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The Pathfinder Warmage: A Conversion by Master Arminas (Please Critique)


Conversions

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Even though I know that the very concept of the Warmage class is extremely inefficient compared to those casters who specialize in other types of magic, no one can deny that sometimes it is just fun to cut loose with fireball after fireball. My vision of the warmage is not exactly the same as the 3.5 version seen in Complete Arcane, however. Contrary to popular myth, the warmage is not just an arcanist who specializes (completely) in dealing damage. Certainly that is a large part of his class, but war requires more than that. This class has a large number of area-effect spells (and very, very few single-target ones), along with a variety of spells designed to control the battlefield. From debuffs to the various walls and spells the sculpt the battlefield, I think you will find that this version of the warmage is an absolute joy to play. Because sometimes we just want to fireball the heck out of something.

As always, I would welcome any critiques and criticisms, suggestions and advice on how to make this class better suited for the Pathfinder Fantasy Role-Playing Game. Let me know what you are thinking, ok?

Master Arminas

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.

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 concentrate on what they see as the most important aspect of magic—the ability to quickly wound or kill large numbers of opponents in precise and orderly 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, but not with medium or heavy armor, or with any type of shield. A warmage can cast warmage spells in light armor without suffering any arcane spell failure chance, but suffers the normal chance of failure for casting in medium or heavy armor or when using any type of shield.

Spells: A warmage casts arcane spells drawn from the warmage spell list (see below). He can cast any spell he knows without preparing it ahead of time. To cast a spell, a warmage must have an Intelligence sore 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 Specialist Wizard. In addition, he receives bonus spells per day if he has a high Intelligence 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 warlock spell list. These spells are cast like any other spell, but they do not consume slots and may be used again.

Warmage 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 both his Warmage class level and his Intelligence bonus (if any) to the amount of damage dealt. 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. However, staffs used (but not crafted) by a warmage do receive the benefit of this special ability.

Toughness (Ex) : At 2nd level, a warmage gains Toughness as a bonus feat.

Advanced Learning (Ex) : At 3rd 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 sorcerer/wizard spell, although it can be of any school, and the spell must be at least one level below the highest level spell a warmage is capable of casting. At 5th level, and every odd level gained thereafter as a warmage, the character may add one additional spell to his spell-list. When this ability is gained at 19th level, a warmage may select a single sorcerer/wizard spell of any level to add to his spell list.

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 ability to any single spell.

War Training (Ex) : At 4th level, a warmage gains +1 hit point per hit die that he possesses. Any future hit die that he gains as a warmage will also gain a bonus of +1 hit point. This ability stacks with the feat Toughness.

Energy Substitution (Ex) : At 5th 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.

Sudden Still (Ex) : At 6th 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 ability to any single spell.

Battlefield Counterspelling (Ex) : At 7th 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.

Armor Training (Ex) : At 8th level, a warmage gains Medium Armor proficiency as a bonus feat. He no longer incurs any arcane spell failure for casting warmage spells in light or medium armor, but he has the normal chance of failure for casting while wearing heavy armor or when using a shield.

Weapon Training (Ex) : At 8th level, a warmage selects one weapon with which he is proficient. With that weapon—and only with that weapon—the warmage is considered to have the BAB of a cleric. This increased BAB does not allow a warmage to qualify for feats that have a BAB prerequisite.

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 ability 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 save against save type 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 ability to any single spell.

Shape Spell (Ex) : At 13th level, a warmage can cast a spell and designate up to one ally per warlock 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 warlock may use this ability twice per day. At 16th level, and again at 19th level, a warlock 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 ability 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 ability 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: Acid Splash; Arcane Mark; Bleed; Dancing Lights; Detect Magic; Detect Poison; Flare; Know Direction; Light; Mage Hand; Mending; Message; Prestidigitation

1st-level: Burning Hands; Color Spray; Create Water; Grease; Magic Missile; Magic Weapon; Mount; Obscuring Mist; Shield; Sleep; True Strike

2nd-level: Entangle; Faerie Fire; Flaming Sphere; Fog Cloud; Glitterdust; Gust of Wind; Hypnotic Pattern; Make Whole; Pass without Trace; Protection from Arrows; Pyrotechnics; Resist Energy; Scorching Ray; Shatter; Whispering Wind

3rd-level: Chill Metal; Daylight; Death Knell; Deep Slumber; Dispel Magic; Fireball; Flame Arrow; Fly; Gentle Repose; Greater Magic Weapon; Haste; Heat Metal; Invisibility Sphere; Lightning Bolt; Phantom Steed; Rage; Silence; Sleet Storm; Slow; Stinking Cloud; Warp Wood

4th-level: Black Tentacles; Confusion; Create Food & Water; Crushing Despair; Dimension Door; Diminish Plants; Fear; Good Hope; Hallucinatory Terrain; Ice Storm; Lesser Globe of Invulnerability; Mass Enlarge Person; Mass Reduce Person; Quench; Rainbow Pattern; Shout; Solid Fog; Spike Growth; Wall of Fire; Wall of Ice

5th-level: Cloudkill; Cone of Cold; Fabricate; Mirage Arcana; Passwall; Seeming; Sending; Spike Stones; Telekinesis; Teleport; Transmute Mud to Rock; Transmute Rock to Mud; Wall of Force; Wall of Stone; Waves of Fatigue

6th-level: Acid Fog; Circle of Death; Control Water; Control Winds; Flame Strike; Freezing Sphere; Globe of Invulnerability; Greater Command; Greater Dispel Magic; Mass Bear’s Endurance; Mass Bull’s Strength; Mass Cat’s Grace; Move Earth; Repulsion; Undeath to Death; Veil; Wall of Iron; Wall of Thorns

7th-level: Antilife Shell; Blade Barrier; Control Weather; Delayed Blast Fireball; Heroes’ Feast; Mage’s Sword; Mass Hold Person; Mass Invisibility; Prismatic Spray; Reverse Gravity; Waves of Exhaustion

8th-level: Greater Shout; Horrid Wilting; Incendiary Cloud; Prismatic Wall; Scintillating Pattern; Screen; Sunburst; Telekinetic Sphere

9th-level: Earthquake; Firestorm; Mage’s Disjunction; Mass Hold Monster; Meteor Swarm; Wail of the Banshee; Whirlwind


Archmage of war sound good. Maybe an early ability that let the warmage ignore a couple of point of energy resistance once or two every day (5 at level 5 and five points more every 5 levels)


You mean like the 10th-level ability Penetrating Strike:

Master Arminas said wrote:


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.

