martial weapon of their choice, light armor, medium 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 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 advanced 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 a 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 Table 1–1: The Warmage. In addition, he receives bonus spells for a high Intelligence score (see Table 1–1, page 8 of the Player’s Handbook). Unlike 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 pells per day for that spell level.

    Armored Mage (Ex): 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, medium armor, and light shields. This training does not extend to heavy armors, nor to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class.

    Warmage's Edge (Ex): 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 1st-level Warmage with 17 Intelligence casts magic missile, he deals 1d4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence bonus. The bonus from the Warmage's 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. If a spell cast by a Warmage damages multiple targets(for instance a fireball or magic missile), each target takes only half of the extra damage. If a spell deals damage for more than 1 round, it deals half this extra damage in each round.

    Scrolls scribed by a Warmage do not gain any benefit from Warmage's Edge. Scrolls activated by a Warmage also gain no benefit from Warmage's 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's Edge, if applicable.

    Spell Shield: Starting at 2nd level a Warmage is capable of instinctively protecting himself by throwing up a field of pure arcane energy. As an Immediate action the Warmage can sacrifice a spell slot to negate 3 x the spell level of damage. This even affects ability damage and damage caused by spells, but only negates the spell level in ability damage or drain.

    Advanced Learning: At 3rd and every two levels thereafter(5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level), a Warmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a wizard spell of the evocation school, 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.

    Alternatively, the Warmage can select a spell of any school available to a Wizard with a few restrictions. For the purposes of selecting this spell the Warmage counts as a Wizard of 1/2 his level for determining what level of spell the Warmage can choose. For instance, an 11th level Warmage counts as a 5th level Wizard and can choose a 3rd level spell from any school to learn as part of his Advanced Learning.


    Energy Substitution: At 4th, 6th, 12th, and 14th levels the Warmage gains Energy Substitution as a bonus feat with one modification. Half of the Damage remains the original energy type while half of the damage is of the new energy type. Each time this feat is taken it applies to an additional form of energy. Starting at 12th level the Warmage can further choose from Acid, Force, and Sonic energy types.

    Sudden Empower: At 7th level, a warmage gains Sudden Empower (described in Chapter 3, Complete Arcane) as a bonus feat. A Warmage gains an additional use per day of this ability at 10th, 13th, 16th, and 19th levels.

    Sudden Enlarge: At 10th level, a warmage gains Sudden Enlarge (described in Chapter 3, Complete Arcane) as a bonus feat. Warmage gains an additional use per day of this ability at 13th, 16th, and 19th levels.

    Sudden Widen: At 13th level, a warmage gains Sudden Widen (described in Chapter 3, Complete Arcane) as a bonus feat. Warmage gains an additional use per day of this ability at 16th, and 19th levels.

    Sudden Maximize: At 16th level, a warmage gains Sudden Maximize (described in Chapter 3, Complete Arcane) as a bonus feat. Warmage gains an additional use per day of this ability at 19th level.

    Sudden Quicken: At 19th level, a warmage gains Sudden Quicken(described in Chapter 3, Complete Arcane) as a bonus feat. The casting time is not increased even though the Warmage is a spontaneous caster.

    Edge of Perfection: At 20th level a Warmage is a master of his art and his Warmage's Edge ability now uses his full Warmage Level instead of 1/2 his level when determining his bonus damage.

    ACF's
    Spoiler
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    Metamagic Specialist

    Level: 4th, 6th, 12th, or 14th.
    Loses: Energy Substitution at Levels 4, 6, 12, or 14.
    Gains: Bonus Metamagic feat at Levels 4, 6, 12, or 14.


    Battle Mage
    Level: 1st
    Loses: Int as casting Stat, Warmage's Edge, Edge of Perfection.
    Gains:
    1st: Cha as casting Stat, Raw Power: As Warmage'ss Edge with Cha replacing Int*
    2nd: A +1 Bonus to spell level for uses of Spell Shield
    20th: Sorcerous Might: As Edge of Perfection with Cha instead of Int.

    *Feats and abilities associated with a Warmage's Edge can be used with Raw Power.



    Spellpower

    Level: 4th, 6th, 12th, or 14th.
    Loses: Energy Substitution at Levels 4, 6, 12, or 14.
    Gains:
    Spellpower: Increase any level dependent damage cap on spells by 2. Spellpower stacks with itself. For instance, Magic Missile cast by a 13th level Warmage with Spellpower launches 7 magic missiles, each dealing a d4+1 points of damage.

    Last edited by Zman; 2013-12-31 at 11:03 PM.

