Nephril |
just change the skills around a bit and give them use magic device. then they can just wand those battlefield control spells you want. but giving them such an all encompassing list is way to powerful. and dont feel bad about giving them a good will/fort and a bad reflex. or try something new and do good reflex/will and bad fort. 2 good saves on a specialist is not overpowering.
and another thought i would change military knowledge and make it give a bonus to combat casting instead of knowledge checks. just seems more fitting.
Nephril |
consider this. you may have limited there spell selection but what you have in a sense done is cut out the summon monster spells and then the spells that are out of combat spells. but leaving the bulk of the combat specific spells. i.e. conjuration spells for slowing/immobilizing opponents, illusion spells for mass stun effects, all the good wall spells, the repair and creation transmutation spells, still included some of (not all) the good damage evocation spells, added the illusion spells that kill, the necromancy spells to handle bulk undead. if i was a wizard of equal level i would kill for his spell list. and then to cast SPONTANEOUSLY. now give them 1 stat that gives them skill points, bonus spells/day, damage bonus to spells, bonus to the dc of ALL THERE SPELLS, extra languages, and a right to feel superior to everyone around him and you have a recipe for disaster. There is a reason that the bloodline to get sorcerers to be int based comes with almost nothing good its because an int based caster is mechanically more powerful. charisma is too good a dump stat. if you are doing a conversion you do just that you convert. you should try to stay close to the true idea of the warmage. what you are creating is a "super battlefield master of the universe" and with these abilities you have done just that. use the sorcerer as a base for a goal to your conversion. if you make a character that is far more powerful than the other spontaneous caster that sets the bar for spontaneous casters then you have given it to much.
master arminas |
Why not? A warmage might be a primary caster, but why shouldn't he be able to defend himself against trip or sunder or disarm or grapple as well as any other combatent on the field of battle? His physical stats will still be lower than any dedicated martial combatent, and he is quite unlikely to take the various Improved and Greater maneuver feats.
I differ here on the question of martial weapons. Why would they simply pick one or two or a dozen? Battlefields and combat are dangerous--and these dudes have been trained for that environment. They are still not going to be anywhere nearly as proficient as a fighter, bard, or rogue. But it does let a warmage pick up the majority of weapons and use it if he needs to.
The thing is, I don't see warmages as being all that reliant on Charisma. Oh, they need it to be a good leader, but the fluff in Complete Arcane makes it clear that they are taught and that they learn their abilities through instruction, not natural unlocking of talents. It is a fluff distinction, perhaps, but an important one.
I'd rather give them Toughness and bump up a 0-9 full caster to a d8 and medium BAB.
It is meant to be a solid addition to damage. By and large, blasting spells are considered one of the worst ways to inflict damage. Full BAB martial classes routinely deal more damage on a full attack. It is scaled back from my original idea.
The original got those same Sudden Metamagic feats you don't like. Not all of them, perhaps, and I have changed them slightly. But the class had them and I like them as something unique that no other Arcanist can do.
I have to disagree once again. Warmage Intensity only keeps lower lever spells competitive with higher level spells at mid or high level. Yes, it is a free metamagic feat that the warmage gets, and he doesn't even have to have a longer casting time or increased spell level for. So what? It is what he does. Blasting . . . among other things. But when he blasts, he is the best.
Glad that you found one or two things to like, Nephril. :)
Penetrating strike isn't that bad. And it allows a 10th level warmage to ignore 10 points of resistance. Goes up to 20 at 14th level and 30 at 18th level. This is what truely makes warmages feared, even by their fellow wizards who cannot count on their spell from keeping out at least some of the warmage's damage.
Unavoidable spell is silly? Two to five times a day, the warmage can hammer those pesky rogues and ninjas and assassins. And critters with evasion.
Archmage of War should be one energy you think? I am not sure.
Once again, I disagree with you stance on armor proficiency. A warmage has NO personal defensive spells (other than Protection from Arrows). Of all the classes, this one needs armor starting at level 1. Limiting to light and medium armor isn't all that bad, and he still cannot use a shield.
On to the spells:
Sleet Storm, Stinking Cloud, Black Tentacles, Blade Barrier, Prismatic Spray, and Prismatic Wall were all on the original (3.5) Warmage's spell list.
Color spray is an area of effect that, while it doesn't deal hit point damage, certain falls in the area of confuse and confound the enemy.
Warp wood is thematic. Orcs are advancing with spears and halbreds; warp the shafts and render their weapons useless. Still, it is there mostly because of how it fits into the concept.
Make Whole. Things get broken in battle. Part of the role of the Warmage isn't just the battle (in my opinion), but the aftermath.
Protection from Arrows. Ah, he is a warmage, you know. Enemy has arrows. And he doesn't have blur, displacement, or mirror image.
Wind Wall. Protects his troops from enemy fire.
Deep Slumber. Sleep is okay, but deep slumber is too much? It quickly loses its effective past level 10.
Rage. Agreed, it is gone.
Confusion. Sows derison in the ranks of the enemy.
Fear. An area of effect (again) that makes your foes run.
Hallucinatory Terrain. Instant camo!
Solid Fog. Serves the purpose of screening quite well.
Fabricate. I wouldn't be adverse to dumping this one.
Mirage Arcana. It is just hallucinatory terrain with buildings. Doesn't normally see much use in play, but for a warmage setting up an ambush it works wonders.
Teleport. One of those basic fundamental spells that I feel EVERY wizard or sorcerer or arcanist should have.
Wall of Force. Isolating the enemy.
Wall of Stone. Isolating the enemy and shoring up defenses.
Waves of Fatigue. End mass charges before they really begin. Not every spell a warmage knows should be about blasting.
Acid Fog. Screens AND deals damage.
Greater Command. Area of effect that take the enemy right out of the fight.
Move Earth. Moats and berms aren't useful and thematic on the battlefield?
Wall of Iron. See wall of stone.
Whirlwind. You create a tornado. How cool is that for a warmage? To create a tornado and send it through the enemy lines.
Not entirely sure of the cream of the crop part. What I did was take spells that fit the concept (my vision) of what a warmage should be. I don't buy that 'devoid of crowd control and battlefield control' hype. I just don't. That, combined with blasting, is what a warmage should do. By their own fluff description in Complete Arcane! But they can't! Not as written. So, I made them into what the fluff says they are.
Master Arminas
Bruunwald |
I like the energy substitution thing.
But to me, the only things that really needed fixing with the original version were the d6 HD and the bad BAB. Give him the equivalent of a cleric in both of those, and it would have been a much more viable class.