Master Arminas


Sorry I did not see it :P.

It seems like a good class maybe a bit stronger that it should, but not that much.

Cheliax

the toughness as a bonus feat and the class ability of +1 hp/hd seems like too much for me.

d6+2 hp per level (and if they already have toughness there may be a way to cheese in getting it twice if you already have it).

add in favored class bonus, and its getting way too much hp IMHO

Osirion

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. yeah, yeah, it was an editing mistake... but you would be shocked how many folks consider RAW to exclude such things as pesky Errata.

-Uriel


I don't know how to implement it, but a Warmage being a field control specialist should be a tactician as well. An ability that ease spell combo like grease+fireball(maybe a reduce casting time or a free metamagic effect on the second spell cast for the combo) or that would simply reflect the tactician aspect of the Warmage would be nice.


OK, I have cleaned it up a little bit and removed War Training as an ability, but kept the Toughness, albeit at 4th level. As per Mordo's suggestion, what could make a warmage a better tactician than the Tactician abilities from the Cavalier? Hmmmm? We will have to see how it works.

Uriel, I mistyped warlock instead of warmage on the original (I have had warlocks on my brain, these past few weeks, lol). Their spell is bigger than the original, and some of the spells I am not really sure about: however, it should be noted that almost everything on the list is either (a) an area effect damage spell or (b) a spell that controls or influences the battlefield. I don't think a gave the warmage a single spell that can only affect one target a time (except maybe fly), and his utility spells are geared towards the battlefield (create water, create food & water, mount, heroes feast, etc.). I did add several druid and cleric spells (and one bard spell) to the warmages list (well, it was in the in the take 1 version as well). My question is: do they fit? And added Read Magic to the list of cantrips in T2; I can't believe I left it off the list in the original!

Anyway, thanks for taking a look, and her is Take 2.

Master Arminas

Warmage, Take 2

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 precise and orderly 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, but not with medium or heavy armor, or with any type of shield. A warmage can cast warmage spells in light armor without suffering any arcane spell failure chance, but suffers the normal chance of failure for casting in medium or heavy armor or when using any type of shield.

Spells: A warmage casts arcane spells drawn from the warmage spell list (see below). He can cast any spell he knows without preparing it ahead of time. To cast a spell, a warmage must have an Intelligence sore 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 Specialist Wizard. In addition, he receives bonus spells per day if he has a high Intelligence 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.

Warmage 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 both his warmage class level and his Intelligence bonus (if any) to the amount of damage dealt. 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. However, staffs used (but not crafted) by a warmage do receive the benefit of this special ability.

Tactician (Ex): At 1st level, a warmage receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, a warmage can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the warmage possesses. Allies do not need to meet the prerequisites of these bonus feats. The warmage can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Advanced Learning (Ex): At 3rd 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 sorcerer/wizard spell, although it can be of any school, and the spell must be at least one level below the highest level spell a warmage is capable of casting. At 5th level, and every odd level gained thereafter as a warmage, the character may add one additional spell to his spell-list. When this ability is gained at 19th level, a warmage may select a single sorcerer/wizard spell of any level to add to his spell list.

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 ability to any single spell.

Toughness (Ex): At 4th level, a warmage gains Toughness as a bonus feat.

Energy Substitution (Ex): At 5th 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.

Sudden Still (Ex): At 6th 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 ability to any single spell.

Battlefield Counterspelling (Ex): At 7th 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.

Armor Training (Ex): At 8th level, a warmage gains Medium Armor proficiency as a bonus feat. He no longer incurs any arcane spell failure for casting warmage spells in light or medium armor, but he has the normal chance of failure for casting while wearing heavy armor or when using a shield.

Weapon Training (Ex): At 8th level, a warmage selects one weapon with which he is proficient. With that weapon—and only with that weapon—the warmage is considered to have the BAB of a cleric. This increased BAB does not allow a warmage to qualify for feats that have a BAB prerequisite.

Greater Tactician (Ex): At 9th level, the warmage receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The warmage can grant this feat to his allies using the tactician ability. He may now use his tactician ability as a swift action instead of a standard action.

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 ability 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 save against save type 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 ability 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 ability to any single spell.

Master Tactician (Ex): At 17th level, the warmage receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The warmage can grant this feat to his allies using the tactician ability. Whenever the warmage uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.