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    Firbolg in the Playground
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    Default Re: Zman's Warmage Fix(3.5)

    Change Log:

    1-30-13
    Changed Spell Shield for reduced protection from Ability Damage and Drain.
    Changed Energy Substitution(Never like the full change with secondary effects)

    1-31-13
    Added Metamagic Specialist ACF

    2-6-13
    Added Spellpower ACF, made Metamagic Specialist ACF more flexible.

    2-11-13
    Removed Energy Substitution at 8th level.

    12-31-13
    Int as Casting stat
    Added BattleMage ACF
    Last edited by Zman; 2013-12-31 at 10:55 PM.

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    Default Re: Zman's Warmage Fix(3.5)

    I am only going to give 2 suggestions.

    1) the most important IMO: give the Warmage a bonus per die on his blast spells similar to the PrC from Age of Mortals War Mage. while that PrC is +1 untyped damage per die rolled every odd level (its a 5 level PrC), thats really the best way IMO to increase a warmage's damage, I posted my own rework of a re-wrok Warmage on on GiTP somewhere ( soemtimes my internet fu is passable, other times, such as this, not so much)

    2) Expand the Warmage list to include some battle field control, such as grease, wall of force, web etc. And some debuffs such as fear, glitterdust,slow, and crushing despair.

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    Default Re: Zman's Warmage Fix(3.5)

    Quote Originally Posted by ngilop View Post
    I am only going to give 2 suggestions.

    1) the most important IMO: give the Warmage a bonus per die on his blast spells similar to the PrC from Age of Mortals War Mage. while that PrC is +1 untyped damage per die rolled every odd level (its a 5 level PrC), thats really the best way IMO to increase a warmage's damage, I posted my own rework of a re-wrok Warmage on on GiTP somewhere ( soemtimes my internet fu is passable, other times, such as this, not so much)

    2) Expand the Warmage list to include some battle field control, such as grease, wall of force, web etc. And some debuffs such as fear, glitterdust,slow, and crushing despair.
    The Warmage is already dealing more Damge than Previously. My 1/2 Warmage Level bonus is over half the one point per die for most spells, and better on others. I don't see that being a huge difference. Also, note that an overarching aim of my fixes as a whole is to avoid ridiculous damage totals. I'm looking to make normal damage spells or d6/level become a decent balance point.

    My improved Advanced Learning grants access to many such spells.
    Last edited by Zman; 2013-01-19 at 08:14 PM.

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    Default Re: Zman's Warmage Fix(3.5)

    I understand but still dealing lets just say.. 30 (20 for level 20 and 10 for the 30 Int) more dmg a spell at lvl 20 is not really that much whne your disintegrate is hitting for 40d6.
    that why i suggested the +1 per die to make the damage a bit better, that way instead of doing 40d6+30 your doing 40d6+(X*die)+10.

    maybe doing it every 6th level is good enough, that way you can deal 40d6+120+10 damage with disintegrate, that is actually pretty decent.

    If you want their damage to be competitive it needs to be competitive with other damage dealers, not fully optimized of course, but barbarians on a charge are dealing 100-130 dmg around lvl 10-12 (pounce not withstanding)

    so i would expect around that much damage from a class about magical artillery. dealing int bonus+ 1/2level (or full level at 20th) to me just falls short and is not much more damaging than the standard war mage.

    Id just ike more than 10 spells total to add to the spell list, I named what.. 7 or so spells off the top of my had in my previous post? maybe you can just add one debuff/battlefield control/buff spell per spell level to the Warmage's list and give them advanced learning?

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    Default Re: Zman's Warmage Fix(3.5)

    Quote Originally Posted by ngilop View Post
    I understand but still dealing lets just say.. 30 (20 for level 20 and 10 for the 30 Int) more dmg a spell at lvl 20 is not really that much whne your disintegrate is hitting for 40d6.
    that why i suggested the +1 per die to make the damage a bit better, that way instead of doing 40d6+30 your doing 40d6+(X*die)+10.

    maybe doing it every 6th level is good enough, that way you can deal 40d6+120+10 damage with disintegrate, that is actually pretty decent.

    If you want their damage to be competitive it needs to be competitive with other damage dealers, not fully optimized of course, but barbarians on a charge are dealing 100-130 dmg around lvl 10-12 (pounce not withstanding)

    so i would expect around that much damage from a class about magical artillery. dealing int bonus+ 1/2level (or full level at 20th) to me just falls short and is not much more damaging than the standard war mage.

    Id just ike more than 10 spells total to add to the spell list, I named what.. 7 or so spells off the top of my had in my previous post? maybe you can just add one debuff/battlefield control/buff spell per spell level to the Warmage's list and give them advanced learning?