I, myself, ran a fighter/warmage, who was quite a handy and fun character to play. But without those levels in fighter, and the Practiced Spellcaster feat (suspiciously missing from PF), he would have been not much use to anyone.
I think the problem with the original is that they hyped it up as so cool, then nerfed it at its most basic elements. It always seemed like they assumed that having some arcane power automatically made it uber-powered. It didn't. But by that point I was really beginning to wonder to what extent they were playtesting things anymore.
master arminas |
I remain concerned that going to medium BAB and d8 hit die is simply too much for a full caster. If he was a 0-6 caster, yes. I could definately see it. If it was more like the PHB2 Battle Sorcerer, possibily (their spells known were VERY limited). And yes, I know that the cleric is 0-9 full caster with d8 and medium BAB and shields and light and medium armor. And he heals. But overall (not everything, but overall), divine isn't quite as good as arcane.
Master Arminas
Joyd |
I like the idea sort of suggested in the other thread of making a "core" list of spells that are truly fundemental to the heart of the class - blasts, the most offensively-oriented control spells, maybe a few support spells - and then shuffle the rest off to what are basically warmage domains, and then maybe give warmages their choice of two of them. These shouldn't include things that are way outside the warmage's concept, but can add maybe 4-7 spells to the list that follow a certain theme, and maybe come with a little extra ability. For example, a warmage with the Quartermaster commission might have some spells that summon food or create and repair weapons. A warmage with the Marshal commission might have more of the buff spells. Another comission might grant the weather control and terrain alteration spells, another might grant fear and morale-boosting spells, and so on. None of these should grant abilities way outside the warmage's sphere (so, while thematic, a Medic commission might be inappropriate), but can partition off the warmage's secondary roles such that he has some access to such things without becoming just another generalist arcanist.
Ciaran Barnes |
I like the change to Warmage Edge. I still have issue with just how powerful 0-level spells will be, being that they have unlimited usage. I suggest the scaling bonus be added to all spells, while Int mod is added only to spells of 1st level or higher.
And then the Sudden Metamagics. Just like the original you have once and twice a day for each. What I think would be more fun is if the caster gains a pool of metamagic points (1/level or whatever) and can use them to fuel the metamagic powers. Still and silient cost 1 point, Maximized costs 4, etc.
As for weapons, I also had issue with the addition of proficiency in all martial weapons. However, it is a small thing in the grand scheme of things. A better question is why the Warmage would us weapon so much when he has such a huge battery of damaging spells. Perhaps he needs a way to channel spells through his weapon.
Arcane Might is way off base. There is already a feat for CMD, and why would he be so good at trips and disarms crit powers when he's so busy blasting monsters with spells? I would be on board if you made a way to use combat maneuvers with spells (rays maybe?) instead of weapons.
master arminas |
0-level: Detect Magic; Flare; Know Direction; Light; Mage Hand; Mending; Message; Prestidigitation; Read Magic
I took your advice on that Ciaran Barnes in the final revision on Page 1: there is no damaging cantrip on the Warmage's list. Neither acid splash or ray of frost really fit into the 'area of effect' cast theme.
A point pool for sudden meta-magic could work . . . but it might also have the effect of allowing a warmage to use empower over and over again. Let me give some thought.
The weapons are a small thing, and I really could cut them out or reduce them: but why? It makes sense for a warmage to be able to pick up a sword or a flail or a halbred if he has to, even if he isn't really that good at it.
Perhaps make Arcane Might CMD only and let him count his class level as his BAB for the purpose of qualifying for feats? Even with the bumped up CMB, how often is a Warmage going to be trying to trip or disarm or grapple someone? Especially if he doesn't have the Improved and Greater maneuver feats. And his lower Strength score means he is not going to be competing with fighters or barbarians or monks anytime soon.
Master Arminas
Nephril |
I think of a Warmage as a cannon. You are taking the original concept and reworking it. I like what you’re trying but I think my problem keeps coming back to your title. "Conversion" a conversion should be as close to the original concept as possible with Paizo rules and spells.
The reason I don’t like the sudden metamagic ability is purely because Paizo cut the feats and I feel they did so for a reason. It allows you to add metamagic feats to a spell that increases its level past a point you could normally cast i.e. enlarging your highest level spell.
I just see this concept as very optimized for battlefield and without even trying I can just see tons of ways to abuse it.
Black tentacles does REAL damage when cast by a Warmage. The combination of some of your abilities can make for a truly horrifying character.
if what you are trying to do is create your own Warmage that is not in line with the previous then I feel what you have done is take a spontaneous caster and given him a BOATLOAD of amazing spells (not a single spell on this list I don’t like) and continue making him a bigger beast every level.
I will bring up his base casting stat. This has been overlooked on all your revisions though I continue bringing it up. Having a character that is this focused on one stat is too much. He should be charisma based then have Warmage edge based off int.
Again I believe you have made something that anyone that has ever played an arcane caster would DIE to play. I just think it is to powerful.
Do you really think starting out with a shield and getting access to light armor at 4 is slow?? A wand of mage armor is 750 gp and with 50 charges will easily last until level 4.
I’m sure I’ll never see this at one of my tables so I’m trying to just be objective. So I ask a few questions
a. will it be fun: yes
b. is it easily broken: IMHO yes
c. do I have players that will break it" yes
d. is it trying to accomplish a wide variety of jobs with just one character: yes imo.
e. do I care: not really since I won’t be seeing it but I’d like to help you before it hits play test.
master arminas |
I might just change it back to Charisma based caster, but I am going to keep Warmage Edge based on Intelligence. That means he will have to focus on two mental stats, so he is going to suffer somewhere. I didn't include UMD as a class skill for precisely that reason, Nephril: I don't see this as a class that pulls out ye old wand and speaks some bad Latin to create an effect that he normally can't accomplish. LOL
I don't know for certain, but on the topic of Sudden Metamagic feats, I believe that they are not part of Pathfinder because they are not open game license. WoC didn't publish any others after Complete Arcane, and I don't think anything from that book is OGL. Now, of course, they could have made their own. But they would have had to change the name and the effect, I think, to stay 100% legal. And since their only effect was being able to add metamagic without an increase in casting time or spell level once a day . . . well, it would be difficult. Not impossible but difficult. I could be wrong.
Look at Persistant Spell. It has the same name, but a totally different effect. Why? There original was overpowered, but the Pathfinder version does something completely different. I think part of that was a conscious decision to take out the of the game the 24-hour buffs, but the other part was that is was not part of the OGL.
