Warmage conversions


Conversions


I bougth the pathfinder core rulebook yesterday, skimmed a bit through it and think it is very wel done. I even feel tempted to update my legacy of fire campaign to pathfinder rules. My party consists out of one rogue/fighter, one cleric, one fighter, one dragon shaman and one warmage. the dragon shaman does not need a lot of work to be made into a pathfinder compatible dragon shaman. but the warmage does have empty levels even after changing the feat progression. anybody has seen a fan written pathfinder warmage anywhere for me to review. because I don't really have an idea how to fill those empty levels

thanks in advance

peter

Sovereign Court

I'd suggest just making the warmage into a sorcerer. Let them pick a bloodline that fits and then they can take mostly the same combat spells that the warmage had.


Morgen wrote:
I'd suggest just making the warmage into a sorcerer. Let them pick a bloodline that fits and then they can take mostly the same combat spells that the warmage had.

With arcane strike and arcane armor feats this one is easy to do. You do have to take three precious feats but you can wear medium armor and add damage to your weapon. Add in Spell Focus and penetration along with a couple metamagic and you have the Warmage.


peter vande weyer wrote:

I bougth the pathfinder core rulebook yesterday, skimmed a bit through it and think it is very wel done. I even feel tempted to update my legacy of fire campaign to pathfinder rules. My party consists out of one rogue/fighter, one cleric, one fighter, one dragon shaman and one warmage. the dragon shaman does not need a lot of work to be made into a pathfinder compatible dragon shaman. but the warmage does have empty levels even after changing the feat progression. anybody has seen a fan written pathfinder warmage anywhere for me to review. because I don't really have an idea how to fill those empty levels

thanks in advance

peter

I would use the evoker school powersto update the warmage. Assuming you will be converting in any spells not already in pathfinder from their spell list, keeps the existing abilities, and just add the abilities of the evocation school (possibly including conjuration spells in with evocation spells for the purposes of intense spells).

Intense spells + edge might be a bit much, but given how much the warmage gives up for the edge I think its ok. I have recently played a straight warmage as an experiment up through levels 1-8, and I am very certain that adding intense spells to the edge wont overpower the class vs existing pathfinder classes. After all a warmage was considerably less capable then either a sorceror or wizard in 3.5, i think the addition wont cause any balance issues.

I do not at the moment have the warmage in front of me but you may want to move around the levels that the evocation schoool abilities are recieved (to fill in dead levels rather then stack a few levels with too many abilities)

Perhaps moving Intense spells to level 2 (keep force missiles at level 1 since the whole point of those 1st level caster abilities are for low level longevity). I dont remember off hand what if anything the warmage gets at level 2 or level 8 (where an evoker gets elemental wall). But i think these should suit the warmage nicely thematically and keep them better in line with the pathfinder classes.


oh i almost forgot, add a cantrips ability to the warmage like the other caster classes have (level 0 spells at will).

You may also want to move the HD up to d8 since it was a d6 in 3.5 and all the d6 classes are d8 now, but that would also mean moving its BAB up to second best instead of slowest progression. Not a huge boost for a class that mostly relies on dc's instead of attack rolls but there are still some solid attack roll spells (scorching ray for instance). So that might throw things off a little. That part is a discretionary thing i think.


Kolokotroni wrote:

oh i almost forgot, add a cantrips ability to the warmage like the other caster classes have (level 0 spells at will).

You may also want to move the HD up to d8 since it was a d6 in 3.5 and all the d6 classes are d8 now, but that would also mean moving its BAB up to second best instead of slowest progression. Not a huge boost for a class that mostly relies on dc's instead of attack rolls but there are still some solid attack roll spells (scorching ray for instance). So that might throw things off a little. That part is a discretionary thing i think.

Actually, it won't overpower it at all to raise the BAB to middle-ground. I always thought it should have had it, and houseruled it as such (back in 3.5 when my houserules were more minor in scope) and it worked out fairly well as a 'battlemage' so to speak.

(My other suggestion would be to add a few buff spells to it's repitoir, a warmage would primarily be a cannon but should be able to melee somewhat decently if he has to.)


Is there really a need to update the warmage- the PF HB updated the core classes because the origonals did not offer much (too many dead levels) they were bought into line with those classes from the WOTC splat books which had power creep.

Warmage gets plenty of abilities as is. As long as the char playing gets regular feats every odd level his power is comparable to an evoker (damage output slightly less but much better ac)


Ardenup wrote:

Is there really a need to update the warmage- the PF HB updated the core classes because the origonals did not offer much (too many dead levels) they were bought into line with those classes from the WOTC splat books which had power creep.

Warmage gets plenty of abilities as is. As long as the char playing gets regular feats every odd level his damage is comparable to an evoker (damage output slightly less but much better non-magical ac)

Fixed that for you. Just because a character is an evoker doesn't mean every spell they fling is going to deal damage. Just among the evocation spells you have battlefield control spells (The Bigby's...hand spells, for example, and wall of force, and gust of wind) as well as a host of different evocation based options for damaging the target, and... here's the kicker... spell access.

