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    Firbolg in the Playground
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    Default Zman's E10 Warmage(3.5)

    This is part of my E10 project aimed at creating a richer and more balanced DnD experience. The classes are meant to be balanced between between Tiers 2-4. A 20th level character ends up as a 10//10 Gestalt.


    Warmage

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

    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/+1|+2|+2|+5|Sudden Empower, Advanced Learning|8|8|7|5

    8th|+6/+2|+2|+2|+6|Sudden Enlarge|8|8|8|6|3

    9th|+6/+2|+3|+3|+6|Advanced Learning|8|8|8|7|4

    10th|+7/+3|+3|+3|+7|Edge of Perfection|8|8|8|8|5

    [/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, and 9th 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 9th level Warmage counts as a 4th level Wizard and can choose a 2nd level spell from any school to learn as part of his Advanced Learning.


    [b]Energy Substitution: At 4th and 6th 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.

    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 level.

    Sudden Enlarge: At 8th level, a warmage gains Sudden Enlarge (described in Chapter 3, Complete Arcane) as a bonus feat.

    Edge of Perfection: At 10th 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
    Loses: Energy Substitution at Levels 4, 6.
    Gains: Bonus Metamagic feat at Levels 4, 6.


    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.
    Loses: Energy Substitution at Levels 4, 6.
    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; 2014-05-13 at 07:06 PM.

  2. - Top - End - #2
    Firbolg in the Playground
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    Default Re: Zman's E10 Warmage(3.5)

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  3. - Top - End - #3
    Ogre in the Playground
     
    PaladinGuy

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    Default Re: Zman's E10 Warmage(3.5)

    Only real comment i can make is that battle mage seems outright superior to the base warmage as it's basically the default warmage with int swapped for charisma at no penalty, plus a bonus to spell shield at no apparent cost...

  4. - Top - End - #4
    Firbolg in the Playground
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    Default Re: Zman's E10 Warmage(3.5)

    Quote Originally Posted by Carl View Post
    Only real comment i can make is that battle mage seems outright superior to the base warmage as it's basically the default warmage with int swapped for charisma at no penalty, plus a bonus to spell shield at no apparent cost...
    That was intentional, as Int is generally a superior characteristic. Int as your primary is giving characters Skill Points and Languages, without gaining access to certain class features, CHA doesn't bring much to the table outside of use with Social Skills. I see Int for Cha(with small bonus) as a pretty equal trade, neither is clearly superior. It is meant for some more unique and synergistic Gestalt Combinations and character concepts.

  5. - Top - End - #5
    Ogre in the Playground
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    Default Re: Zman's E10 Warmage(3.5)

    I like this E10 class.

    my only complaint is why do area of effect spells only get half warmage edge?

    also.. it is the same spell list?

  6. - Top - End - #6
    Firbolg in the Playground
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    Default Re: Zman's E10 Warmage(3.5)

    Quote Originally Posted by ngilop View Post
    I like this E10 class.

    my only complaint is why do area of effect spells only get half warmage edge?

    also.. it is the same spell list?
    Thanks, I hope you look at the others.

    Already made Warmage's Edge significantly better. Allowing its full bonus to ever target hit, even for AoEs seemed odd to me. For instance launching five magic missiles, each hitting for a d4+16 when you could hit a single target for 5d4 + 20. Or a Fireball hitting every target for 10d6+15. It just made sense to me IMO. Or Black Tentacles, ect could deal a lot of damage.

    Yes, same spell list.

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