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 ability 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: Acid Splash; Arcane Mark; Bleed; Dancing Lights; Detect Magic; Detect Poison; Flare; Know Direction; Light; Mage Hand; Mending; Message; Prestidigitation; Read Magic

1st-level: Burning Hands; Color Spray; Create Water; Grease; Magic Missile; Magic Weapon; Mount; Obscuring Mist; Shield; Sleep; True Strike

2nd-level: Entangle; Faerie Fire; Flaming Sphere; Fog Cloud; Glitterdust; Gust of Wind; Hypnotic Pattern; Make Whole; Pass without Trace; Protection from Arrows; Pyrotechnics; Resist Energy; Scorching Ray; Shatter; Whispering Wind

3rd-level: Chill Metal; Daylight; Death Knell; Deep Slumber; Dispel Magic; Fireball; Flame Arrow; Fly; Gentle Repose; Greater Magic Weapon; Haste; Heat Metal; Invisibility Sphere; Lightning Bolt; Phantom Steed; Rage; Silence; Sleet Storm; Slow; Stinking Cloud; Warp Wood

4th-level: Black Tentacles; Confusion; Create Food & Water; Crushing Despair; Dimension Door; Diminish Plants; Fear; Good Hope; Hallucinatory Terrain; Ice Storm; Lesser Globe of Invulnerability; Mass Enlarge Person; Mass Reduce Person; Quench; Rainbow Pattern; Shout; Solid Fog; Spike Growth; Wall of Fire; Wall of Ice

5th-level: Cloudkill; Cone of Cold; Fabricate; Mirage Arcana; Passwall; Seeming; Sending; Spike Stones; Telekinesis; Teleport; Transmute Mud to Rock; Transmute Rock to Mud; Wall of Force; Wall of Stone; Waves of Fatigue

6th-level: Acid Fog; Circle of Death; Control Water; Control Winds; Flame Strike; Freezing Sphere; Globe of Invulnerability; Greater Command; Greater Dispel Magic; Mass Bear’s Endurance; Mass Bull’s Strength; Mass Cat’s Grace; Move Earth; Repulsion; Undeath to Death; Veil; Wall of Iron; Wall of Thorns

7th-level: Antilife Shell; Blade Barrier; Control Weather; Delayed Blast Fireball; Heroes’ Feast; Mage’s Sword; Mass Hold Person; Mass Invisibility; Prismatic Spray; Reverse Gravity; Waves of Exhaustion

8th-level: Greater Shout; Horrid Wilting; Incendiary Cloud; Prismatic Wall; Scintillating Pattern; Screen; Sunburst; Telekinetic Sphere

9th-level: Earthquake; Firestorm; Mage’s Disjunction; Mass Hold Monster; Meteor Swarm; Wail of the Banshee; Whirlwind


I'm not quite sure that the Tactician ability from the Cavalier is a good option as most teamwork feats are combat oriented. I view more the Warmage as a battlefield advisor/support than going into melee.

Still I don't have any good idea to implement the tactician aspect of the Warmage :S


I thought about Inspire Courage (the bardic ability), but it just didn't seem to fit either. Maybe someone here can suggest something that works better.

Just had an idea: how about Resolve from the Samurai?

Resolve (Ex): Starting at 2nd level, the warmage gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 2nd level, plus one additional time per day for every three warmage levels beyond 2nd (i.e. 5th, 8th, 11th, 14th, 17th, and 20th). He can use this resolve in a number of ways.

Determined: As a standard action, the warmage can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the warmage is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the warmage is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the warmage is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

That would replace the entire tactician chain. What do you think?

Master Arminas


What about replacing the "sudden metamagic" abilit chain and the tactician chain with an ability that will allow the warmage to combine 2 spells (DM discretion) and apply a single metamagic feat to one of the spells for free depending on the Warmage level at the cost of a double casting time.

i.e. the warmage want to cast grease on a group of ennemy and then cast a fireball to set everything aflame. Normaly the warmage would have to spend 1 standard action to cast grease then on the next round spend an other standard action to cast a fireball. With this ability a high level warmage would be hypotheticaly able to cast a widen grease spell then a fireball to set all the area in flame but to do so he will have to spend 2 full round action to cast the spells. Anything that would disrupt casting still affect both spells as if was a single spell. In order to counter spell, an opposing caster will need to identify and cast both spells.

This is a only a rough idea and execution may be clunky. But I trust you guys to polish everything up :D


Hi master arminas I have several questions about the warmage that I hope that you will answer for me.

Spells: “His base daily spell allotment is the same as a Specialist Wizard”

I would suggest that since the warmage casts magic like a sorcerer that they would have a sorcerer spell progression as far as spells per day and spells known, just a suggestion of course.

Spells: “A warmage automatically knows all of the spells on his spell list”

Does this mean that a 1st level warmage knows 9th level warmage spells, but just can’t cast them? Probably doesn’t make them any stronger it just seems strange to me.

This would also give a 1st level warmage 14 L0 cantrips and 10 L 1 spells, a lot more than the 4 L0 cantrips and 2 L1 spells a sorcerer knows at that level. Even if that doesn’t make the class much more powerful (I think it would), it would definitely make it more complicated to play since you have to consider so many spells.

Master arminas “it should be noted that almost everything on the list is either (a) an area effect damage spell or (b) a spell that controls or influences the battlefield. I don't think a gave the warmage a single spell that can only affect one target a time (except maybe fly)”

I can tell that you have taken great care in the warmage spell list, but he Advanced Learning (Ex) gives the warmage spells that are outside of the areas that you mention. For example they could learn spells that target single targets with it.

Weapon Training (Ex)

It would seem to me that this could affect CMB and CMD. For example a warmage that chose flails would get the benefit of a higher BAB when making disarm and trip attacks with it. It could also affect the CMD for certain combat maneuvers, like disarm but not others like trip.

Penetrating Spell (Ex)

I would personally limit this to a certain number of energy types that increases with level instead of allowing it to bypass all energy resistances, well either that or limiting it to a certain number of times per day. That’s just my opinion though.

As a final note, I did enjoy reading the warmage and I’m glad that you have shared your class with us all.


The more I think about, the better I like Resolve instead of Tactician. So here it is.