That's right my friends, the PF Evoker comes with already listed 'somewhat' better damage, and he gets to cast wizard spells. Oh little things like grease, haste, fly, mirror image, greater invisibility, mass enlarge etc. All the things that keep a wartime caster alive while he's hurling death at the enemy and better enable his troops to do their job (Killing)


Adventure Path Charter Subscriber

Possible changes
Hit Die:d6 to d8
BAB: Leave alone, many of the attack spells are Range Touch.
Armor Prof: Include Medium armor at 1st.
Spells: leave alone, but consider increasing number of cantrips available; possible adding all necromancy, daze from enchantment, and resistance from abjuration.
Armored Mage: Move 8th level medium armor ability to 5th,and at 8th level allow normal speed in armor as per the Fighter Armot Training.
"Dead levels"
Using the Wizard and Sorcerer as a Guide(very, very rough)
3rd: Combat Casting or Spell Focus(Evocation)
6th: Craft Magic Arms and Armor or Craft Wand
12th: Greater Spell Focus(Evocation) or Craft Rod
16th: Improved Critical(spell) or Spell Pentration

Again, just MHO. Changes made are to enhance and renforce the base idea of an armoured spell caster mixing it up at or near the front line.


thanks everybody. this is quite helpfull

Sczarni

Well this thread has been dead fo a while but it was the only one I could find about warmage conversion.
A player of mine needs to update a warmage he was playing in another game (his favorite character for whatever reazon) and work it into my current PF game. The problem is that I think it would discourage him somehow to ¨just play an evoker or sorcerer¨ since he is fairly attached to his character being something else.

So I was trying to figure out how to make the warmage a bit more usefull in combat to make up or his utility issues.

So my main question was, would it be too much to change it´s BAB to medium to try to make him more melee viable ad less of a one trick pony?

I plan on using the arcane armor training as bons free feats as their armored casting base. Would it bee too much to give them a level scaling arcane spell failure decrease based on those feats?

Is it reazonable to give them a class ability that makes arcane armor training not count against his swift action ussage of the turn (for sinergy with arcane strike)?

PS. I think this is a bit more of an overhaul but it seemed the right place to ask about it anyway.

Grand Lodge

Frerezar wrote:

Well this thread has been dead fo a while but it was the only one I could find about warmage conversion.

A player of mine needs to update a warmage he was playing in another game (his favorite character for whatever reazon) and work it into my current PF game. The problem is that I think it would discourage him somehow to ¨just play an evoker or sorcerer¨ since he is fairly attached to his character being something else.

So I was trying to figure out how to make the warmage a bit more usefull in combat to make up or his utility issues.

So my main question was, would it be too much to change it´s BAB to medium to try to make him more melee viable ad less of a one trick pony?

I plan on using the arcane armor training as bons free feats as their armored casting base. Would it bee too much to give them a level scaling arcane spell failure decrease based on those feats?

Is it reazonable to give them a class ability that makes arcane armor training not count against his swift action ussage of the turn (for sinergy with arcane strike)?

PS. I think this is a bit more of an overhaul but it seemed the right place to ask about it anyway.

I've never been a big fan of the warmage personally but if I was to modify it into pathfinder I would consider the following...

The dead levels of the class are 2nd, 4th, 5th, 9th, 12th, 13th, 14th, 17th, 18th, and 19th.

Since he gets full spellcasting progression the abilities shouldnt be that powerful though so stacking 2 abilities per level is a big no-no.

Firstly hes a fighter/sorcerer clone, Poor BAB with the use of light and eventually medium armor (heavy with the correct feat)

First I would give him armor training like that of a fighter. armor training 1 at 5th, armor training 2 at 9th, and armor training 3 at 13th and armor training 4 at 17th (2 levels later than a fighter would)

That leaves 2nd, 4th, 12th, 14th, 18th and 19th.

Since the Warmage is a Sorcerer over a Wizard You need to specify his cantrips are Acid Splash, Disrupt Undead, Light, and Ray of Frost only and castable at unlimited times per day.

Warmages advanced learning and sudden metamagic feats are very similar to how the arcane sorcerers metamagic adept and new arcana abilities work. I would replace all the sudden metamagic feats with netamagic adept uses at the same progression the arcane bloodline sorcerer gets them and add in new arcana at 2 or 3 levels previous to the sorcerer since his spell list is much more limited. I would be tempted to add School Power to the warmages progression at 16th level (possibly restricted to evocation) and possible arcane apothis at 20th (since metamagic adept falls in at 19th replacing sudden maximise at 20th).

The warmage has an increased HD over his BAB so you might consider increasing it to D8. Personally I would simply add in the toughness feat as a bonus feat at 2nd level.

So overview of new class

1st Armored Mage (light), warmage edge
2nd Toughness feat
3rd Metamagic Adept
4th -
5th Armor Training 1
6th New Arcana
7th Metamagic Adept
8th Armored Mage (medium)
9th Armor Training 2
10th New Arcana
11th Metamagic Adept
12th -
13th Armor Training 3
14th New Arcana
15th Metamagic Adept
16th School Power
17th Armor Training 4
18th New Arcana
19th Metamagic Adept
20th Arcane Apothis

This leaves 4th and 12th as the only dead levels so I would probably give them a bonus combat feat or metamagic feat at this point.

