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Warmage

The sound of explosions, watching whole battlefields consumed in fire, and the crackling of lighting tearing through their enemies. This is what warmages live for. Trained in special colleges of war, the warmages are trained in magic best suited for causing destruction, inciting chaos among the enemy, or screening allied actions.

Alignment: Any

Hit Die
: d6

Class Skills

Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier

Level Base Attack Fort Ref Will Special Abilities
1st +0 +0 +0 +2 Armored Mage (light), Cantrips, Warmage Edge
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3 Advanced Learning
4th +2 +1 +1 +4
5th +2 +1 +1 +4 Sudden Metamagic
6th +3 +2 +2 +5 Advanced Learning
7th +3 +2 +2 +5
8th +4 +2 +2 +6 Armored Mage (medium)
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Sudden Metamagic
11th +5 +3 +3 +7 Advanced Learning
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Sudden Metamagic
16th +8/+3 +5 +5 +10 Advanced Learning
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Sudden Metamagic, Art of War

Class Features

Weapon and Armor Proficiency: Warmages are proficient with all simple weapons, light armor, and light shields. At 8th level, a warmage gains proficiency with medium armor (see Armored Mage, below).

Cantrips: Warmages begin play knowing 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.

Spells: A warmage casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the warmage spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a warmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the warmage’s spell list. Essentially, his spell list is the same as his spells known list. Warmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).

To cast a spell, a warmage must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a warmage’s spell is 10 + the spell’s level + the warmage’s Charisma modifier. Like other spellcasters, a warmage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Warmage. In addition, he receives bonus spells for a high Charisma score.

Unlike a cleric or a wizard, a warmage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.


Spells Per Day
Level1st 2nd 3rd 4th 5th 6th 7th8th9th
1st 3
- - - - - - - -
2nd 4
- - - - - - - -
3rd 5
-
-
- - - - - -
4th 6
3
-
- - - - - -
5th 6
4
-
-
- - - - -
6th 6
5
3
- - - - - -
7th 6
6
4
-
-
- - - -
8th 6
6
5
3
- - - - -
9th 6
6
6
4
-
-
- - -
10th 6
6
6
5
3
- - - -
11th 6
6
6
6
4
-
-
- -
12th 6 6 6 6 5 3
- - -
13th 6 6 6 6 6 4 - -
-
14th 6 6 6 6 6 5 3
- -
15th 6 6 6 6 6 6 4 - -
16th 6 6 6 6 6 6 5 3
-
17th 6 6 6 6 6 6 6 4 -
18th 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 4
20th 6 6
6
6
6
6
6
6
6

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause his spells to fail (if those spells have somatic components). A warmage’s limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, or to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class.

At 8th level, a warmage learns to use medium armor with no chance of arcane spell failure.

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 his Intelligence bonus (if any) to the amount of damage dealt. For instance, if a 1st-level warmage with 17 Intelligence casts magic missile, he deals 1d4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence bonus. The bonus from the warmage edge special ability applies only to spells that he casts as a warmage, not to those he might have by virtue of levels in another class.

A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals the extra damage to all creatures in the area it affects. However, if a 3rd-level warmage casts magic missile and produces two missiles, only one of them (of the warmage’s choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for more than 1 round, it deals this extra damage in each round.
Scrolls scribed by a warmage do not gain any benefit from warmage edge. Scrolls activated by a warmage also gain no benefit from warmage edge. The same is true for most other magic items, such as wands and potions. However, staffs activated by a warmage use not only the warmage’s caster level but also gain the benefits of the warmage edge, if applicable.

Advanced Learning (Ex): At 3rd, 6th, 11th, and 16th level, a warmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a wizard spell of the evocation school, and of a level no higher than that of the highest-level spell the warmage already knows. Once a new spell is selected, it is forever added to that warmage’s spell list and can be cast just like any other spell on the warmage’s list.

Sudden Metamagic: At 5th level, and every five levels thereafter, the warmage gains a bonus metamagic feat he qualifies for. Once the feat is chosen, it cannot be changed. Additionally, the warmage can apply this metamagic feat to any spell he casts without increasing the spell’s level once per day.

Art of War (Ex): At 20th level, a warmage realizes the true destruction his magic can unleash. The warmage doubles the bonus from his warmage’s edge ability. Additionally, his sudden metamagic feats can each be used three times a day.

Warmage Spell List

0 Level

Acid Splash
Disrupt Undead
Flare
Light
Ray of Frost
Spark

1st Level

Burning Hands
Chill Touch
Flare Burst
Hydraulic Push
Magic Missile
Shocking Grasp
True Strike

2nd Level

Acid Arrow
Burning Gaze
Defensive Shock
Elemental Touch
Fire Breath
Flaming Sphere
Frigid Touch
Scorching Ray
Shatter
Spontaneous Immolation

3rd Level

Fireball
Force Punch
Heatstroke
Howling Agony
Hydraulic Torrent
Ice Storm
Lightning Bolt
Pain Strike

4th Level

Ball Lightning
Detonate
Dragon’s Breath
Fire Shield
Hurricane Blast
Phantasmal Killer
Shout
Volcanic Storm

5th Level

Acidic Spray
Cloudkill
Cone of Cold
Fire Snake
Flame Strike
Icy Prison
Lightning Arc
Pain Strike, Mass

6th Level

Acid Fog
Chain Lightning
Circle of Death
Cold Ice Strike
Contagious Flame
Disintegrate
Freezing Sphere
Hellfire Ray
Sirocco
Transformation

7th Level

Caustic Eruption
Delayed Blast Fireball
Earthquake
Finger of Death
Fire Storm
Mage’s Sword
Prismatic Spray
Resonating Word
Scouring Winds

8th Level

Horrid Wilting
Incendiary Cloud
Polar Ray
Shout, Greater
Stormbolts
Sunburst

9th Level

Clashing Rocks
Icy Prison, Mass
Implosion
Meteor Swarm
Prismatic Sphere
Wail of the Banshee
Weird

Additional Ratings
Balance:
( 5 Votes )
Utility:
( 4 Votes )
Clarity:
( 5 Votes )


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