MA

Warmage, Take 3

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 precise and orderly 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, but not with medium or heavy armor, or with any type of shield. A warmage can cast warmage spells in light armor without suffering any arcane spell failure chance, but suffers the normal chance of failure for casting in medium or heavy armor or when using any type of shield.

Spells: A warmage casts arcane spells drawn from the warmage spell list (see below). He can cast any spell he knows without preparing it ahead of time. To cast a spell, a warmage must have an Intelligence sore 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 Specialist Wizard. In addition, he receives bonus spells per day if he has a high Intelligence 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.

Warmage 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 both his warmage class level and his Intelligence bonus (if any) to the amount of damage dealt. 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. However, staffs used (but not crafted) by a warmage do receive the benefit of this special ability.

Resolve (Ex): Starting at 2nd level, the warmage gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 2nd level, plus one additional time per day for every three warmage levels beyond 2nd (i.e. 5th, 8th, 11th, 14th, 17th, and 20th). He can use this resolve in a number of ways.

Determined: As a standard action, the warmage can spend one use of his resolve to remove the fatigued, shaken, or sickened conditions. If the warmage is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered conditions. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the warmage is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the warmage is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Advanced Learning (Ex): At 3rd 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 sorcerer/wizard spell, although it can be of any school, and the spell must be at least one level below the highest level spell a warmage is capable of casting. At 5th level, and every odd level gained thereafter as a warmage, the character may add one additional spell to his spell-list. When this ability is gained at 19th level, a warmage may select a single sorcerer/wizard spell of any level to add to his spell list.

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 ability to any single spell.

Toughness (Ex): At 4th level, a warmage gains Toughness as a bonus feat.

Energy Substitution (Ex): At 5th 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.

Sudden Still (Ex): At 6th 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 ability to any single spell.

Battlefield Counterspelling (Ex): At 7th 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.

Armor Training (Ex): At 8th level, a warmage gains Medium Armor proficiency as a bonus feat. He no longer incurs any arcane spell failure for casting warmage spells in light or medium armor, but he has the normal chance of failure for casting while wearing heavy armor or when using a shield.

Weapon Training (Ex): At 8th level, a warmage selects one weapon with which he is proficient. With that weapon—and only with that weapon—the warmage is considered to have the BAB of a cleric. This increased BAB does not allow a warmage to qualify for feats that have a BAB prerequisite.

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 ability 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 save against save type 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 ability 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 ability 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 ability 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: Acid Splash; Arcane Mark; Bleed; Dancing Lights; Detect Magic; Detect Poison; Flare; Know Direction; Light; Mage Hand; Mending; Message; Prestidigitation; Read Magic

1st-level: Burning Hands; Color Spray; Create Water; Grease; Magic Missile; Magic Weapon; Mount; Obscuring Mist; Shield; Sleep; True Strike

2nd-level: Entangle; Faerie Fire; Flaming Sphere; Fog Cloud; Glitterdust; Gust of Wind; Hypnotic Pattern; Make Whole; Pass without Trace; Protection from Arrows; Pyrotechnics; Resist Energy; Scorching Ray; Shatter; Whispering Wind

3rd-level: Chill Metal; Daylight; Death Knell; Deep Slumber; Dispel Magic; Fireball; Flame Arrow; Fly; Gentle Repose; Greater Magic Weapon; Haste; Heat Metal; Invisibility Sphere; Lightning Bolt; Phantom Steed; Rage; Silence; Sleet Storm; Slow; Stinking Cloud; Warp Wood

4th-level: Black Tentacles; Confusion; Create Food & Water; Crushing Despair; Dimension Door; Diminish Plants; Fear; Good Hope; Hallucinatory Terrain; Ice Storm; Lesser Globe of Invulnerability; Mass Enlarge Person; Mass Reduce Person; Quench; Rainbow Pattern; Shout; Solid Fog; Spike Growth; Wall of Fire; Wall of Ice

5th-level: Cloudkill; Cone of Cold; Fabricate; Mirage Arcana; Passwall; Seeming; Sending; Spike Stones; Telekinesis; Teleport; Transmute Mud to Rock; Transmute Rock to Mud; Wall of Force; Wall of Stone; Waves of Fatigue

6th-level: Acid Fog; Circle of Death; Control Water; Control Winds; Flame Strike; Freezing Sphere; Globe of Invulnerability; Greater Command; Greater Dispel Magic; Mass Bear’s Endurance; Mass Bull’s Strength; Mass Cat’s Grace; Move Earth; Repulsion; Undeath to Death; Veil; Wall of Iron; Wall of Thorns

7th-level: Antilife Shell; Blade Barrier; Control Weather; Delayed Blast Fireball; Heroes’ Feast; Mage’s Sword; Mass Hold Person; Mass Invisibility; Prismatic Spray; Reverse Gravity; Waves of Exhaustion

8th-level: Greater Shout; Horrid Wilting; Incendiary Cloud; Prismatic Wall; Scintillating Pattern; Screen; Sunburst; Telekinetic Sphere

9th-level: Earthquake; Firestorm; Mage’s Disjunction; Mass Hold Monster; Meteor Swarm; Wail of the Banshee; Whirlwind


Mordo wrote:

I'm not quite sure that the Tactician ability from the Cavalier is a good option as most teamwork feats are combat oriented. I view more the Warmage as a battlefield advisor/support than going into melee.

Still I don't have any good idea to implement the tactician aspect of the Warmage :S

With the Tactician ability giving the teamwork feat to their allies they don't actually have to march out into the front lines with thier allies. They could just buff their allies and tell them to charge. The main drawback is that they would have to get closer to the front lines than most wizards would feel comfortable with, but then again they can wear armor unlike most wizards.

