- Category: Classes
- Published on Monday, 05 March 2012 12:45
- Written by Caleb Johnson
Most practitioners of the arcane arts prefer to engage their foes from afar. The battlemage, by contrast, wades his way into the front lines of combat meeting his foes with both spell and steel.
Role: Battlemages spend much of their time training in martial and arcane arts. They travel the world to learn new skills and can spend months perfecting them. Most who walk the path of the battlemage dabble in fusing the combination of sword and spell, and take up any skills that help them master this art.
Hit Die: d10
Starting Wealth: 4d6 x 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.
Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (Engineering) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Ranks Per Level: 2 + Int modifier
|Level||Base Attack||Fort||Ref||Will||Special Abilities|
|1st||+1||+2||+0||+2||Bladecaster, Bonus Feat|
|3rd||+3||+3||+1||+3||Channel Spell 1/day|
|6th||+6/+1||+5||+2||+5||Bonus Feat, Channel Spell 2/day|
|7th||+7/+2||+5||+2||+5||Armored Mage (medium)|
|9th||+9/+4||+6||+3||+6||Channel Spell 3/day|
|11th||+11/+6/+1||+7||+3||+7||Multiple Channel Spell|
|12th||+12/+7/+2||+8||+4||+8||Channel Spell 4/day|
|13th||+13/+8/+3||+8||+4||+8||Armored Mage (heavy/tower)|
|15th||+15/+10/+5||+9||+5||+9||Channel Spell 5/day|
|18th||+18/+13/+8/+3||+11||+6||+11||Bonus Feat, Channel Spell 6/day|
|20th||+20/+15/+10/+5||+12||+6||+12||Sage of Battle|
Weapon and Armor Proficiencies: A battlemage is proficient with all simple and martial weapons as well as all types of armor and shields (not including tower shields). A battlemage can cast sorcerer/wizard spells gained from this class while wearing light armor and using a shield (not including tower shields) without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a battlemage wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass battlemage still incurs the normal arcane spell failure chance for spells gained from other classes.
Spells: A battlemage casts arcane spells drawn from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a battlemage must have an intelligence score equal to at least 10 + the spell’s level. The difficulty class for a saving throw against a battlemage’s spell is equal to 10 + the spell’s level + the battlemage’s intelligence modifier.
Like other spellcasters, a battlemage can only cast a certain number of spells each day. His daily base spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high intelligence score. When the table indicates that the battlemage gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
A battlemage’s selection of spells is extremely limited. A battlemage begins play knowing three 1st-level spells. You also know an additional 1st-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the sorcerer/wizard spell list.
Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of an old one you already know. In effect, you lose access to the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged.
Unlike a cleric or wizard, a battlemage 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 of that level.
|Spells Per Day|
Bladecaster (Ex): The mixed training a battlemage undertakes allows him to work his magic with his weapon. The battlemage can cast spells with somatic components using his weapon to complete the arcane gestures needed for the spell. This leaves his other hand free to hold a shield or some other item and still allow him to cast spells.
Bonus Feat: At 1st, 2nd, and every four levels thereafter, the battlemage gains a bonus feat. At each such opportunity, he can choose a combat feat or metamagic feat. The battlemage must still meet the prerequisites for the feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
Channel Spell (Sp): At 3rd level, a battlemage can channel any spell he can cast into his melee weapon. Using this ability requires a move action, and the battlemage uses up the spell slot just as if he had cast the spell. The channeled spell affects the next target that the battlemage successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A battlemage can channel his spells into only one weapon at a time. Spells channeled into a weapon are lost if not used in 8 hours.
A battlemage can use this ability once per day at 3rd level, and an additional time per day every three levels thereafter.
Battle Aptitude (Ex): At 5th level, your training in a wide range of weaponry and tactics gives you great skill in combat. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if your fighter level were equal to your battlemage level -4. These effective fighter levels stack with any actual fighter levels you have.
Armored Mage (Ex): At 7th level, you become capable of casting spells while wearing heavier armor. You may now wear medium armor without incurring the normal arcane spell failure chance.
At 13th level, this ability extends to heavy armor and tower shields.
Multiple Channel Spell (Sp): An 11th level battlemage can channel two spells into his melee weapon, using a move action to channel each one. Both channeled spells affect the next target the battlemage successfully attacks with his weapon, in the order the spells were placed into the weapon. As with the channel spell class feature, saving throws and spell resistance apply normally. Each time a battlemage uses multiple channel spell, two of his channel spell uses per day are expended.
Sage of Battle (Sp): At 20th level, your training reaches its peak as you master both the sword and spell. When you confirm a critical hit while you have a spell (or spells) stored in your weapon via channel spell or multiple channel spell, the spell’s hit point damage (if any) is multiplied by the weapon’s critical multiplier. This does not apply to damage that is not hit point damage (such as damage to an ability score). Additionally, you can retract a channeled spell from a weapon as a move action, regaining that spell slot for the day.
|Balance:||1 1 1 1 1 1 1 1 1 1 Rating 3.58 (19 Votes)|
|Utility:||1 1 1 1 1 1 1 1 1 1 Rating 4.64 (14 Votes)|
|Clarity:||1 1 1 1 1 1 1 1 1 1 Rating 4.67 (15 Votes)|