Now, with me keeping the Sudden Metamagic abilities, they are either 2/day or 1/day. And I think I put in there that only 1 SMM can be applied to any given spell, didn't I? I meant to, if I didn't.
Thanks for the critical advice. It has given me some things to mull over.
Master Arminas
master arminas |
Trimmed it down still more. Removed the Arcane Might feature and Toughness. I did add two new abilities, but Judge of Steel is mostly fluff. Mostly. I can't see how it could be abused, but I am sure someone will. The other ability is Arcane Weapons Training. I know, I know--just read it. Let me if it is still too much, but it fits the feel of the class to a 'T'. I changed the casting stat to Charisma, but kept the Warmage's Edge as Intelligence. And I pruned down the spell list still more. It is very tight now.
Oh, and Advanced Learning I changed to conjuration and evocation schools only, with no summon monster spells available. Anyway, here is take #7. Go lucky seven!
Warmage
Trained for war, the few who survive the arduous Collegium Bellum Arcanum to graduate as Warmages are proud individuals who yearn for the day when their talents can be unleashed on their foes. The Arcane War College is brutal in its training, but its graduates emerge with abilities that few other arcane casters can match. Skilled not only in magic, but in the mundane art of war, these warmages lead armies and use their talents to wipe their enemies from existence.
While they are often ridiculed (in private) by other arcanists as spell-casters who want to play at warrior, none can deny the warmage is the unquestioned master of the battlefield evocations. Of course, many wizards will point out that such magics are among the least effective overall, and even more general-themed sorcerers are quick to highlight that much of the famed warmage spell list is just some derivation of an area-effect damage spell. Neither class normally makes such jests and jeers directly to the face of a warmage, however, for both will acknowledge (however grudgingly) that a skilled warmage can reliably penetrate defenses specifically designed to counter many of his spells.
Despite this general viewpoint of other spellcasters of his inferiority, the warmage is confident (indeed, some almost say arrogant) in his own abilities. He knows well his own limitations and the effectiveness of other magic, magic that he cannot use. But for the true warmage that means little. A true warmage finds that he is happiest not in a library or a dusty archive, but in the midst of the chaos of battle, where his knowledge and skill and magic can turn even the darkest hour into victory for the side which he champions.
Role: A warmage controls the battlefield, isolating his opponents, reducing their effectiveness, and killing them in large numbers. Unlike many other spellcasters, the warmage has few utility spells at their disposal; instead these armored arcanists concentrate on what they see as the most important aspect of magic—the ability to quickly wound or kill large numbers of opponents in a precise and orderly military fashion.
Alignment: Any.
Hit Die: d6.
BAB: Low
Good Saves: Will
Class Skills: Climb (Str); Diplomacy (Cha); Fly (Dex); Intimidate (Cha); Knowledge (Arcana) (Int); Knowledge (Engineering) (Int); Knowledge (History) (Int); Knowledge (Nobility); Perception (Wis); Ride (Dex); Spellcraft (Int); and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
Weapons and Armor Proficiency: A warmage is proficient in all simple and all martial weapons. He is proficient in light armor and medium armor, but not with heavy armor or with any type of shield. A warmage can cast warmage spells in light armor or medium armor without suffering any arcane spell failure chance, but suffers the normal chance of failure for casting in heavy armor or when using any type of shield.
Spells: A warmage casts arcane spells drawn from the warmage spell list (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 other spellcasters, a warmage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A warmage automatically knows all of the spells on his spell list. He does not have to select these spells, nor does he have a spellbook. A warmage cannot add new spells to his spells known (with the exception of his advanced learning ability, see below).
Unlike a wizard or cleric, a warmage need not prepare his spells in advance. He can use any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
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.
Arcane Weapons Training (Ex): A warmage knows well that in the heat of battle he might find himself forced to resort to mundane arms. When wielding a melee weapon with which he is proficient, a warmage can, as a swift action, expend a 1st level or higher spell slot that he not yet used during the day. Until the start of his next turn, any attack that the warmage makes with that weapon receives a +1 insight bonus equal to the level of the spell slot expended, to a maximum bonus of +9 when spending a 9th level spell slot on this ability.
If the warmage strikes at a target with concealment with a melee weapon while this ability is active, he may roll his miss chance twice. If either roll results in a hit, then the warmage successful strikes his opponent.
If the warmage also possesses the Arcane Strike feat, he may activate both this ability and the Arcane Strike feat with the same swift action.
Military Knowledge (Ex): A warmage is familiar with basic military protocol, including how to lay out a military encampment, setting watches, operating siege equipment, and the day-to-day details involved in coordinating hundreds of men and horses. He gains a competence bonus on all History (Engineering) and History (Knowledge) skill checks as it relates to war, armies, and the burden of logistics, equal to one-half his warmage class level (minimum of 1).
Warmage Edge (Ex): A warmage specializes in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds a bonus to the damage dealt. This bonus equals the warmage’s Intelligence modifier +1. At 5th level, and every four warmage levels gained thereafter, this bonus increases by an additional +1 to a maximum bonus of Intelligence modifier +5 at 17th level. 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.
If the spell is an area effect, this bonus damage applies to all targets within the area of effect. If the spell lasts for more than one round, then the bonus damage applies to all targets within the area of effect (if any) each round. A spell that creates more than one effect that can target any one individual (such as magic missile) only inflicts this bonus damage once per target, per round that the spell effect lasts.
Scrolls and wands used, scribed, or crafted by a warmage do not gain the benefit of this special ability; nor do staffs crafted by a warmage. However, staffs used by a warmage do receive the benefit of this special ability.
Judge of Steel (Ex): Starting at 2nd level, a warmage gains a competence bonus on all Appraise skill checks he performs on armor or weapons. This bonus is equal to one-half of the warmage’s class level (round down). A warmage may use this ability to identify magic arms and armor, as per the spell identify, but using the bonus granted by this ability instead of the bonus listed in the spell.
Sudden Silent (Ex): At 3rd level, a warmage may use the Silent Spell meta-magic feat twice per day without any increase in casting time or in the level of spell being cast. A warmage may only apply one sudden metamagic to any single spell.
Advanced Learning (Ex): At 4th level, a warmage gains the knowledge of one spell of his choice that he may add to his spell-list. The spell chosen must be from the sorcerer/wizard spell, the spell must be from either the conjuration school or the evocation school, the spell cannot be one that summons a creature, and the spell must be at least one level below the highest level spell a warmage is capable of casting. At 6th level, and every even level gained thereafter as a warmage, the character may add one additional spell to his spell-list. When this ability is gained at 20th level, a warmage may select a single sorcerer/wizard spell of any level to add to his spell list.