I guess that you could give the tactician ability a medium range and give it an area: 20'(or 30')radius spread so that they cand use the ability from farther from the front lines.


Dotting because this interests me.


Unfortunately, ChaiGuy, I have already decided to drop the Tactician chain and use Resolve (from the Samurai) instead. Partly because, no one in my group has ever taken or used teamfeats, dating all the way back to when they were first introed in 3.5. I do like the idea, but I think Resolve fits the character better (and having both would be a wee bit too much, I think).

Master Arminas


master arminas wrote:

Unfortunately, ChaiGuy, I have already decided to drop the Tactician chain and use Resolve (from the Samurai) instead. Partly because, no one in my group has ever taken or used teamfeats, dating all the way back to when they were first introed in 3.5. I do like the idea, but I think Resolve fits the character better (and having both would be a wee bit too much, I think).

Master Arminas

Not a problem master arminas.


Pathfinder Adventure Path Charter Subscriber

I think with the changes you've made it is a totally different class--which is okay, obviously.

I would prefer more of a 1:1 conversion--which also happens to be easier.

Let's see...take the standard Warmage, update the skill list to the Pathfinder skill list, calculate CMB & CMD...hmm...Then I think you're done. :-)

That's what *I* would do, but I like the Warmage as is--limitations and all--I think that's part of the charm. And that's (in my mind) what the Advanced Learning Class Feature is for--to get those two or three spells that the particular Warmage feels he just can't do without.

I wonder if by expanding the spell list as you do, does his power also increase? If so, is that a bad thing?

I may take a look at my books and see if I can post a more specific "conversion" later on.


Oh, he is still quite limited. Note that he can only add a grant total of NINE spells to his spells known over his entire career. The rest are fixed. And if you run that list by any player of a God-style wizard he will look at you in horror, and ask you, "Are you joking? This is complete and utter c***."

But then I have always thought the original warmage was too focused on damage and not on the other elements so vital to a military spellcaster: battlefield control, terrain alteration, and logistics. Damage is only one part of the equation.

Master Arminas


Dotting this as it interests me, too.


a notion to consider.
Work up the original Warmage more as a striaght across conversion.

Then use alternate Class options to differentiate between a battlefield blaster (aka stock template), a forward skirmisher (trade abilities / spells for some movement and more single targeting), and the Arcane tactitian (battlefield control).


Pathfinder Adventure Path Charter Subscriber
master arminas wrote:

Oh, he is still quite limited. Note that he can only add a grant total of NINE spells to his spells known over his entire career. The rest are fixed. And if you run that list by any player of a God-style wizard he will look at you in horror, and ask you, "Are you joking? This is complete and utter c***."

But then I have always thought the original warmage was too focused on damage and not on the other elements so vital to a military spellcaster: battlefield control, terrain alteration, and logistics. Damage is only one part of the equation.

Master Arminas

No, I agree with you, the original Warmage is *very* limited in his spell list. But for me, that's part of the appeal. He is pretty much a one-trick pony--but arguably, so is the Fighter or the Scout and a number of other classes--but they're still fun to play. I think the folks who created the class saw his limitations as part of the "balance" in allowing him to cast in armor--eventually in medium armor.

When you talk about "god wizards" I *think* I know what you mean--if I were GM I'd prevent that by requiring the player to provide me with a list of spells prepared for each day. If it isn't on the list, he can't cast it. Period. Problem solved.

Of course, at some point--and I'm not sure where that point is; I think it is a sliding scale--a "Warmage" stops being a "Warmage" if he can cast all sorts of spells with few limitations. Then he's just a Sorcerer who can cast in Armor. *shrug*.

As I always say, though, to each his own. I like my Warmages limited and my Wizards "limited" to the list they give me.


God-style mages ala Treantmonk's Guide to Wizards. But, I pretty much agree, I just don't think that this list is too much, especially since he can only make minor alterations over the course of 20 levels. The major focus remains far and away on inflicting damage, but in an area-effect manner. The original had a lot of single-target spells, which strikes me as simply 'wrong' for an arcanist specializing in war and large-scale battles. Which also means, this class decidely lacks any no-save spells.

But, like you said, to each his own; I can see where one might believe that the class as presented here has too many spells on his list--until you start comparing what those spells do.

Master Arminas


All right, I have taken your comments to heart, and thus we have Take 4. I tightened up the spell lists a good bit, removed a few things, and added others that are more appropriate. I hope that you find this version better suited for the Pathfinder system.

Master Arminas

Warmage, Take 3

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, but not with medium or heavy armor, or with any type of shield. A warmage can cast warmage spells in light armor without suffering any arcane spell failure chance, but suffers the normal chance of failure for casting in medium or 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 an Intelligence sore 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 Specialist Wizard. In addition, he receives bonus spells per day if he has a high Intelligence 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.

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.

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 both his warmage class level and his Intelligence bonus (if any) to the amount of damage dealt. 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.

Resolve (Ex): Starting at 2nd level, the warmage gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 2nd level. At 5th level, and every three warmage levels gained thereafter, the warmage gains one additional daily use of this ability. He can use this resolve in a number of ways.
Determined: As a standard action the warmage can spend one use of his resolve ability to remove one of the following conditions: fatigued, shaken, or sickened. If the warmage is at least 8th level, he adds exhausted, frightened, nauseated, or staggered to the list of conditions he can remove. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the warmage is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the warmage is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Advanced Learning (Ex): At 3rd 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, although it can be of any school, and the spell must be at least one level below the highest level spell a warmage is capable of casting. At 5th level, and every odd level gained thereafter as a warmage, the character may add one additional spell to his spell-list. When this ability is gained at 19th level, a warmage may select a single sorcerer/wizard spell of any level to add to his spell list.

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.