RPG Superstar 2012 Top 32

Warmage

BAB: +1/2
Good Saves: Will
Hit Dice: 1d6

Class Skills: Craft, Intimidate, Knowledge arcana, Knowledge history, Profession, Ride, Spellcraft.

Skill Ranks per Level: 2 + Int modifier

Warmages are proficient in all Simple Weapons. Warmages are proficient in Light Armor and Light Shields. At 6th level, the gain proficiency in Medium Armor and Heavy Shields. At 14th level, they gain proficiency in Heavy Armor.

LEVEL ABILITY
1. Armored Mage (light), Warmage Edge (damage)
2. Arcane Combat Manuvers
3. Advanced Learning
4. Sudden Empower
5. Advanced Learning
6. Armored Mage (medium)
7. Advanced Learning
8. Sudden Enlarge
9. Advanced Learning
10. Warmage Edge (Evocation caster level checks)
11. Advanced Learning, Arcane Combat Manuvers (move action)
12. Sudden Widen
13. Advanced Learning
14. Armored Mage (heavy)
15. Advanced Learning
16. Sudden Maximize
17. Advanced Learning
18. Warmage Edge (Evocation Save DCs)
19. Advanced Learning
20. Sudden Quicken, Arcane Combat Manuvers (swift action)

Armored Mage (Ex). Beginning at 1st level, warmages can cast their spells while wearing light armor and using a light shield without suffering from arcane spell failure. At 6th level, this ability improves and they can cast their spells while wearing Medium Armor and Heavy Shields without suffering from arcane spell failure. At 14th level, they can cast spells while wearing Heavy Armor without worrying about arcane spell failure.

Warmage Edge (Ex). Beginning at 1st level, warmages add their Intellegence bonus (if any) to the damage of their spells. This can only be applied once per spell. Beginning at 2nd level, they add half their warmage class level to their spell damage. At 10th level, the warmage adds his Intelligence bonus, if any, to his caster level checks when casting an evocation spell. At 18th level, the warmage adds his Intelligence bonus, if any, to the save DC of any evocation spell he casts.

Arcane Combat Manuvers (Sp). Beginning at 2nd level, warmages can use Bull Rush, Disarm, Grapple, and Trip out to a range of 10 feet per class level as a standard action. Their Combat Manuver Bonus for this ability is equal to their Caster Level + their Charisma modifier + their Warmage Edge bonus (instead of their size bonus). This ability can be used a number of times per day equal to 3 + the warmage's Charisma bonus. At 11th level, the warmage can use this ability as a move action. At 20th level, he can use this ability as a swift action.

Advanced Learning (Ex). At 3rd level, and every odd level thereafter, the warmage adds a spell to the list of spells that the warmage knows from the sorcerer/wizard list of spells. If the warmage chooses an evocation spell, the spell cannot exceed the highest level spell the warmage can currently cast. If the warmage chooses a spell from any other school besides evocation (including Universal), the selected spell cannot be of a level exceeds the highest spell level the warmage can cast -1. It is treated as a spell one level higher than it normally would be. For example, at 9th level, the warmage could choose to add Dispel Magic (normally a 3rd level spell) to his list of spells known as a 4th level spell.

Sudden Metamagic. At 4th level, the warmage gains Sudden Empower as a bonus feat. At 8th level, he gains Sudden Enlarge as a bonus feat. At 12th level, he gains Sudden Widen as a bonus feat. At 16th, he gains Sudden Maximize as a bonus feat. At 20th level, the warmage gains Sudden Quicken as a bonus feat. If the warmage already has the designated feat when he gains this ability, he may choose any other metamagic feat that he qualifies for in place of the designated Sudden Metamagic feat.

Grand Lodge

I like the arcane combat maneuver ability it has alot of potential. I think it needs a little bit of balancing in regards to how effective it is compared to the hand/fist spells though.

Adding the warmages edge and his charisma bonus seems a bit much IMHO, one or the other would be preferable I think and the warmage edge works best.

The intent of the ability seems very instantaneous but I think it would be much more versatile if you made the ability last a number of rounds that can be broken up into segments as the caster sees fit. This way he could grapple someone and maintain the grapple to pin and damage them on subsequent rounds. For this you would need to specify the abilities CMD which can easily use the same formula as his CMB and now you could include his charisma since CMD uses 2 ability scores.

I would consider setting the range of this ability to close (25ft + 5ft per 2 caster levels) and having a total duration in rounds set to 2 rounds plus charisma bonus plus 1 round per warmage level beyond 2nd.

I would definitely consider adding this to my progression at 2nd level. I would then advance it at 4th level by stating that the warmage treats arcane combat maneuver as a large creature (+1), and at 12th level treating it as a huge creature (+2) allowing you to use combat maneuvers on much larger opponents.

Oh and when damaging an opponent in a grapple I would say treat as an unarmed strike of a size of the caster (as a large creature at 4th and a huge creature at 12th) adding your waredge bonus to the damage. If the caster has improved unarmed strike they can deal lethal damage through arcane combat maneuver.

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