Sudden Still (Ex): At 5th level, a warmage may use the Still Spell meta-magic feat twice per day without any increase in casting time or in the level of spell being cast. A warmage may only apply one sudden metamagic to any single spell.
Warmage Intensity (Ex): At 6th level, a warmage begins to be able to transcend the normal limitations of some of his magical spells. If the warmage casts a spell that deals hit point damage, and that spell has a damage cap based upon the warmage level (such as burning hands or fireball, that spell is affected as though the warmage had applied the Intensified Spell feat. This does not change either the level of the spell being cast nor does it increase the casting time. This ability does not stack with the feat Intensified Spell.
Energy Substitution (Ex): At 7th level, three times per day, a warmage may alter the energy of one of his spells to any of the following: acid, cold, electricity, or fire. The spell altered must be a spell that inflicts energy based damage. This ability is a free action that can be used once per round. At 10th level, the warmage may use this ability five times per day. At 15th level, the warmage may use this ability seven times per day. At 20th level, the warmage may use this ability eleven times per day.
Battlefield Counterspelling (Ex): At 8th level, once per day, as an immediate action, a warmage may counter any spell that is on his spell list, so long as the spell is cast within medium range (100 feet plus 10 feet per war mage level) of the warmage. He must expend a spell slot equal to that of the spell being cast or higher. At 13th level he may do this twice per day. At 19th level he may do this three times per day.
Sudden Empower (Ex): At 9th level, a warmage may use the Empower Spell meta-magic feat twice per day without any increase in casting time or in the level of spell being cast. A warmage may only apply one sudden metamagic to any single spell.
Penetrating Spell (Ex): At 10th level, when a warmage casts a spell that inflicts energy-based damage (such as fireball or lightning bolt), the warmage may ignore 10 points of an effected creature’s energy resistance (if any). This ability applies to innate energy resistance that is part of the creature itself as well as to energy resistance bestowed by magic items or spell effects. At 14th level, the warmage ignores 20 points of energy resistance; this increases to 30 points at 18th level. Creatures with energy immunity (either natural or magical) are not affected by this ability. Penetrating strike applies to any spell that the warmage casts that inflicts energy-based damage; it does not have a daily use limit.
Unavoidable Spell (Ex): At 11th level, the warmage may, twice per day, declare he is casting an unavoidable spell. The spell must be one that inflicts damage and has a Reflex saving throw. When the spell is cast, the warmage may instead choose to base the saving throw on either Fortitude or Will. All creatures within the area of effect must roll against the save type that the warmage chooses. Neither evasion nor improved evasion protect against an unavoidable spell, although stalwart (see the Inquisitor class) does. The warmage gains one additional daily use of this ability at 14th level, 17th level, and 20th level.
Sudden Widen (Ex): At 12th level, a warmage may use the Widen Spell meta-magic feat twice per day without any increase in casting time or in the level of spell being cast. A warmage may only apply one sudden metamagic to any single spell.
Shape Spell (Ex): At 13th level, a warmage can cast a spell and designate up to one ally per warmage level that is within the area of effect as immune to that spells effects. The spell must be an area effect spell, it must be instantaneous, and it must inflict hit point damage to be eligible for this ability. A warmage may use this ability twice per day. At 16th level, and again at 19th level, a warmage gains one additional daily use of this ability.
Sudden Maximize (Ex): At 15th level, a warmage may use the Maximize Spell meta-magic feat once per day without any increase in casting time or in the level of spell being cast. A warmage may only apply one sudden metamagic to any single spell.
Sudden Quicken (Ex): At 18th level, a warmage may use the Quicken Spell meta-magic feat once per day without any increase in casting time or in the level of spell being cast. A warmage may only apply one sudden metamagic to any single spell.
Archmage of War (Ex): A 20th level warmage may ignore energy immunity when he casts a spell that inflicts hit point damage against a creature (either innate immunity or magically bestowed immunity). For the purpose of determining the damage of the warmage’s spells, the creature is considered to not possess energy immunity (but the creature retains any energy vulnerabilities it might possess). In addition, an archmage of war may roll any check to penetrate Spell Resistance twice and choose which roll to accept.
Warmage Spell List
0-level: Detect Magic; Flare; Know Direction; Light; Mage Hand; Mending; Message; Prestidigitation; Read Magic
1st-level: Burning Hands; Chill Metal; Color Spray; Entangle; Heat Metal; Magic Missile; Obscuring Mist; Shocking Grasp; Sleep
2nd-level: Flaming Sphere; Fog Cloud; Gust of Wind; Make Whole; Protection from Arrows; Pyrotechnics; Resist Energy; Shatter; Whispering Wind
3rd-level: Daylight; Deep Slumber; Dispel Magic; Fireball; Flame Arrow; Lightning Bolt; Phantom Steed; Sleet Storm; Slow; Stinking Cloud
4th-level: Black Tentacles; Confusion; Fear; Ice Storm; Shout; Solid Fog; Wall of Fire; Wall of Ice
5th-level: Cloudkill; Cone of Cold; Sending; Telekinesis; Teleport; Wall of Stone; Waves of Fatigue
6th-level: Acid Fog; Freezing Sphere; Greater Dispel Magic; Move Earth; Undeath to Death; Wall of Iron
7th-level: Blade Barrier; Delayed Blast Fireball; Prismatic Spray; Reverse Gravity; Waves of Exhaustion
8th-level: Greater Shout; Horrid Wilting; Incendiary Cloud; Prismatic Wall; Sunburst
9th-level: Earthquake; Firestorm; Meteor Swarm; Wail of the Banshee; Whirlwind
Nephril |
You should change their armor training to only effect arcane spell failure of spells they cast from their own list. Otherwise other casters will take a 1 level dip for the equivalent of multiple feats.
I still think Warmage intensity needs toned down a bit. Maybe choose a signature spell per 4 levels that can have this applied to it or only useable x times per day.
I still think penetrating spell is to powerful. The ability to nullify energy resistance is huge. especially with the amounts you put in. have you considered making penetrating spell more like the feat and making it improve caster level to bypass sr??
Might I also suggest that the sudden metamagic require an activation of swift or immediate so that someone cannot pile multiples on for one all destroying blast??
And my understanding of your new Warmage concept vs the old one I guess you spell list works for what you’re trying. Might I suggest that swift cast "cold ice strike" to be added? You’re missing some really fun evocation type spells.