Toughness (Ex): At 4th level, a warmage gains Toughness as a bonus feat.

Energy Substitution (Ex): At 5th 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.

Sudden Still (Ex): At 6th 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.

Battlefield Counterspelling (Ex): At 7th 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.

Armor Training (Ex): At 8th level, a warmage gains Medium Armor proficiency as a bonus feat. He no longer incurs any arcane spell failure for casting warmage spells in light or medium armor, but he has the normal chance of failure for casting while wearing heavy armor or when using a shield.

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: Acid Splash; Arcane Mark; Bleed; Dancing Lights; Detect Magic; Detect Poison; Flare; Know Direction; Light; Mage Hand; Mending; Message; Prestidigitation; Read Magic

1st-level: Burning Hands; Color Spray; Create Water; Grease; Magic Missile; Magic Weapon; Mount; Obscuring Mist; Shield; Shocking Grasp; Sleep; True Strike

2nd-level: Entangle; Faerie Fire; Flaming Sphere; Fog Cloud; Glitterdust; Gust of Wind; Make Whole; Protection from Arrows; Pass without Trace; Pyrotechnics; Resist Energy; Scorching Ray; Shatter; Whispering Wind

3rd-level: Daylight; Deep Slumber; Dispel Magic; Fireball; Flame Arrow; Fly; Greater Magic Weapon; Haste; Lightning Bolt; Phantom Steed; Rage; Sleet Storm; Slow; Stinking Cloud

4th-level: Black Tentacles; Confusion; Create Food & Water; Crushing Despair; Fear; Good Hope; Hallucinatory Terrain; Ice Storm; Shout; Solid Fog; Wall of Fire; Wall of Ice

5th-level: Cloudkill; Cone of Cold; Fabricate; Mirage Arcana; Sending; Telekinesis; Teleport; Wall of Force; Wall of Stone; Waves of Fatigue

6th-level: Acid Fog; Freezing Sphere; Greater Command; Greater Dispel Magic; Move Earth; Undeath to Death; Wall of Iron

7th-level: Blade Barrier; Delayed Blast Fireball; Mage’s Sword; 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


Hi Master Arminas I had a question about Military knowledge.

Military Knowledge (Ex) ... 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.

You mention that they gain a competence bonus, but I think that you forgot to mention the value of the bonus. Is the bonus equal to half of their class level (minimum 1) or something else?


Oops. It should have read: He gains 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).

Sorry about that, folks.

Master Arminas


master arminas wrote:

Oops. It should have read: He gains 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).

Sorry about that, folks.

Master Arminas

Thanks for the clarification Master Arminas.

RPG Superstar 2012 Top 32

Looks fun.

Giving Toughness as a bonus feat at 4th level is a bit meh. It's most useful at 1st level. Maybe add some language that allows them to choose a different feat if they already have Toughness, or maybe give them a small choice of related bonus feats, like Dodge, Endurance, Great Fortitude, Lightning Reflexes, Defensive Combat Training, etc.

Maybe give them a pool of points, and they can spend them to suddenly add metamagic feats to spells, costing points equal to the normal additional spell level(s).

Maybe give them some heavy armor proficiency around 12th level or so?


Done, I will move Toughness to 1st level and add that language, Smilodan.

Maybe it is just me, but I just don't like arcane casters being able to cast in heavy armor. Even medium is pushing it, but that fits (at least) for the warmage. I don't think the magus should have heavy armor either.

Moving Toughness to 1st level left a dead level at 4th. Any ideas on what we could add there that wouldn't be too much?

MA

RPG Superstar 2012 Top 32

Sudden Extend? Sudden Enlarge?

Tactical Spellcasting (Ex): As a full round action, you can cast two spells that normally have a casting time of 1 standard action. These spells must work in tandem in some way to accomplish a tactical goal. This uses up a spell slot equal to the total of both spells' levels.


How about this?

Steadfast Fortitude (Ex): At 4th level, a warmage gains a +1 bonus on any Fortitude save that he makes. This bonus stacks with that granted by the feat Great Fortitude and any resistance bonus to the warmage's saving throws. At 10th level, and again at 16th level, the warmage gains an additional +1 bonus on Fortitude saves.

That would give the warmage a 'medium' Fort save progression, much like the 3.5 swashbuckler's Grace feature gave that class a 'medium' Reflex save. Does that work for the class?

OR

Aura of Courage (Su): At 4th level, a warmage is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the warhame is conscious, not if he is unconscious or dead.

Makes sense, but I am concerned about stepping on the paladin/cavalier/samurai's shoes with this.

Master Arminas


I just realized I never answered your questions, Chaiguy.

ChaiGuy wrote:

Hi master arminas I have several questions about the warmage that I hope that you will answer for me.

Spells: “His base daily spell allotment is the same as a Specialist Wizard”

I would suggest that since the warmage casts magic like a sorcerer that they would have a sorcerer spell progression as far as spells per day and spells known, just a suggestion of course.

I wanted to keep the faster progression of acquiring spells, but not have quite so many per day as the Sorcerer. My original thought was to give them the same spells per day as the Generalist Wizard, which might still be an option. As it is now, the Warmage is kinda between the two; while the wizard can add any spell their slots that they know, and have the possibility of having almost every single spell on their list, and the sorcerer has more spells per day and a limited selection (but can pick from any sorcerer/wizard spell), the warmage has all but nine of their spells pre-selected.

ChaiGuy wrote:

Spells: “A warmage automatically knows all of the spells on his spell list”

Does this mean that a 1st level warmage knows 9th level warmage spells, but just can’t cast them? Probably doesn’t make them any stronger it just seems strange to me.

