| Joey Virtue |
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We have a player who wants to play a Warmage and last night me and the DM were bouncing ideas around
Here is what I came up with what do you think
BAB: Bad
Good Saves: Will
Hit Dice: 1d6
Class Skills: Craft, Intimidate, Know Arcana, Know Engineering, Know History, Profession, Spellcraft .
Skill Ranks per level: 2 + Int modifier.
Warmage are proficient with all Simple Weapons and Light Armor and Medium Armor.
Spells Per Day Sorcerer
1st Level Armored Mage, Warmage Edge, Force Missile, Cantrips
2nd Level Intense Spell
3rd Level Advance Learning
4th Level
5th Level Advanced Edge
6th Level Advanced Learning
7th Level Sudden Empower
8th Level Armored Mage (medium)
9th Level Advance Edge
10th Level Sudden Enlarge, Elemental Wall
11th Level Advanced Learning
12th Level
13th Level Advanced Edge
14th Level Extra Sudden Metamagic
15th Level Sudden Widen
16th Level Advanced Learning
17th Level Advanced Edge
18th Level Sudden Maximize
19th Level Sudden Quicken
20th Level Sudden Mastery, Intense Spells
Armored Mage: Can use type of armor with no spell failure (with warmage spell casting)
Warmage Edge: Add Int Bonus to damage on all spells cast
Cantrips: Warmage can cast all their cantrips, or 0-level spells, These spells are cast like any other spell, but they do not consume any slots and may be used again.
Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power,and Warmage Edge. This is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Intense Spells (Su): Whenever you cast a spell that deals hit point damage, add 1/2 your warmage level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the spell. At 20th level, whenever you cast a spell you can roll twice to penetrate a creature's spell resistance and take the better result
Advance Learning: Warmage can add a new Evocation spell to the Warmage spell list
Advance Edge: Add +1 to the Warmage's Edge Damage
Sudden Metamagic Feats: The Warmage gains the listed feat If already has this feat he can choose a different Metamagic Feat
Elemental Wall (Sp): At 10th level, you can create a wall of energy that lasts for a number of rounds per day equal to your Warmage level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
Extra Sudden Metamagic: Each of your Sudden Metamagic Feats work on additional Time per day.
Sudden Metamagic Mastery: The Warmage can now use his Sudden Metamagic a total of Three times a day.
So what do you guys think? to powerful
Tietar
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It's good to see someone give some conversion love to the Warmage.. I like what you've done, generally. Can you think of a way to fill in the two levels that have no special ability? Possibly extra +1 bonus for SR penetration and/or juggling around the other abilities so that there are only 1/level (except for 1st)?