    Firstly, using Discintigrate for comparison isn't fair as it deals far more damage than most damage dealing spells. Normal damage spells deal a d6/lvl, Discintigrate is effectively triple that. Discintigrate Requires both a Ranged Touch and Fortitude Save for 1/8th Damage as well.

    100-130 damage per round on the charge is pretty optimized and honestly more damage than 3.5 was meant to deal with at that level. A lvl 12 Barbarian reasonably is only doing d12+2Enh+12Str so ~20 Damage per per charge, ~60 Damage with Pounce, ~80 with Whirling Frenzy. If Power Attack is used and broken with Leap Attack, Combat Brute, Shocktrooper, etc that could be D12+2+12+36, so ~168 and ~200 with Whirling Frenzy. If you are talking about the later amounts of Damage, the game is already broken and my Warmage fix is a meaningless amount of Damage, but if we are talking in terms of the previous two, it's reasonable. I'm trying to shift DND back towards the first levels of damage, making CR applicable again and trying to make a variety of builds viable.

    I know you want more spells, but simply put the Fixed Warmage is vastly more versatile with that Advanced Learning and deals more Damage than it's predecessor, two things it sorely needed. Ten spells should be enough to cover the essentials. Remember, he does have Medium BAB and a D8 now.

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    Default Re: Zman's Warmage Fix(3.5)

    Ooh, nice. I like it. Small tweaks but not unnoticable.

    One thing though, why not make energy substitution act like the sudden metamagic feats he gets, being able to apply any form of energy substitution 3 times per day with more in later levels. At level 10 add the other energies he can do. Call it sudden substitution?

    So at level 4 you can sudden substitute an energy 3/day, 6th becomes 4/day, 8th becomes 5/day, 10th adds new types and becomes 6/day, 12th becomes 7/day, 14th becomes 8/day.

    Do you have a plan for the dead level at 18?
    Last edited by Kane0; 2013-01-20 at 03:18 AM.

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    Default Re: Zman's Warmage Fix(3.5)

    Notice that:
    1. you don't have Energy Substitution at level 10.
    2. Sudden Empower should be nixed from level 19.

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    Default Re: Zman's Warmage Fix(3.5)

    Quote Originally Posted by Kane0 View Post
    Ooh, nice. I like it. Small tweaks but not unnoticable.

    One thing though, why not make energy substitution act like the sudden metamagic feats he gets, being able to apply any form of energy substitution 3 times per day with more in later levels. At level 10 add the other energies he can do. Call it sudden substitution?

    So at level 4 you can sudden substitute an energy 3/day, 6th becomes 4/day, 8th becomes 5/day, 10th adds new types and becomes 6/day, 12th becomes 7/day, 14th becomes 8/day.

    Do you have a plan for the dead level at 18?
    Thanks, it's the purpose of my whole line of Fixes. User as much original class as possible why tweaking the class and game balance. It's WIP, but I have a fairly simple but powerful overhaul for of 3.5.

    Sudden Substitution isn't a bad idea, currently Energy Substitution is my least favorite part.

    Lvl18, haven't thought of anything great and considering how many less dead levels there are now than befor, I don't feel the need, but again if something catches my eye I certainly will.

    Quote Originally Posted by nonsi View Post
    Notice that:
    1. you don't have Energy Substitution at level 10.
    2. Sudden Empower should be nixed from level 19.
    Am I still referencing Energy Sub at 10th, I had it in before, but though eventually granting every energy type belittled the choices made.

    Why should Sudden Empower be nixed at lvl19? It's just another use of the ability.

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    Default Re: Zman's Warmage Fix(3.5)

    Good job I think. It added changes enough o make an actual difference while keeping with the fluff and not breaking concept. I also agree that warmage should add untyped damage, it smacks less of class adapt at blasting spells and more one that is simply good with spell energy.
    I still cant find the grapple rules

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    Default Re: Zman's Warmage Fix(3.5)

    Quote Originally Posted by Zman View Post
    Sudden Substitution isn't a bad idea, currently Energy Substitution is my least favorite part.

    Am I still referencing Energy Sub at 10th, I had it in before, but though eventually granting every energy type belittled the choices made.
    Why not expand on energy substitution? Like x/day you can boost the power of a spell you cast that has a descriptor that matches your energy sub. Like fire deals another +1 damage per die, cold changes the save for the spell to fort, acid ignores SR or deals half damage on the next round, and electricity forces a fort save or stun on a failed reflex save... or something like that.

    Give them like 3+1/4 level uses per day, or something.
    Avatar by Szilard, thank you sir for the fine work!

