I was hoping the warmage would be the fighter/wizard class I wanted but it wasn't. In fact seemd the only fighter/wizard stuff were Prc's in the complete warrior and nadda in complete arcane. I really wanted a core class that filled that niche. So Looking at the warmage I thought with some modifications that it would work. So by changing the spell list but keeping almost everything else It would work. So this is what I came up with.
To let you know what I changed and why. Changed skills to be a mix of wizard and fighter.
Kept the armor and weapons and added one martial proficiency to be the Blade mages "Signature weapon" so to speak.
Upped the Hit die to make them survivable but not challenge the fighter in taht regard. Cleric BaB for the same reasons. Gave them only one good save to balance out the above. Kept the stats for spell casting for the warmage which means the Blade mage has only wisdom as a dump stat needing decent scores in everything else to be a decent Blade mage.
Changed the special abilities around to give bonus feats instead of the sudden feats Warmages get, but not quite as many. Changed advanced learning to give some flexibility and individuality to the class.
Gave a whole new spell list based on the up close non blasting fighter/wizard. Since they gained HD and BAB I reduced the number of spell choices at each level they had and smoothed out those numbers to lose one choice each level you go up in spells. I only used complete arcane and PHB spells since I didn't have complete divine to reference when I worked on it. I wanted to keep it fairly core as if it appeared in the complete arcane. I will probably check out the complete divine and make adjustements at some point to the spell list. Just haven't had time.
Blade mage
Class Skills - Climb, Concentration, Intimidate, Jump, Knowledge (arcana), Ride, Spell craft, Swim
Skill points 2 + int
Weapon and armor proficiency Simple weapons, Light shield, Bucklers, And one martial weapon, Gains medium Armor proficiency at 10th level.
Hit die D8
BAB: Cleric
Saves Fort: poor, Ref: poor, Will : good
Spells per day as Warmage with same controlling stats
Specials
1st Armored mage (light)
2nd Bonus fighter feat or metamagic feat
4th advanced learning
6th Take 10 on concentration checks
8th advance learning
10th armored mage (medium)
12th advanced learning
14th bonus fighter feat (May take weapon specialization) or metamagic feat
16th advanced learning
18th Bonus fighter feat or metamagic feat
Armored mage as per warmage
Advanced learning as per warmage except spell may be of any school.
Zero
Acid splash
Disrupt undead
Flare
Guidance
Light
Ray of frost
Resistance
Touch of fatigue
Virtue
First
Accuracy
Arcane favor (as divine favor)
Enlarge person
Expeditious retreat
Fist of Stone
Mage armor
Magic Weapon
Shield
Shield of the Arcane (as shield of faith)
Shocking Grasp
True Strike
Second
Leathery skin (as bark skin)
Bears endurance
Blades of fire
Blur
Bulls strength
Cats grace
False life
Invisibility
Mirror Image
Prot from arrows
Whirling Blade
Third
Blink
Displacement
Haste
Heroism
Keen Edge
Mage armor, Greater
Magic weapon, Greater
Resist energy
Ring of blades
Vampiric touch
Fourth
Arcane power (as divine power)
Freedom of movement
Fire shield
Invisibility, Greater
Magic armor (as magic vestment)
Poly morph
Protection from energy
Spell immunity
Stone skin
Fifth
Arcane Might (as divine might)
Blink, Greater
Enervation
Fire shield, Mass
Permanancy
Spell resistance
Telekinesis
Teleport
Sixth
Brilliant Blade
Heroism, Greater
Telepathic bond
Tensers transformation
True Seeing
Wall of ice
Wall of fire
Seventh
Mord's Sword
Repulsion
Spell turning
Teleport, Greater
Wall of force
Wall of stone
Eighth
Iron Body
Mind Blank
Moment of Prescience
Protection from spells
Sun burst
Ninth
Absorption
Invisibility, Superior
Foresight
Shape change
I'm looking for general feedback and wondering if this is over the top?
later
To let you know what I changed and why. Changed skills to be a mix of wizard and fighter.
Kept the armor and weapons and added one martial proficiency to be the Blade mages "Signature weapon" so to speak.
Upped the Hit die to make them survivable but not challenge the fighter in taht regard. Cleric BaB for the same reasons. Gave them only one good save to balance out the above. Kept the stats for spell casting for the warmage which means the Blade mage has only wisdom as a dump stat needing decent scores in everything else to be a decent Blade mage.
Changed the special abilities around to give bonus feats instead of the sudden feats Warmages get, but not quite as many. Changed advanced learning to give some flexibility and individuality to the class.
Gave a whole new spell list based on the up close non blasting fighter/wizard. Since they gained HD and BAB I reduced the number of spell choices at each level they had and smoothed out those numbers to lose one choice each level you go up in spells. I only used complete arcane and PHB spells since I didn't have complete divine to reference when I worked on it. I wanted to keep it fairly core as if it appeared in the complete arcane. I will probably check out the complete divine and make adjustements at some point to the spell list. Just haven't had time.
Blade mage
Class Skills - Climb, Concentration, Intimidate, Jump, Knowledge (arcana), Ride, Spell craft, Swim
Skill points 2 + int
Weapon and armor proficiency Simple weapons, Light shield, Bucklers, And one martial weapon, Gains medium Armor proficiency at 10th level.
Hit die D8
BAB: Cleric
Saves Fort: poor, Ref: poor, Will : good
Spells per day as Warmage with same controlling stats
Specials
1st Armored mage (light)
2nd Bonus fighter feat or metamagic feat
4th advanced learning
6th Take 10 on concentration checks
8th advance learning
10th armored mage (medium)
12th advanced learning
14th bonus fighter feat (May take weapon specialization) or metamagic feat
16th advanced learning
18th Bonus fighter feat or metamagic feat
Armored mage as per warmage
Advanced learning as per warmage except spell may be of any school.
Zero
Acid splash
Disrupt undead
Flare
Guidance
Light
Ray of frost
Resistance
Touch of fatigue
Virtue
First
Accuracy
Arcane favor (as divine favor)
Enlarge person
Expeditious retreat
Fist of Stone
Mage armor
Magic Weapon
Shield
Shield of the Arcane (as shield of faith)
Shocking Grasp
True Strike
Second
Leathery skin (as bark skin)
Bears endurance
Blades of fire
Blur
Bulls strength
Cats grace
False life
Invisibility
Mirror Image
Prot from arrows
Whirling Blade
Third
Blink
Displacement
Haste
Heroism
Keen Edge
Mage armor, Greater
Magic weapon, Greater
Resist energy
Ring of blades
Vampiric touch
Fourth
Arcane power (as divine power)
Freedom of movement
Fire shield
Invisibility, Greater
Magic armor (as magic vestment)
Poly morph
Protection from energy
Spell immunity
Stone skin
Fifth
Arcane Might (as divine might)
Blink, Greater
Enervation
Fire shield, Mass
Permanancy
Spell resistance
Telekinesis
Teleport
Sixth
Brilliant Blade
Heroism, Greater
Telepathic bond
Tensers transformation
True Seeing
Wall of ice
Wall of fire
Seventh
Mord's Sword
Repulsion
Spell turning
Teleport, Greater
Wall of force
Wall of stone
Eighth
Iron Body
Mind Blank
Moment of Prescience
Protection from spells
Sun burst
Ninth
Absorption
Invisibility, Superior
Foresight
Shape change
I'm looking for general feedback and wondering if this is over the top?
later
Last edited: