Warmage

Hit Dice: d8

Class Skills: Climb (Str); Diplomacy (Cha); Intimidate (Cha); Knowledge (Arcana) (Int); Knowledge (Engineering) (Int); Knowledge (History) (Int); Knowledge (Nobility); Perception (Wis); Ride (Dex); Spellcraft (Int); and Swim (Str).

Skill Points per Level: 2 + Int Modifier

Level Base Attack Fort Reflex Will Special Mana Max Spell Level
1 +0 +2 +0 +2 Arcane Weapon Training, Military Knowledge, Warmage Edge +1 5 1st
2 +1 +3 +0 +3 Judge of Steel 8 1st
3 +1 +3 +1 +3 Sudden Silent 2/day 11 2nd
4 +2 +4 +1 +4 Advanced Learning 14 2nd
5 +2 +4 +1 +4 Sudden Still 2/day 17 3rd
6 +3 +5 +2 +5 Advanced Learning, Warmage Intensity 2/day 21 3rd
7 +3 +5 +2 +5 Energy Substitution 3/day 26 4th
8 +4 +6 +2 +6 Advanced Learning, Battlefield Counterspelling (1/day), Warmage Edge +2 34 4th
9 +4 +6 +3 +6 Sudden Empower (2/day) 42 5th
10 +5 +7 +3 +7 Advanced Learning, Energy Substitution (5/day), Penetrating Spell, Warmage Intensity (3/day) 51 5th
11 +5 +7 +3 +7 Unavoidable Spell (2/day), Warmage Edge +3 61 6th
12 +6 +8 +4 +8 Advanced Learning, Sudden Widen (2/day) 72 6th
13 +6 +8 +4 +8 Battlefield Counterspelling (2/day), Shape Spell (2/day) 84 7th
14 +7 +9 +4 +9 Advanced Learning, Warmage Edge +4, Unavoidable Spell (3/day), Warmage Intensity (4/day) 97 7th
15 +7 +9 +5 +9 Energy Substitution (7/day), Sudden Maximize (1/day) 111 8th
16 +8 +10 +5 +10 Advanced Learning, Shape Spell (3/day) 116 8th
17 +8 +10 +5 +10 Unavoidable Spell (4/day), Warmage Edge +5 132 9th
18 +9 +11 +6 +11 Advanced Learning, Sudden Quicken (1/day), Warmage Intensity (5/day) 149 9th
19 +9 +11 +6 +11 Battlefield Counterspelling (3/day), Shape Spell (4/day) 167 9th
20 +10 +12 +6 +12 Advanced Learning, Archmage of War, Energy Substitution (11/day), Unavoidable Spell (5/day), Warmage Edge +6 186 9th

Weapon 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 gained from the warmage class (but not other arcane spells gained from other spellcasting classes) 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.

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 mana and may be used again.

Spells: A warmage casts arcane spells drawn from the warmage spell list. 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 depending on the amount of mana he has access to.
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).

Warmage Spells

Mana: A warmage fuels her spells by expending Mana. She receives an amount of Mana each day listed on the table above, plus an amount of bonus Mana equal to her Intelligence modifier. Half of this Mana pool (rounded down) is the warmage's 'open pool' from which she can freely fuel her spells without consequence. The rest of her mana is her 'reserve pool'. Whenever a warmage casts a spell using points from her reserve pool, she must make a will save after the spell resolves. The DC of the Will save is 10 + the number of points missing from her reserve pool. If she fails, she is winded (-2 Str, -2 Dex), if she fails a second time she is fatigued (-4 Str, -4 Dex, cannot charge or run), if she fails a third time, she is exhausted (-6 Str, -6 Dex). If she fails a fourth time, she immediately falls unconscious for one hour. 8 hours of rest will remove any of these negative effects. Spells and special abilities that remove exhaustion and fatigue instead only suppress the penalties for 5 rounds.

Eldritch Dissonance: A warmage accrues eldritch dissonance when she attempts to cast the same spell more than once in a single day. When she casts a spell a second time, she must pay an additional mana cost equal to the spell's level. If she attempts to cast it a third time, she must pay this additional cost twice and so on.

Arcane Weapon Training: A warmage knows well that in the heat of battle he might find himself forced to resort to mundane arms. When wielding a melee weapon with which he is proficient, a warmage can, as a swift action, expend an amount of mana up to the highest level spell he can cast. Until the start of his next turn, any attack that the warmage makes with that weapon receives a +1 insight bonus equal to the amount of mana spent, to a maximum bonus of +9 at 17th level.

If the warmage strikes at a target with concealment with a melee weapon while this ability is active, he may roll his miss chance twice. If either roll results in a hit, then the warmage successful strikes his opponent.

If the warmage also possesses the Arcane Strike feat, he may activate both this ability and the Arcane Strike feat with the same swift action.

Military Knowledge: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).

Warmage Edge: A warmage specializes in dealing damage with his spells. Whenever a warmage casts a spell of 1st-level or higher 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 three warmage levels gained thereafter, this bonus increases by an additional +1 to a maximum bonus of Intelligence modifier +6 at 20th 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 wielded by a warmage do receive the benefit of this special ability.

Judge of Steel: Starting at 2nd level, a warmage gains a competence bonus on all Appraise skill checks he performs on armor or weapons. This bonus is equal to one-half of the warmage’s class level (round down). A warmage may use this ability to identify magic arms and armor, as per the spell identify, but using the bonus granted by this ability instead of the bonus listed in the spell.

Sudden Silent: 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: 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 list, the spell must be from either the conjuration school or the evocation school, the spell cannot be one that summons a creature, 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, so long as the spell selected is from either the conjuration school or the evocation school and the spell selected cannot be one that summons a creature.

Sudden Still: 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.

Warmage Intensity: At 6th level, a warmage begins to be able to transcend the normal limitations of some of his magical spells. Twice per day, 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.

This ability does not stack with the feat Intensified Spell. At 10th level, and every four warmage levels gained thereafter, the warmage gains one additional daily use of this ability, to a maximum of 5 times per day at 18th level.

Energy Substitution: 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: At 8th level, once per day, as an immediate action, a warmage may counter a hostile spell, so long as the spell is on his spell list AND has been cast within medium range (100 feet plus 10 feet per war mage level) of the warmage. He must expend an amount of mana equal to the level of the spell being cast +1.

At 13th level he may do this twice per day. At 19th level he may do this three times per day.

Sudden Empower: 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: 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 affected 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 each warmage level gained thereafter, the amount of resistance a warmage can bypass increases by 1, to a maximum of 20 at 20th level.

Creatures with energy immunity (either natural or magical) are not affected by this ability.

Unavoidable Spell: 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, to a maximum of 5 times per day at 20th level.

Sudden Widen: 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: 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: 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: 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: A 20th level warmage selects one type of energy immunity (acid, cold, electricity, or fire). He may thereafter ignore this 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. Finally, a Warmage of this level may apply a maximum of two (2) of his sudden-metamagic abilities to a single spell.

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