If you’re happy with low Bab and d6 that’s fine but consider your stat layout right now
Cha>int>dex>con>STR>Wis
With the fist 4 being relatively important. If you plan on using weapons finesse will probably be your best bet and giving someone proficiency in weapons but no Bab to use them is not all that much fun.
Last ideas for changes I have are
1. Make them earn (level up to) wearing bigger armors. Again I don’t know why you won’t give those shields. Is it just because you think they will all cast shield and be done with it. Then at level 4,8,12 respectively allow them to gain heavier armor proficiency this will stop the dipping to gain the abilities at first.
2. Increase Bab to medium 1/2 vs 3/4 is a big deal.
3. I would consider the d8. It averages out to a few extra hit points but I think the boost would be nice for someone who has the ability to use a bunch of weapons.
master arminas |
You should change their armor training to only effect arcane spell failure of spells they cast from their own list. Otherwise other casters will take a 1 level dip for the equivalent of multiple feats.
I thought I had that in there. I did. Just not really worded right, perhaps.
Weapons and Armor Proficiency: A warmage is proficient in all simple and all martial weapons. He is proficient in light armor and medium armor, but not with heavy armor or with any type of shield. A warmage can cast warmage spells in light armor or medium armor without suffering any arcane spell failure chance, but suffers the normal chance of failure for casting in heavy armor or when using any type of shield.
I still think Warmage intensity needs toned down a bit. Maybe choose a signature spell per 4 levels that can have this applied to it or only useable x times per day.
I still think penetrating spell is to powerful. The ability to nullify energy resistance is huge. especially with the amounts you put in. have you considered making penetrating spell more like the feat and making it improve caster level to bypass sr??
I can see your point on Warmage Intensity, and I will have to think about. Penetrating spell just reduces resistances. I didn't really think it was that over the top, but you do. Maybe making it ignore elemental resistance equal to the Warmage's level?
Might I also suggest that the sudden metamagic require an activation of swift or immediate so that someone cannot pile multiples on for one all destroying blast??
All of them have the same line . . . "A warmage may only apply one sudden metamagic to any single spell." And the Warmage actually has to cast the spell, which is normally a standard action in and of itself.
And my understanding of your new Warmage concept vs the old one I guess you spell list works for what you’re trying. Might I suggest that swift cast "cold ice strike" to be added? You’re missing some really fun evocation type spells.
Tried to stay with Core Rulebook. I know there are a LOT of fun evocations and conjurations that have been introduced--but that is what Advanced Learning is for, right?
If you’re happy with low Bab and d6 that’s fine but consider your stat layout right now
Cha>int>dex>con>STR>Wis
With the fist 4 being relatively important. If you plan on using weapons finesse will probably be your best bet and giving someone proficiency in weapons but no Bab to use them is not all that much fun.
Well, he does have the BAB, from a certain point of view. By using his Arcane Weapons Training, he can add up to +9 to his attack bonus for a round. Sure, he won't be using it every round, but when he needs to he can deliver a solid hit with BAB 10 + 9 + Str + enhancement. Nothing like a Fighter, of course, but more than enough to keep up with Clerics, Rogues, and Monks.
I would actually go CHA>INT>STR>CON>DEX>WIS, with STR/CON/DEX tied for third. He isn't a ray caster and doesn't have all that many spells on his list that need a ranged touch attack. I am statting up an NPC Warmage to try out against my party this weekend and I have his stats (20-point buy) as Str 12, Dex 12, Con 12, Int 14, Wis 9, Cha 16. He's human (16 CHA becomes 18) and 8th level (+1 to WIS, +1 to CHA). Final stats are Str 12, Dex 12, Con 12, Int 14, Wis 10, Cha 19. Has +1 Elven Chain Mail (5,150 gp), Belt of Incredible Dexterity +2 (4,000 gp), Headband of Mental Prowess (INT/CHA) +2 (10,000 gp), Ring of Protection +2 (8,000 gp), +1 Longsword (2,000 gp), +1 Mithril Kurki (3,000 gp). Yes, his wealth exceeds most NPCs; so do his stats. I mean for him to be a recurring encounter.
Last ideas for changes I have are
1. Make them earn (level up to) wearing bigger armors. Again I don’t know why you won’t give those shields. Is it just because you think they will all cast shield and be done with it. Then at level 4,8,12 respectively allow them to gain heavier armor proficiency this will stop the dipping to gain the abilities at first.
2. Increase Bab to medium 1/2 vs 3/4 is a big deal.
3. I would consider the d8. It averages out to a few extra hit points but I think the boost would be nice for someone who has the ability to use a bunch of weapons.
Well, they don't get shield anymore; you will notice I dropped it from the spell list. :) No, my problem is how are they supposed to cast when wearing a shield? Casting requires a free hand, and the whole 'I switch my weapon to the hand holding my light shield--which is strapped to arm--so my right hand is free, I cast, and as a free action I take my sword from my shield hand again.' That drives me nuts from a story aspect. I HATE arcane casters that use physical shields and a weapon AND expect to cast spells. Always have. It is just something that breaks the scene for me. For some folks it is good, but not for me. I know, we are talking about fantasy, but it is something I just do not like in my fantasy RPing.
I know we cut down the spells known considerably, but . . . I am still leery about popping up that BAB and hit die. They are a full Nine-level caster class--an arcane caster class. Sure, blasting is never going to be as powerful as other types of spells, but . . . I don't know.
Master Arminas
jpomzz |
Arcane might is a big no-no. Casters that can trip as well as a monk... i just dont think it has a purpose here you are a BLASTER. Not a front line combatant. Just increase them to a 3/4 BAB progression and call it good.
Should not be proficient will all martial weapons maybe pick a few for instance:
A Warmage begins play with proficiency in a number of martial weapons equal to his intelligence modifier. This gives them the use of the weapons but not the full class of weapons which allows them to qualify for prestige classes early.
There was only 1 spontaneous Int based caster in all of 3.5 and there are 0 in pathfinder. It just does not play well it becomes far too powerful. Go back to charisma like everyone else.
Remove toughness as a bonus feat that is a casters choice feat don’t give them that for free. As I said earlier possibly increase to a d8 hit dice.
You are still super-charging Warmage's edge. Take it back to just Int modifier then offer a feat that they can take that adds the +1/5 levels. If you want more damage there. And I’d say it should not apply to can trips
REMOVE ALL THE SUDDEN METAMAGICS they should just buy rods like everyone else.
