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Pathfinder 1E The Pathfinder Warmage: A Conversion by Master Arminas

master arminas

First Post
The warmage is another class I really enjoy playing. First seen in Complete Arcane, it was a class that concentrated on dealing damage. Now, I know all of the arguments against 'blasters', but I think with this conversion I have made the warmage what it should have been all along: a deadly, dedicated armored spellcaster who concentrates on war and winning fights. This isn't your father's wizard; the warmage isn't subtle, inscrutable, or mysterious. He is the type of character that likes the smell of bat guano in the morning. Because it smells like . . . victory.

Any critiques and criticisms you might have to offer would be most appreciated.

Master Arminas

Warmage

Trained for war, the few who survive the arduous Collegium Bellum Arcanum to graduate as Warmages are proud individuals who yearn for the day when their talents can be unleashed on their foes. The Arcane War College is brutal in its training, but its graduates emerge with abilities that few other arcane casters can match. Skilled not only in magic, but in the mundane art of war, these warmages lead armies and use their talents to wipe their enemies from existence.
While they are often ridiculed (in private) by other arcanists as spell-casters who want to play at warrior, none can deny the warmage is the unquestioned master of the battlefield evocations. Of course, many wizards will point out that such magics are among the least effective overall, and even more general-themed sorcerers are quick to highlight that much of the famed warmage spell list is just some derivation of an area-effect damage spell. Neither class normally makes such jests and jeers directly to the face of a warmage, however, for both will acknowledge (however grudgingly) that a skilled warmage can reliably penetrate defenses specifically designed to counter many of his spells.
Despite this general viewpoint of other spellcasters of his inferiority, the warmage is confident (indeed, some almost say arrogant) in his own abilities. He knows well his own limitations and the effectiveness of other magic, magic that he cannot use. But for the true warmage that means little. A true warmage finds that he is happiest not in a library or a dusty archive, but in the midst of the chaos of battle, where his knowledge and skill and magic can turn even the darkest hour into victory for the side which he champions.

Role: A warmage controls the battlefield, isolating his opponents, reducing their effectiveness, and killing them in large numbers. Unlike many other spellcasters, the warmage has few utility spells at their disposal; instead these armored arcanists concentrate on what they see as the most important aspect of magic—the ability to quickly wound or kill large numbers of opponents in a precise and orderly military fashion.

Alignment: Any.

Hit Die: d6.

BAB: Low

Good Saves: Will

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

Skill Ranks per Level: 2 + Int modifier.

Weapons and Armor Proficiency: A warmage is proficient in all simple and all martial weapons. He is proficient in light armor, but not with medium or heavy armor, or with any type of shield. A warmage can cast warmage spells in light armor without suffering any arcane spell failure chance, but suffers the normal chance of failure for casting in medium or heavy armor or when using any type of shield.

Spells: A warmage casts arcane spells drawn from the warmage spell list (see below). 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. His base daily spell allotment is the same as a Specialist Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score.
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).
Unlike a wizard or cleric, a warmage need not prepare his spells in advance. He can use any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

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 slots and may be used again.

Military Knowledge (Ex): 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 History (Engineering) and History (Knowledge) skill checks as it relates to war, armies, and the burden of logistics, equal to one-half his warmage class level (minimum of 1).

Toughness (Ex): A warmage gains Toughness as a bonus feat at 1st level. If the warmage has already selected Toughness as a feat, he may choose any other feat for which he meets the prerequisites.

Warmage Edge (Ex): A warmage specializes in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds both his warmage class level and his Intelligence bonus (if any) to the amount of damage dealt. 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 used by a warmage do receive the benefit of this special ability.

Resolve (Ex): Starting at 2nd level, the warmage gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 2nd level. At 5th level, and every three warmage levels gained thereafter, the warmage gains one additional daily use of this ability. He can use this resolve in a number of ways.
Determined: As a standard action the warmage can spend one use of his resolve ability to remove one of the following conditions: fatigued, shaken, or sickened. If the warmage is at least 8th level, he adds exhausted, frightened, nauseated, or staggered to the list of conditions he can remove. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the warmage is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the warmage is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Advanced Learning (Ex): At 3rd 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, although it can be of any school, and the spell must be at least one level below the highest level spell a warmage is capable of casting. At 5th level, and every odd level gained thereafter as a warmage, the character may add one additional spell to his spell-list. When this ability is gained at 19th level, a warmage may select a single sorcerer/wizard spell of any level to add to his spell list.

Sudden Silent (Ex): 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.

Arcane Might (Su): Staring at 4th level, a warmage uses his caster level in place of his BAB when determining his CMB and CMD. Furthermore, when selecting a new feat that has a BAB prerequisite, a warmage may substitute his caster level in place of his actual BAB to meet those qualifications.

Energy Substitution (Ex): At 5th 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.

Sudden Still (Ex): 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.

