Warmage Abjurer Variant (3.5e Class)

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Warmage Abjurer/Transmuter Variant

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Making a Warmage

These mages fight in the front of any battle, focusing in keeping their allies alive while augmenting their combat prowess through magic.
Warmages can fill mainly combat roles such as boosting allies and make decent combatants, 

however they don't have healing spells as clerics and bards do nor the skills a specialist class does. Warmages do have a limited list of spells known and most are combat focused of the Transmutation and Abjuration schools so having another mage with a more broad spell list in the party is not to be overlooked.

Abilities: Inteligence powers the class spells and Strength compesates for the average base attack bonus, Constitution is essential to those who want keep a constant presence in the middle of combat, a good Dexterity score is to be considered as the AC boost is quite useful at lower levels and a higher initiative bonus means being ready before being hit.

Races: Any race is welcome to the ranks of the warmages, although elves and humans are the most common and savage species aren't easily accepted among the organizations of those races. Peaceful and/or tribal societies that are less likely to have an organized army tend to produce less warmages. The class, as the name suggests, is not meant for peace.

Alignment: Any

Starting Gold: 3d4 x 10 gp (75 gp)

Starting Age: As wizard

Table: The Warmage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2 Armored mage(light), warmage Edge 53
2nd+1+0+0+3 64
3rd+1+1+1+3 Advanced learning 65
4th+2+1+1+4 663
5th+2+1+1+4 664
6th+3+2+2+5 Advanced learning 6653
7th+3+2+2+5 Sudden Empower 6664
8th+4+2+2+6 Armored mage (medium) 66653
9th+4+3+3+6 66664
10th+5+3+3+7 Sudden Enlarge 666653
11th+5+3+3+7 Advanced learning 666664
12th+6/+1+4+4+8 6666653
13th+6/+1+4+4+8 6666664
14th+7/+2+4+4+9 66666653
15th+7/+2+5+5+9 Sudden Widen 66666664
16th+8/+3+5+5+10 Advanced learning 666666653
17th+8/+3+5+5+10 666666664
18th+9/+4+6+6+11 6666666653
19th+9/+4+6+6+11 6666666664
20th+10/+5+6+6+12 Sudden Maximize 6666666665

Class Skills (2 + Int modifier per level, ×4 at 1st level)
The class skills for the Warmage are: Concentration(Con), Craft(Int), Intimidation (Cha), Knowledge(arcane) (Int), Knowledge (history) (Int), Profession (Wis) e Spellcraft (Int).

Class Features

All of the following are class features of the Warmage.

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).

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). See the warmage’s spell list below.

To cast a spell, a warmage must have a Intelligence score of 10 + the spell’s level (Int 10 for 0-level spells, Int 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 Intelligence 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 The Warmage table. In addition, he recItalic texteives bonus spells for a high Intelligence score (see Table 1–1, page 8 of the Player’s Handbook).
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.  Warmages choose their spells from the following list:

0 Acid Splash, Light, Disrupt Undead, Resistance

1st Accuracy: Doubles weapon’s range increment, True Strike: +20 on your next attack roll, Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5), Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6), Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage., Hail of StoneM*: Rain of stone deals 1d4/level damage (max 5d4), Fist of Stone*: Gain +6 Str and natural slam attack Enlarge Person: Humanoid creature doubles in size, Entropic Shield: Ranged attacks against you have 20% miss chance, Kelgore's Fire Bolt: 1d6 fire damage/level (max. 5d6) that partially ignores SR, Deflect. Lesser: Gain deflection bonus +1/3 levels (max. +5) against one attack, Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level

2nd

3rd

4th

5th

6th

7th

8th

9th


Armored Mage (Ex): Normally, armor of any type inter-feres 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, nor 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 fi reball 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 benefi t from warmage edge. Scrolls activated by a warmage also gain no benefi t from warmage edge. The same is true for most other magic items, such as wands and potions. However, staffs acti-vated by a warmage use not only the warmage’s caster level but also gain the benefi ts 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 Extend: At 7th level, a warmage gains Sudden Extend (described in Chapter 3 of CArcane) as a bonus feat. If he already has the feat, he can choose a different metamagic feat.

Sudden Enlarge: At 10th level, a warmage gains Sudden Enlarge (described in Chapter 3 of CArcane) as a bonus feat. If he already has the feat, he can choose a different metamagic feat.

Sudden Widen: At 15th level, a warmage gains Sudden Widen (described in Chapter 3 of CArcane) as a bonus feat. If he already has the feat, he can choose a different metamagic feat.

Sudden Maximize: At 20th level, a warmage gains Sudden Maximize (described in Chapter 3) as a bonus feat. If he already has the feat, he can choose a different metamagic feat.

Ex-Warmage Abjurers

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Epic Warmage Abjurer

Table: The Epic

Hit Die: d

LevelSpecial
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th
+ Int modifier skill points per level.

:

:


Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Human Warmage Starting Package

Armor: Studded leather (+3 AC, armor check penalty –1, speed 30 ft., 20 lb.).

Weapons: Spear (1d8/×3, range inc. 20 ft., 6 lb., two-handed, piercing). Light crossbow ( 1d8/19–20, range inc. 80 ft., 4 lb., pierc-ing).

Skill Selection: Pick a number of skills equal to + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
Spellcraft4Int
Concentration4Con
Knowledge (arcana)4Int
Intimidate4Cha
Survival (cc)4Wis
Diplomacy (cc)4Cha
Hide (cc)4Dex-1

Feat: Combat Casting

Bonus Feats: Toughness

Gear: Backpack with waterskin, 1 day's trail rations, bedroll, sack,and flint and steel. Case with 10 bolts. Spell component pouch. Three torches.

Gold: 1d4 gp.

Playing a Warmage Abjurer

Religion: .

Other Classes: .

Combat: .

Advancement: .

Warmage Abjurers in the World

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Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Warmage Abjurer Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
5.
10.
15.
20.

Warmage Abjurers in the Game


Adaptation: .

Sample Encounter: .

EL : .



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