Warmage intensity is RIDICULOUSLY powerful. Free metamagic to every damage spell I cast. That’s way too much.
Finally one that makes since energy substitution is strong but not overpowered I like this one.
Battlefield counter spell is also nice with the very limited times per day.
And back to cheese. Penetrating spell is way too powerful... you gave them the energy substitution that should be enough to give them the versatility to handle energy resistance. 10 and 20 is HUGE. This ability is to powerful at any level to apply to all spells.
Unavoidable spell is just a silly ability. Reflex is usually the weakest save out of all of them. Targeting fort or will is a bad idea and giving it the ability to ignore evasion and improved evasion is a bad idea.
And archamage of war is just needs changed maybe let them pick 1 energy type not all of...
Don't listen to this guy, I'm staring at the warmage from complete arcane right now and just everything he's telling you to get rid of is what was already part of the class. Only thing you should listen to is the arcane might thing. Want me to make a table for the warmage?
master arminas |
Don't listen to this guy, I'm staring at the warmage from complete arcane right now and just everything he's telling you to get rid of is what was already part of the class. Only thing you should listen to is the arcane might thing. Want me to make a table for the warmage?
I haven't quite figured out how to post tables here, so if you want to cool, if not that is fine too. And don't worry; I take everything with a grain of salt. I did replace the Arcane Might ability, though.
Master Arminas
Nephril |
Noticing now that you didn’t include many ray spells I agree on your stat priority. And jpomzz I explained why I believed the suddens should be removed. In an article aimed at assisting it is better to have your own ideas than attack other peoples. Just an opinion.
Furthermore if you are not including the ray spells they I can see why the 1/2 BAB progression is your choice that makes since.
Leaving the BAB the way it is and increasing the HD to d8 would not make a huge deal but early on in game it might be nice to have the few extra hit points but in turn that is what toughness is for.
Arminas I am looking forward to your next draft and I have enjoyed (with one exception) being allowed to have input into one of my favorite classes.
In 3.5 I ran a mystical theurge that was 1/2 cleric, 1/2 Warmage. Using every feat I could find to overpower my fireballs. I had a dm that allowed some dragon magazine stuff and all the faerunian books. It was a blast (get it a BLAST) ill keep my eye on your progress its fun to see things move along.
master arminas |
Honest feedback and constructive criticism are the ONLY ways to move any project forward. Thankfully, here on these boards, I have encountered both in great quantity.
My 'philosophy', if you will, when it comes to converting or designing classes is a simple one: I start with everything that I would want to see in the class. Once people begin picking away and I can look at from their point of view, then I start pruning the class to trim it down to size.
Others work from the opposite view; taking the bare-bones of an idea and then adding onto it. Either way is valid, but I have found that for myself, it is an easier task to gradually reduce abilities until a general consensus is reached, rather than having a class that everyone agrees is sub-par and then watching debates arise over how to 'beef it up'.
Anyway, I hope that explains how I do conversions and homebrew creations. Thank you all for your suggestions and support.
Master Arminas
Ciaran Barnes |
Arcane weapons training
Wow, I dind't think you would actually implement a change like tha, as its a whole new "thing" in the class. Anyhow, I still can't see many warmages giving up spells to make weapon attacks, so I propose the following ideas.
1. Make it an immediate action so that the warmage can use it to boost a AoO. He's probably pretty bad at those. This way he can still blow s@%! up on his turn, and... the class feature might actually get used.
2. If he did use it on an attack, all he's gaining is an attack bonus (and the extra roll against concealment, which was pretty damn clever of you). I suggest adding to the damage as well. This could be equal to the spell level sacrificed, or twice that, as neither will equal the damage of the spell he's giving up. Alternately, he could simply add his warmage edge to the damage, or warmage edge plus spell level. Dunno. I also suggest making the additional damage of the type or types used in the spell. So sacrificing magic missle adds force damage, fireball adds fire, etc. Perhaps different uses boost a single attack or multiple attacks. Agains, dunno.
3. This feels more like a spell-like ability, rather than an extraordinary one.
I'd like to also note, that while I can come up with ideas all day and night, I don't guarantee I am a good judge of what is balanced or not.
master arminas |
1. Ciaran, he can use it for AoOs--if he activates it on his turn. Remember, it lasts until the start of his next turn, once it is up. So if he is a situation where he might get an AoO or two or three (if he Combat Reflexes and middling high Dex), he can cast a spell and move on his turn, and activate Arcane Weapons Training, just in case. Although that does burn a spell slot. I don't like adding new immediate actions without serious thought as to the ramifications. But I will take a look.
2. I deliberately did not add damage. He can, if he has the Arcane Strike feat, activate both that feat and Arcane Weapons Training with the same swift action, so he can get a damage boost of +1-+5. That should be more than enough for what is a secondary feature. Glad you liked my little 'roll twice vs. concealment' idea.
3. Ex, Sp, I wasn't sure. That is still quite malleable. I'm good with either, to tell you the truth.
Keep pumping out those ideas, I may just grab the next one!
MA
master arminas |
3 people marked this as a favorite. |
Warmage (The Final Cut)
Trained for war, the few who survive the arduous Collegium Bellum Arcanum to graduate as Warmages are proud individuals who yearn for the day when their talents can be unleashed on their foes. The Arcane War College is brutal in its training, but its graduates emerge with abilities that few other arcane casters can match. Skilled not only in magic, but in the mundane art of war, these warmages lead armies and use their talents to wipe their enemies from existence.
While they are often ridiculed (in private) by other arcanists as spell-casters who want to play at warrior, none can deny the warmage is the unquestioned master of the battlefield evocations. Of course, many wizards will point out that such magics are among the least effective overall, and even more general-themed sorcerers are quick to highlight that much of the famed warmage spell list is just some derivation of an area-effect damage spell. Neither class normally makes such jests and jeers directly to the face of a warmage, however, for both will acknowledge (however grudgingly) that a skilled warmage can reliably penetrate defenses specifically designed to counter many of his spells.
Despite this general viewpoint of other spellcasters of his inferiority, the warmage is confident (indeed, some almost say arrogant) in his own abilities. He knows well his own limitations and the effectiveness of other magic, magic that he cannot use. But for the true warmage that means little. A true warmage finds that he is happiest not in a library or a dusty archive, but in the midst of the chaos of battle, where his knowledge and skill and magic can turn even the darkest hour into victory for the side which he champions.