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    Default Re: Zman's Warmage Fix(3.5)

    • Your version of Advance Learning is worse than the Eclectic Learning feature from the PHB2.
    • The good BAB/armor proficiencies don't really mesh well with his spell list-- he still has no real buff spells, so his options are "damage in melee" or "more damage with spells."
    • 18th is still a dead level; something could go there. Maybe the ability to apply metamagic to damaging spells without increasing casting time?
    • Spell Shield is good against damage, but probably too good against ability damage, which rarely is more than a d6 or two.
    • Acid is a default choice for energy substitution
    • If you're making energy substitution such a big deal-- and it's really not, given how many different damage spells the warmage gets-- I'd make it usable without increasing casting time.


    You've increased damage nicely. The increased skill points help too, especially given that he relies on both Cha and Int. My suggestions:

    • Return advanced learning to "non-evocation spells of up to one level higher than the highest level you can normally cast."
    • Something to increase the CL cap on damage spells would be nice.
    • Lower the armor proficiency-- he doesn't really need it.
    • Maybe change all those energy substitution feats to general metamagic bonus feats?

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    Default Re: Zman's Warmage Fix(3.5)

    Quote Originally Posted by Zman View Post
    Why should Sudden Empower be nixed at lvl19? It's just another use of the ability.
    Your Warmage already has this one at 7th.

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    Default Re: Zman's Warmage Fix(3.5)

    Quote Originally Posted by Morbalus View Post
    Good job I think. It added changes enough o make an actual difference while keeping with the fluff and not breaking concept. I also agree that warmage should add untyped damage, it smacks less of class adapt at blasting spells and more one that is simply good with spell energy.
    Thanks, it's a start, needs more polish.

    Quote Originally Posted by bobthe6th View Post
    Why not expand on energy substitution? Like x/day you can boost the power of a spell you cast that has a descriptor that matches your energy sub. Like fire deals another +1 damage per die, cold changes the save for the spell to fort, acid ignores SR or deals half damage on the next round, and electricity forces a fort save or stun on a failed reflex save... or something like that.

    Give them like 3+1/4 level uses per day, or something.
    That is an option. Energy Substitution needs more work.

    Quote Originally Posted by Grod_The_Giant View Post
    • Your version of Advance Learning is worse than the Eclectic Learning feature from the PHB2.

      Actually, I offer twice as many spells which still can net 4th level spells vs the four spells up to 6th level under my revisions. At lower levels they offer the same level spells as Eclectic Learning. I wouldn't call that worse.
    • The good BAB/armor proficiencies don't really mesh well with his spell list-- he still has no real buff spells, so his options are "damage in melee" or "more damage with spells."

      Armor Proficiencies were there before, I simply moved Medium up, no need to make the Warmage wait for it. BAB puts the War in Warmage. He has ranged touch attacks, and even opens up Arcane Strike, Wraithstrike/Power Attack Melee Options.
    • 18th is still a dead level; something could go there. Maybe the ability to apply metamagic to damaging spells without increasing casting time?

      Yes, but the Original Warmage had 6 fully dead levels, more if you count levels with new spell levels granted. A single dead level, with only more spells known isn't terrible.
    • Spell Shield is good against damage, but probably too good against ability damage, which rarely is more than a d6 or two.

      I thought as much, but it doesn't seem too broken. I can lower it to simply spell level for Ability Damage and Drain.
    • Acid is a default choice for energy substitution

      True, but Energy Substitution comes with a Full Round Casting cost if they don't take Rapid Metamagic. Seems like a sufficient cost for the boon that is Acid Damage.
    • If you're making energy substitution such a big deal-- and it's really not, given how many different damage spells the warmage gets-- I'd make it usable without increasing casting time.


    It's powerful, if they want it without Increased Casing Time, they've got to pay for Rapid Metamagic. I've just given them options.

    You've increased damage nicely. The increased skill points help too, especially given that he relies on both Cha and Int. My suggestions:

    Thanks, that was the goal.

    • Return advanced learning to "non-evocation spells of up to one level higher than the highest level you can normally cast."
    • Something to increase the CL cap on damage spells would be nice.
    • Lower the armor proficiency-- he doesn't really need it.
    • Maybe change all those energy substitution feats to general metamagic bonus feats?
    I think Advanced Learning is ok as is, increasing versatility that much starts to infringe in Sorcerer.

    I don't think the class needs more damage, it has access to many ways to deal damage and Metamagic.

    Quote Originally Posted by nonsi View Post
    Your Warmage already has this one at 7th.
    No, it receives Sudden Empower at 7th level, but also increased uses every three levels thereafter.