Battlefield Counterspelling (Ex): At 7th level, once per day, as an immediate action, a warmage may counter any spell that is on his spell list, so long as the spell is cast within medium range (100 feet plus 10 feet per war mage level) of the warmage. He must expend a spell slot equal to that of the spell being cast or higher. At 13th level he may do this twice per day. At 19th level he may do this three times per day.

Armor Training (Ex): At 8th level, a warmage gains Medium Armor proficiency as a bonus feat. He no longer incurs any arcane spell failure for casting warmage spells in light or medium armor, but he has the normal chance of failure for casting while wearing heavy armor or when using a shield.

Sudden Empower (Ex): 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 (Ex): 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 effected 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 14th level, the warmage ignores 20 points of energy resistance; this increases to 30 points at 18th level. Creatures with energy immunity (either natural or magical) are not affected by this ability. Penetrating strike applies to any spell that the warmage casts that inflicts energy-based damage; it does not have a daily use limit.

Unavoidable Spell (Ex): 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.

Sudden Widen (Ex): 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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex): A 20th level warmage may ignore 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.

Warmage Spell List

0-level: Acid Splash; Arcane Mark; Bleed; Dancing Lights; Detect Magic; Detect Poison; Flare; Know Direction; Light; Mage Hand; Mending; Message; Prestidigitation; Read Magic

1st-level: Burning Hands; Color Spray; Create Water; Grease; Magic Missile; Magic Weapon; Mount; Obscuring Mist; Shield; Shocking Grasp; Sleep; True Strike

2nd-level: Entangle; Faerie Fire; Flaming Sphere; Fog Cloud; Glitterdust; Gust of Wind; Make Whole; Protection from Arrows; Pass without Trace; Pyrotechnics; Resist Energy; Scorching Ray; Shatter; Whispering Wind

3rd-level: Daylight; Deep Slumber; Dispel Magic; Fireball; Flame Arrow; Fly; Greater Magic Weapon; Haste; Lightning Bolt; Phantom Steed; Rage; Sleet Storm; Slow; Stinking Cloud

4th-level: Black Tentacles; Confusion; Create Food & Water; Crushing Despair; Fear; Good Hope; Hallucinatory Terrain; Ice Storm; Shout; Solid Fog; Wall of Fire; Wall of Ice

5th-level: Cloudkill; Cone of Cold; Fabricate; Mirage Arcana; Sending; Telekinesis; Teleport; Wall of Force; Wall of Stone; Waves of Fatigue

6th-level: Acid Fog; Freezing Sphere; Greater Command; Greater Dispel Magic; Move Earth; Undeath to Death; Wall of Iron

7th-level: Blade Barrier; Delayed Blast Fireball; Mage’s Sword; Prismatic Spray; Reverse Gravity; Waves of Exhaustion

8th-level: Greater Shout; Horrid Wilting; Incendiary Cloud; Prismatic Wall; Sunburst

9th-level: Earthquake; Firestorm; Meteor Swarm; Wail of the Banshee; Whirlwind
 

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Ummmm, It's ok I guess. I mean it's certainly better than the original warmage, and the resolve is really a nice touch, but could we make a bit more pathfindery some how?

I mean pathfinder classes usually have all sorts of options and choices and stuff.

Could we cut some of these abilities back and make something like the rogue tricks or the Magus arcana?

Another thing to consider might be to craft out a clearer identity for the warmage, back in 3e he was the sorcerer's psychotic little brother, maybe now we can try to make him a little more memorable.

I know this may be akin to blasphemy but maybe we should look into non-fire-ball-spamming options for the class identity? Consider this, warmages could come from various academies which like cavalier orders have an effect on their class abilities.

For example one academy trains warmages as officers to lead more traditional troops, this warmage is less about sheer damage, and more about working his magic in a way that keeps his allies free and healthy, possibly learning mass boosting and even healing magic? Another could train their warmages to work in concert with other casters to form elite magical squads, co-op casting, maybe even a joined spell pool? A third may be the more traditional blow everything up school.
 

Some interesting suggestions there, Rampant. I had not considered using orders (ala the Cavalier and Samurai), but that is certainly a plausible option--and I am somewhat distressed I didn't think of it!

The barbarian rage powers, rogue tricks, and magus arcana are actually the things I like least about Pathfinder. I know that others like them, and I need to learn how to incorporate them into designs, but I feel that a good solid class structure should be built around a theme.

One thing I have noticed is that most people select exactly the same rage powers, tricks, and arcana--in the end there is very little difference between the characters. I will go back and take a look at how we might be able to incorporate that mechanism into the class--but remember there are also classes (cleric, bard, monk, paladin, etc.) that don't get those options. Both are good ways to build a class though, and I will definately take a look at it.

I actually had an idea for the Warmage to focus on both damage-dealing AoE spells and battlefield control spells, but that wound up too much. I was forced to cut back on the number of spells in the spell list. Still, even as limited as the list is, a good player can make it work.