Role: A warmage controls the battlefield, isolating his opponents, reducing their effectiveness, and killing them in large numbers. Unlike many other spellcasters, the warmage has few utility spells at their disposal; instead these armored arcanists concentrate on what they see as the most important aspect of magic—the ability to quickly wound or kill large numbers of opponents in a precise and orderly military fashion.
Alignment: Any.
Hit Die: d6.
BAB: Low
Good Saves: Will
Class Skills: Climb (Str); Diplomacy (Cha); Fly (Dex); Intimidate (Cha); Knowledge (Arcana) (Int); Knowledge (Engineering) (Int); Knowledge (History) (Int); Knowledge (Nobility); Perception (Wis); Ride (Dex); Spellcraft (Int); and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
Weapons and Armor Proficiency: A warmage is proficient in all simple and all martial weapons. He is proficient in light armor and medium armor, but not with heavy armor or with any type of shield. A warmage can cast spells he has gained from the warmage class (but not those of other arcane classes) in light armor or medium armor without suffering any arcane spell failure chance, but suffers the normal chance of failure for casting in heavy armor or when using any type of shield.
Spells: A warmage casts arcane spells drawn from the warmage spell list (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 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 the same as a Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A warmage automatically knows all of the spells on his spell list. He does not have to select these spells, nor does he have a spellbook. A warmage cannot add new spells to his spells known (with the exception of his advanced learning ability, see below). Bascially, his spell list is his spells known.
Unlike a wizard or cleric, a warmage need not prepare his spells in advance. He can use any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
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.
Arcane Weapons Training (Ex): A warmage knows well that in the heat of battle he might find himself forced to resort to mundane arms. When wielding a melee weapon with which he is proficient, a warmage can, as a swift action, expend a 1st level or higher spell slot that he not yet used during the day. Until the start of his next turn, any attack that the warmage makes with that weapon receives a +1 insight bonus equal to the level of the spell slot expended, to a maximum bonus of +9 when spending a 9th level spell slot on this ability.
If the warmage strikes at a target with concealment with a melee weapon while this ability is active, he may roll his miss chance twice. If either roll results in a hit, then the warmage successful strikes his opponent.
If the warmage also possesses the Arcane Strike feat, he may activate both this ability and the Arcane Strike feat with the same swift action.
Starting at 7th level, the warmage may activate this ability as either a swift action or an immediate action (including Arcane Strike, if the warmage knows that feat). If he uses an immediate action to activate the ability when it is not his turn, he must have an opponent that has provoked an attack of opportunity and he must immediately take that attack of opportunity. Regardless, this ability ends at the start of his next turn.
Military Knowledge (Ex): A warmage is familiar with basic military protocol, including how to lay out a military encampment, setting watches, operating siege equipment, and the day-to-day details involved in coordinating hundreds of men and horses. He gains a competence bonus on all History (Engineering) and History (Knowledge) skill checks as it relates to war, armies, and the burden of logistics, equal to one-half his warmage class level (minimum of 1).
Warmage Edge (Ex): A warmage specializes in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds a bonus to the damage dealt. This bonus equals the warmage’s Intelligence modifier +1. At 5th level, and every four warmage levels gained thereafter, this bonus increases by an additional +1 to a maximum bonus of Intelligence modifier +5 at 17th level. 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.
If the spell is an area effect, this bonus damage applies to all targets within the area of effect. If the spell lasts for more than one round, then the bonus damage applies to all targets within the area of effect (if any) each round. A spell that creates more than one effect that can target any one individual (such as magic missile) only inflicts this bonus damage once per target, per round that the spell effect lasts.
Scrolls and wands used, scribed, or crafted by a warmage do not gain the benefit of this special ability; nor do staffs crafted by a warmage. However, staffs used by a warmage do receive the benefit of this special ability.
The bonus granted from the warmage edge ability does not stack with bonuses to spell damage gained through special features of any other class that the warmage might possess, such as that of the Orc or Draconic Bloodline Sorcerer.
Judge of Steel (Ex): Starting at 2nd level, a warmage gains a competence bonus on all Appraise skill checks he performs on armor or weapons. This bonus is equal to one-half of the warmage’s class level (round down). A warmage may use this ability to identify magic arms and armor, as per the spell identify, but using the bonus granted by this ability instead of the bonus listed in the spell.
Sudden Silent (Ex): At 3rd level, a warmage may use the Silent Spell meta-magic feat twice per day without any increase in casting time or in the level of spell being cast. A warmage may only apply one sudden metamagic to any single spell. A warmage with more than one casting class may only apply this ability to spells gained from the warmage class.
Advanced Learning (Ex): At 4th level, a warmage gains the knowledge of one spell of his choice that he may add to his spell-list. The spell chosen must be from the sorcerer/wizard spell, the spell must be from either the conjuration school or the evocation school, the spell cannot be one that summons a creature, and the spell must be at least one level below the highest level spell a warmage is capable of casting. At 6th level, and every even level gained thereafter as a warmage, the character may add one additional spell to his spell-list. When this ability is gained at 20th level, a warmage may select a single sorcerer/wizard spell of any level to add to his spell list.
Sudden Still (Ex): At 5th level, a warmage may use the Still Spell meta-magic feat twice per day without any increase in casting time or in the level of spell being cast. A warmage may only apply one sudden metamagic to any single spell. A warmage with more than one arcane casting class may only apply this ability to spells gained from the warmage class.
Warmage Intensity (Ex): At 6th level, a warmage begins to be able to transcend the normal limitations of some of his magical spells. Twice per day, if the warmage casts a spell that deals hit point damage, and that spell has a damage cap based upon the warmage level (such as burning hands or fireball, that spell is affected as though the warmage had applied the Intensified Spell feat. This does not change either the level of the spell being cast nor does it increase the casting time. This ability does not stack with the feat Intensified Spell. At 10th level, and every four warmage levels gained thereafter, the warmage gains one additional daily use of this ability.
Energy Substitution (Ex): At 7th level, three times per day, a warmage may alter the energy of one of his spells to any of the following: acid, cold, electricity, or fire. The spell altered must be a spell that inflicts energy based damage. This ability is a free action that can be used once per round. At 10th level, the warmage may use this ability five times per day. At 15th level, the warmage may use this ability seven times per day. At 20th level, the warmage may use this ability eleven times per day. A warmage with more than one arcane casting class may only apply this ability to spells gained from the warmage class.
Battlefield Counterspelling (Ex): At 8th level, once per day, as an immediate action, a warmage may counter any spell that is on his spell list, so long as the spell is cast within medium range (100 feet plus 10 feet per war mage level) of the warmage. He must expend a spell slot equal to that of the spell being cast or higher. At 13th level he may do this twice per day. At 19th level he may do this three times per day.