This would also give a 1st level warmage 14 L0 cantrips and 10 L 1 spells, a lot more than the 4 L0 cantrips and 2 L1 spells a sorcerer knows at that level. Even if that doesn’t make the class much more powerful (I think it would), it would definitely make it more complicated to play since you have to consider so many spells.

Master arminas “it should be noted that almost everything on the list is either (a) an area effect damage spell or (b) a spell that controls or influences the battlefield. I don't think a gave the warmage a single spell that can only affect one target a time (except maybe fly)”

I can tell that you have taken great care in the warmage spell list, but he Advanced Learning (Ex) gives the warmage spells that are outside of the areas that you mention. For example they could learn spells that target single targets with it.

I cleaned up and tightened up their spell list, restricting it even further. I see the warmage has having the knowledge of their core spells (literally) beaten into them during their training. I should probably rewrite the fluff text to say they get access to higher levels spells at each odd level, but I need to figure out a way to word it that makes sense.

ChaiGuy wrote:

Weapon Training (Ex)

It would seem to me that this could affect CMB and CMD. For example a warmage that chose flails would get the benefit of a higher BAB when making disarm and trip attacks with it. It could also affect the CMD for certain combat maneuvers, like disarm but not others like trip.

Agreed and the ability has been removed.

ChaiGuy wrote:

Penetrating Spell (Ex)

I would personally limit this to a certain number of energy types that increases with level instead of allowing it to bypass all energy resistances, well either that or limiting it to a certain number of times per day. That’s just my opinion though.

As a final note, I did enjoy reading the warmage and I’m glad that you have shared your class with us all.

I wanted to make this the core of the warmage class; that he is able to make blasting a viable option once again. That being said, he doesn't get the Penetrating Strike to 10th level. Is it too powerful an ability? I am just not certain.

And thanks for the kind words.

Master Arminas


Thank you for answering my questions Master Arminas.

RPG Superstar 2012 Top 32

Maybe something like this?

Arcane Might (Su): The warmage uses his caster level in place of his BAB when determining his CMB and CMD, and when qualifying for feats.

Instead of the warmage taking a 5 foot step to avoid AoOs, he pushes his opponents away! Or steals their swords!

Alternatively, Combat Casting as a bonus feat is nothing to sneeze at.


I like that Arcane Might idea, Smilodan! Done!

Master Arminas


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Warmage, Take 5

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, but not with medium or heavy armor, or with any type of shield. A warmage can cast warmage spells in light armor without suffering any arcane spell failure chance, but suffers the normal chance of failure for casting in medium or 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 an Intelligence sore 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 Specialist Wizard. In addition, he receives bonus spells per day if he has a high Intelligence 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.

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).

Toughness (Ex): A warmage gains Toughness as a bonus feat at 1st level. If the warmage has already selected Toughness as a feat, he may choose any other feat for which he meets the prerequisites.

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 both his warmage class level and his Intelligence bonus (if any) to the amount of damage dealt. 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.

Resolve (Ex): Starting at 2nd level, the warmage gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 2nd level. At 5th level, and every three warmage levels gained thereafter, the warmage gains one additional daily use of this ability. He can use this resolve in a number of ways.
Determined: As a standard action the warmage can spend one use of his resolve ability to remove one of the following conditions: fatigued, shaken, or sickened. If the warmage is at least 8th level, he adds exhausted, frightened, nauseated, or staggered to the list of conditions he can remove. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the warmage is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the warmage is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Advanced Learning (Ex): At 3rd 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, although it can be of any school, and the spell must be at least one level below the highest level spell a warmage is capable of casting. At 5th level, and every odd level gained thereafter as a warmage, the character may add one additional spell to his spell-list. When this ability is gained at 19th level, a warmage may select a single sorcerer/wizard spell of any level to add to his spell list.

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.

Arcane Might (Su): Staring at 4th level, a warmage uses his caster level in place of his BAB when determining his CMB and CMD. Furthermore, when selecting a new feat that has a BAB prerequisite, a warmage may substitute his caster level in place of his actual BAB to meet those qualifications.

Energy Substitution (Ex): At 5th 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.

Sudden Still (Ex): At 6th 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.

Battlefield Counterspelling (Ex): At 7th 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.

Armor Training (Ex): At 8th level, a warmage gains Medium Armor proficiency as a bonus feat. He no longer incurs any arcane spell failure for casting warmage spells in light or medium armor, but he has the normal chance of failure for casting while wearing heavy armor or when using a shield.

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: Acid Splash; Arcane Mark; Bleed; Dancing Lights; Detect Magic; Detect Poison; Flare; Know Direction; Light; Mage Hand; Mending; Message; Prestidigitation; Read Magic

1st-level: Burning Hands; Color Spray; Create Water; Grease; Magic Missile; Magic Weapon; Mount; Obscuring Mist; Shield; Shocking Grasp; Sleep; True Strike

2nd-level: Entangle; Faerie Fire; Flaming Sphere; Fog Cloud; Glitterdust; Gust of Wind; Make Whole; Protection from Arrows; Pass without Trace; Pyrotechnics; Resist Energy; Scorching Ray; Shatter; Whispering Wind

3rd-level: Daylight; Deep Slumber; Dispel Magic; Fireball; Flame Arrow; Fly; Greater Magic Weapon; Haste; Lightning Bolt; Phantom Steed; Rage; Sleet Storm; Slow; Stinking Cloud

4th-level: Black Tentacles; Confusion; Create Food & Water; Crushing Despair; Fear; Good Hope; Hallucinatory Terrain; Ice Storm; Shout; Solid Fog; Wall of Fire; Wall of Ice

5th-level: Cloudkill; Cone of Cold; Fabricate; Mirage Arcana; Sending; Telekinesis; Teleport; Wall of Force; Wall of Stone; Waves of Fatigue

6th-level: Acid Fog; Freezing Sphere; Greater Command; Greater Dispel Magic; Move Earth; Undeath to Death; Wall of Iron

7th-level: Blade Barrier; Delayed Blast Fireball; Mage’s Sword; 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


Found a mistype (oops). Replace military knowledge with . . .