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    Default Re: Zman's Warmage Fix(3.5)

    Several nitpicks:
    - Why does a warmage need Search as class skill ?
    - You could give one last Energy Substitution at 18th, eliminating dead levels (yes, I know it's not really dead) and allowing the class to nail all substitutions without putting a general feat into it.
    - Unless I'm missing something, Metamagic Specialist seems to fully encompass Energy Substitution, meaning it's a no-brainer.

    Other than the above, I think this is your best class remake.

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    Default Re: Zman's Warmage Fix(3.5)

    Quote Originally Posted by nonsi View Post
    Several nitpicks:
    - Why does a warmage need Search as class skill ?
    - You could give one last Energy Substitution at 18th, eliminating dead levels (yes, I know it's not really dead) and allowing the class to nail all substitutions without putting a general feat into it.
    - Unless I'm missing something, Metamagic Specialist seems to fully encompass Energy Substitution, meaning it's a no-brainer.

    Other than the above, I think this is your best class remake.
    Search, he is Int based and it seemed like a synergistic skill. I didn't feel adding it was off, now had I given him Tumble,etc,

    I didn't want to give him all substitutions as all Warmages would become generic.

    My energy substitution is different than the Metamagic Feat. Also, you must take them at levels 12 and 14 to gain access to the "fun" energy types. I will clarify the difference.


    Thanks.
    Last edited by Zman; 2013-02-11 at 06:43 AM.

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    Default Re: Zman's Warmage Fix(3.5)

    Quote Originally Posted by Zman View Post
    Search, he is Int based and it seemed like a synergistic skill. I didn't feel adding it was off, now had I given him Tumble,etc,
    The Wizard is also Int-based.
    It still seems just as unrelated as Disable Device to me.
    As for synergy... could you specify?


    Quote Originally Posted by Zman View Post
    I didn't want to give him all substitutions as all Warmages would become generic.
    On that premise you should also remove one from 6th and 12th, otherwise, that single missing substitution just pokes the eye.

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    Default Re: Zman's Warmage Fix(3.5)

    Quote Originally Posted by nonsi View Post
    The Wizard is also Int-based.
    It still seems just as unrelated as Disable Device to me.
    As for synergy... could you specify?



    On that premise you should also remove one from 6th and 12th, otherwise, that single missing substitution just pokes the eye.

    Search feels much less specific and unrelated than Disable Device. I gave him Listen and Spot, giving him Search as well seemed appropriate.

    Synergy as in works with Int, yes a Wizard is Int based, but fluff wise not the character that would take Search.


    A poke in the eye, well I can remove one of the Energy Substitutions which I am not opposed to.

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    ClericGuy

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    Default Re: Zman's Warmage Fix(3.5)

    I like these very much! If only I had seen it before creating my last character [a vanilla warmage]..

    Just one thing though: isn't a d8 a bit too much for its HD? I mean, they're trained for war etc, but they already have a medium BaB, proficiency with armors (and the ability to cast spells with them)..I mean, a d6 would be better in my opinion since they would still be more resistant then the average wizard without being as resistant as a monk or a ranger..

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    Default Re: Zman's Warmage Fix(3.5)

    Quote Originally Posted by CinuzIta View Post
    I like these very much! If only I had seen it before creating my last character [a vanilla warmage]..

    Just one thing though: isn't a d8 a bit too much for its HD? I mean, they're trained for war etc, but they already have a medium BaB, proficiency with armors (and the ability to cast spells with them)..I mean, a d6 would be better in my opinion since they would still be more resistant then the average wizard without being as resistant as a monk or a ranger..
    Thanks, glad you like it.

    As to the D8, there a couple of reasons.

    Opens up basic Gish Options. Blasty Arcane Strike Gish is an Option, etc.
    My Fixed Sorcerer has a D6. Only Fixed base class with a D4 is the Wizard.
    This is meant to be part of my line of fixes, which includes my Minir Magic Fix. Caster take NonLethal damage equal To the Spell Level.

    Granted, even without my Minir Magic Fix this increased Hit Dice is not imbalancing and will certainly offer a different feel making it a viable option. The guy was Tier 4, I simply bumped him up to Low Tier 3.

    Edit: One other Point, a Druid has a D8...


    Edit2: As always I invite anyone to check out my other class fixes and my 3.5 Overhaul located in my Signature.
    Last edited by Zman; 2013-02-11 at 02:24 PM.

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    ClericGuy

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    Default Re: Zman's Warmage Fix(3.5)

    good point, I wasn't thinking at the druid or at the possibility you created these in the look of a complete overhaul!:)

    I'll check also your other works!

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