Sudden Empower (Ex): At 9th level, a warmage may use the Empower Spell meta-magic feat twice per day without any increase in casting time or in the level of spell being cast. A warmage may only apply one sudden metamagic to any single spell. A warmage with more than one arcane casting class may only apply this ability to spells gained from the warmage class.
Penetrating Spell (Ex): At 10th level, when a warmage casts a spell that inflicts energy-based damage (such as fireball or lightning bolt), the warmage may ignore 10 points of an effected creature’s energy resistance (if any). This ability applies to innate energy resistance that is part of the creature itself as well as to energy resistance bestowed by magic items or spell effects. In addition, the warmage gains a +2 competence bonus on caster level checks made to penetrate spell resistance. At each warmage level gained thereafter, the amount of resistance a warmage can bypass increases by 1, to a maximum of 20 at 20th level. Creatures with energy immunity (either natural or magical) are not affected by this ability. A warmage with more than one arcane casting class may only apply this ability to spells gained from the warmage class.
Unavoidable Spell (Ex): At 11th level, the warmage may, twice per day, declare he is casting an unavoidable spell. The spell must be one that inflicts damage and has a Reflex saving throw. When the spell is cast, the warmage may instead choose to base the saving throw on either Fortitude or Will. All creatures within the area of effect must roll against the save type that the warmage chooses. Neither evasion nor improved evasion protect against an unavoidable spell, although stalwart (see the Inquisitor class) does. The warmage gains one additional daily use of this ability at 14th level, 17th level, and 20th level. A warmage with more than one arcane casting class may only apply this ability to spells gained from the warmage class.
Sudden Widen (Ex): At 12th level, a warmage may use the Widen Spell meta-magic feat twice per day without any increase in casting time or in the level of spell being cast. A warmage may only apply one sudden metamagic to any single spell. A warmage with more than one arcane casting class may only apply this ability to spells gained from the warmage class.
Shape Spell (Ex): At 13th level, a warmage can cast a spell and designate up to one ally per warmage level that is within the area of effect as immune to that spells effects. The spell must be an area effect spell, it must be instantaneous, and it must inflict hit point damage to be eligible for this ability. A warmage may use this ability twice per day. At 16th level, and again at 19th level, a warmage gains one additional daily use of this ability. A warmage with more than one arcane casting class may only apply this ability to spells gained from the warmage class.
Sudden Maximize (Ex): At 15th level, a warmage may use the Maximize Spell meta-magic feat once per day without any increase in casting time or in the level of spell being cast. A warmage may only apply one sudden metamagic to any single spell. A warmage with more than one arcane casting class may only apply this ability to spells gained from the warmage class.
Sudden Quicken (Ex): At 18th level, a warmage may use the Quicken Spell meta-magic feat once per day without any increase in casting time or in the level of spell being cast. A warmage may only apply one sudden metamagic to any single spell. A warmage with more than one arcane casting class may only apply this ability to spells gained from the warmage class.
Archmage of War (Ex): A 20th level warmage selects one type of energy immunity (acid, cold, electricity, or fire). He may ignore this energy immunity when he casts a spell that inflicts hit point damage against a creature (either innate immunity or magically bestowed immunity). For the purpose of determining the damage of the warmage’s spells, the creature is considered to not possess energy immunity (but the creature retains any energy vulnerabilities it might possess). In addition, an archmage of war may roll any check to penetrate Spell Resistance twice and choose which roll to accept.
Warmage Spell List
0-level: Detect Magic; Flare; Know Direction; Light; Mage Hand; Mending; Message; Prestidigitation; Read Magic
1st-level: Burning Hands; Chill Metal; Color Spray; Entangle; Heat Metal; Magic Missile; Obscuring Mist; Shocking Grasp; Sleep
2nd-level: Flaming Sphere; Fog Cloud; Gust of Wind; Make Whole; Protection from Arrows; Pyrotechnics; Resist Energy; Shatter; Whispering Wind
3rd-level: Daylight; Deep Slumber; Dispel Magic; Fireball; Flame Arrow; Lightning Bolt; Phantom Steed; Sleet Storm; Slow; Stinking Cloud
4th-level: Black Tentacles; Confusion; Fear; Ice Storm; Shout; Solid Fog; Wall of Fire; Wall of Ice
5th-level: Cloudkill; Cone of Cold; Sending; Telekinesis; Teleport; Wall of Stone; Waves of Fatigue
6th-level: Acid Fog; Freezing Sphere; Greater Dispel Magic; Move Earth; Undeath to Death; Wall of Iron
7th-level: Blade Barrier; Delayed Blast Fireball; Prismatic Spray; Reverse Gravity; Waves of Exhaustion
8th-level: Greater Shout; Horrid Wilting; Incendiary Cloud; Prismatic Wall; Sunburst
9th-level: Earthquake; Firestorm; Meteor Swarm; Wail of the Banshee
master arminas |
Okay, this should be the final version. I've incorporated many of your suggestions.
I've split the attributes on Spells. Charisma governs what level you can cast, while Intelligence sets the DCs.
Added an immediate action option for Arcane Weapons Training at 7th level.
Warmage Edge does not stack with Orc or Draconic or Crossblooded or any other class feature that adds to spell damage.
The Sudden meta-abilities, Energy Substitution, Penetrating Spell, Unavoidable Spell, and Shape Spell can only be used with spells gained as a warmage.
Warmage Intensity is now 2/day, scaling up to 5/day eventually.
Penetrating Spell now ignores 10 points of resistance, +1 per warmage level over 10 to a maximum of 20 at 20th level. Plus, the warmage gets a +2 competence bonus on caster level checks to penetrate spell resistance.
Archmage of War must now select a single type of energy that they can ignore the immunity of.
Warmage Spell List: I removed Whirlwind from 9th level spells.
And that should be it.
Master Arminas
LazarX |
You have Warlock instead of Warmage mentioned above, in the Cantrips section.BTW, congrats on adding Detect Magic to their list...3.5 seemed to think that they didn't need it.
-Uriel
To quote 3.5.... "That's what support casters are for!" My magus never bothers prepping it as a cantrip because she's always traveling with other casters that do.
Jonah "Deadshot" Johnson |
I know that its been a while since the last post but I would like to propose something. In the SRD for bucklers it states that you can use a a weapon in the same hand that a buckler is strapped to so in thoery you could allow a warmage to be proficient with a buckler and then maybe later on gain proficiency in a light shield.