I'll have to think it over and figure out how to modify the class to move in that direction.

Thanks for taking a look and letting me your thoughts!

Master Arminas
 

I like it a lot overall.

I assume spells/day and progression is identical to the sorc? You didn't mention it, so I ask.

Is the spell list identical to the one 3E warmages had, or did you add/remove things? (too lazy to check :p ) I would have liked if you added spells from APG, UM, UC, and even the new core rulebook PF spells to the list, but I suppose that's what Advanced Learning is for. Still, I would let a Warmage choose an Evocation spell up to the highest level he can cast if he chooses an evocation spell, to incentivize learning new spells of that school, which is a big part of the warmage's bread and butter.

I don't like Arcane Might. It feels like it's trivializing full BAB classes far too easily, there are ways to jack up CL beyond character level to actually get earlier entry on feats than even a Fighter (Orange Iuon stone, for example), and the whole thing feels really unnecessary. There's already a feat to use your HD as your BAB for calculating CMD, give that as a bonus feat instead if you want. It seems weird to suddenly make the squishy artillery mage the best maneuver user and early access feat obtainer...

Energy Sub should just become at will at some point. 20th level maybe, earlier wouldn't be overpowered, either.

EDIT: Also, if you haven't seen it, here's my attempt back in 3.5 to tweak the Warmage: http://www.enworld.org/forum/d-d-le...6-warmage-homebrew-based-surge-abilities.html
 
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Well for example the spontaneous meta-magic abilities could probably stand to be replaced with something like the magus arcana but maybe more limited?

Instead of getting sudden silent twice per day at level 3 maybe they could choose a sudden metamagic ability from a list of various metamagic effects. Theme is intact but still allows for options. Nice huh?
 

I like it a lot overall.

I assume spells/day and progression is identical to the sorc? You didn't mention it, so I ask.

Is the spell list identical to the one 3E warmages had, or did you add/remove things? (too lazy to check :p ) I would have liked if you added spells from APG, UM, UC, and even the new core rulebook PF spells to the list, but I suppose that's what Advanced Learning is for. Still, I would let a Warmage choose an Evocation spell up to the highest level he can cast if he chooses an evocation spell, to incentivize learning new spells of that school, which is a big part of the warmage's bread and butter.

I don't like Arcane Might. It feels like it's trivializing full BAB classes far too easily, there are ways to jack up CL beyond character level to actually get earlier entry on feats than even a Fighter (Orange Iuon stone, for example), and the whole thing feels really unnecessary. There's already a feat to use your HD as your BAB for calculating CMD, give that as a bonus feat instead if you want. It seems weird to suddenly make the squishy artillery mage the best maneuver user and early access feat obtainer...

Energy Sub should just become at will at some point. 20th level maybe, earlier wouldn't be overpowered, either.

EDIT: Also, if you haven't seen it, here's my attempt back in 3.5 to tweak the Warmage: http://www.enworld.org/forum/d-d-le...6-warmage-homebrew-based-surge-abilities.html

Spells: A warmage casts arcane spells drawn from the warmage spell list (see below). 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. His base daily spell allotment is the same as a Specialist Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score.
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).
Unlike a wizard or cleric, a warmage need not prepare his spells in advance. He can use 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 as a Specialist Wizard, so less than a Sorcerer and more than Universalist. I bolded that part for you, but it is easy to overlook.

The spell list incorporates the Pathfinder Core Rulebook, but I don't have UC, UM, or APG. It is very different from the one in Complete Arcane. Note that with this version of Advanced Learning, the Warmage doesn't have to select an evocation spell--he can pick any spell he wants as long as he is high enough level to select it.

Oops. It should have been WARMAGE CLASS LEVEL and not CASTER LEVEL. That ability has been tricky for me to find an answer for. I wanted some way to give the Warmage a bit of melee and/or ranged combat boost, but not a full advancement of his BAB. If you have a suggestion, I'd be glad to hear it.

I didn't make Energy Substitution at will because I was worried that it would be over the top. I am certainly open to making it so at higher levels if you think it is appropriate.

Thanks for your kind words, and your critique, Stream of the Sky. I will take a look at your 3.5 tweak as well.

Master Arminas
 

Well for example the spontaneous meta-magic abilities could probably stand to be replaced with something like the magus arcana but maybe more limited?

Instead of getting sudden silent twice per day at level 3 maybe they could choose a sudden metamagic ability from a list of various metamagic effects. Theme is intact but still allows for options. Nice huh?

Not a bad idea. Might have to break it up to prevent someone from taking the more powerful sudden metamagics early (which is why my progression advances the way it does). I actually recommend not including Sudden Metamagic as feats in your game if you use a Warmage. I think those abilities should be limited to that class as class abilities and not feats.

Master Arminas
 

Well yeah certain meta-magic abilities would require you to be higher level, just like some of the rage abilities or magus arcane require a minimum level.
 

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