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 Knowledge (Engineering) and Knowledge (History) skill checks as it relates to war, armies, and the burden of logistics, equal to one-half his warmage class level (minimum of 1).


Any other ideas or suggestions? Does it fit the role? Need anything else? Have too much? How's the spell list?

Master Arminas

Qadira

your warmage edge is far to broken. ok i kept reading after that and wow. you just made a class that has every possible tool/toy that a caster could ask for. gave them the perfect spell list,
i already posted some ideas on your other thread at
http://paizo.com/forums/dmtz5nmm?What-Spells-Should-be-on-a-War-Mage-List#2
i think its just way to powerful. i mean i read the abilities and im just blown away.


Shield, Color Spray, Grease? Int caster when the original was CHA based. The wall spells, TK, Black Tentacles... The original has almost no CC. And then you give them a huge boost to warmage edge.

It seems a bit too much and certainly doesn't match the original imo.


What's the deal with all the bonus hit points as class features? Just increase the hit die or invest in con like a normal person. The rest looks well prepared, I just don't see why toughness and war training need to be in there.


Didn't see the revised version.


That is why I ask for critiques, after all. I will revise, gentlemen.

Master Arminas


Warmage edge is too powerful. I can't think of any static bonus in the game that adds level to damage. What will that do to a spell like acid splash? Personally I think it should have a limited number of uses per day. half level plus ability mod perhaps.


I have to agree with Dragonamedrake. I never thought Warmages needed crowd control spells, since any crowd they need to control was just one fireball away from being dealt with.

Perhaps a bonus to Intimidate because of their reputation as blasters?


Okay, take 6.

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 an Intelligence sore 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 Intelligence 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.

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).

Toughness (Ex): A warmage gains Toughness as a bonus feat at 1st level. If the warmage has already selected Toughness as a feat, he may choose any other feat for which he meets the prerequisites.

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.

Arcane Might (Su): Staring at 2nd level, a warmage uses his caster level in place of his BAB when determining his CMB and CMD. Furthermore, when selecting a new feat that has a BAB prerequisite, a warmage may substitute his caster level in place of his actual BAB to meet those qualifications.

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 the evocation school, 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.

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; Create Water; Entangle; Heat Metal; Magic Missile; Mount; Obscuring Mist; Shocking Grasp; Sleep; Warp Wood

2nd-level: Faerie Fire; Flaming Sphere; Fog Cloud; Glitterdust; Gust of Wind; Make Whole; Communal Mount; Protection from Arrows; Pyrotechnics; Resist Energy; Shatter; Whispering Wind

3rd-level: Daylight; Deep Slumber; Dispel Magic; Fireball; Flame Arrow; Lightning Bolt; Phantom Steed; Rage; Sleet Storm; Slow; Stinking Cloud

4th-level: Black Tentacles; Confusion; Fear; Hallucinatory Terrain; Ice Storm; Communal Phantom Steed; Shout; Solid Fog; Wall of Fire; Wall of Ice

5th-level: Cloudkill; Cone of Cold; Fabricate; Mirage Arcana; Sending; Telekinesis; Teleport; Wall of Force; Wall of Stone; Waves of Fatigue

6th-level: Acid Fog; Freezing Sphere; Greater Command; Greater Dispel Magic; Move Earth; Undeath to Death; Wall of Iron

7th-level: Blade Barrier; Delayed Blast Fireball; Mage’s Sword; 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

I removed resolve, changed warmage's edge, and made a few other subtle alterations. I added warmage's intensity as a class feature and adjusted the spell list slightly. I kept the Warmage as an Intelligence based caster, but altered his spells per day to match the Sorcerer, since he is a spontaneous caster. That pushed his advanced learning up to 4th level and every even level, instead of 3rd and every odd level. Advanced learning is now restricted to Evocation spells only.

Let me know what you think!

Master Arminas


Your Warmage Edge is much more balanced. Still iffy on your spell selection, but over all its a good conversion.

I would add a Line to Warmage Intensity. "This ability does not stack with the actual metamagic feat."


I will add that line in my master copy; I cannot edit the above post anymore, however.

Master Arminas


From what I am reading the warmage as access to all 1st level spells on his list at 1st level, all 2nd level spells at 4th etc.?

Qadira

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 them.

Armor proficiency should be changed. Starting play with a shield is fine then allows them to gain light armor at 4th medium armor at 8 and heavy armor at 12 would be a better way to break it down. If you don’t want them to ever get heavy then do a 5 light 10 medium.

now spells to remove
level 1- color spray, warp wood,
level 2- make whole, protection from arrows, whispering wind
level 3- deep slumber, rage, sleet storm, stinking cloud,
level 4- black tentacles (NO WAY), confusion, fear, hallucinatory terrain, solid fog,
level 5- fabricate, mirage arcana, sending, teleport, wall of force, wall of stone, wave of fatigue,
level 6- acid fog, greater command, move earth, wall of iron,
level 7- blade barrier, prismatic spray,
level 8- prismatic wall,
level 9- whirlwind

what you have done is taken the CREAM OF THE CROP and made a spontaneous spell list out of it. that is WAY to powerful. any caster would kill for this spell list. remember warmages were evocation specialists. i would add that at 3,6,9,12,15,18 they should be allowed to pull any evocation spell from any other spell list. but vanilla they should be devoid of all crowd control and battlefield control spells you are an offensive character after all.

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