Arkhandus
First Post
Here's what I did in my spare time that's sorta like what I think the Warmage does, considering I've not actually seen the class and only read a few details about it online before. Also, I checked the SRD when making the spell list, and remembered that the Battle Sorcerer variant from Unearthed Arcana is OGC, and found in the SRD. It's very similar to my class in basic set-up, but that's all (didn't look at it until after I was done and only needed to see the SRD spells).
As for what I threw together, there are a few blank spots still in the opening description bits. I ended up going with the name Warrior-Arcane, as the other names I came up with seemed either stupid, odd, or not quite fitting. Still have 'em in my own notes though, for possible later use. Most were too specialized in their inference, like Bladecaster and Stormwarden. Unfortunately, I've noticed that most true one-word class names that are useable (not just for spellcasters) have already been used by publishers. For reference, if you want/need to copy-paste the tables, you can just use the forum to reply to my post, then copy the quoted Code text, and hit the Back button or something on your browser.
WARRIOR-ARCANE
A burst of magical flame, a surge in his muscles, and then, the swing of his blade. This is how one is likely to meet a warrior-arcane, at the point of his sword following a magical assault and spells of augmentation. The warriors-arcane are soldiers and mercenaries trained in both weaponry and battle-magic. Whether guarding a noble, marching with an elite unit of warriors-arcane, serving interspersed with common soldiers of a military regiment, plundering ancient vaults with ruinous spells, or harassing caravans as a highwayman, the warrior-arcane is always a dangerous foe in contests both magical and martial.
Adventures: Not done yet.
Characteristics: A warrior-arcane is competent in basic fighting techniques for a variety of weapons, and knows how to use some armors and shields effectively, but combat magic is their specialty. They are more rugged than common sorcerers and wizards, but not as magically-potent as the former nor as scholarly as the latter. Warriors-arcane rely on magical augmentation to gird them in combat, and spells of destruction are the mainstay of their offense. Their training has made other magic, such as that of deceptive or peaceful natures, difficult to learn or harness, so most warriors-arcane are incapable of anything but destruction and physical augmentation. Those who seek other magic must pursue other classes.
Alignment: Not done yet.
Religion: Not done yet.
Background: Some militaries, guilds, and mercenary units seek out individuals of burgeoning sorcerous talent, offering them training in the ways of combat and sorcery, in exchange for service in their armed forces. These individuals become known as warriors-arcane, in general parlance, and spend much of their time as scouts, caravan guards, outpost sentries, royal guards, warehouse guardians, guildhall defenders, or members of elite strike-teams for an army or navy. However, a few warriors-arcane manage to buy their way out of service and go freelance, after receiving their initial training and assignments, while others simply escape their trainers and live as dangerous, vagabond outlaws. A few of these solitary warriors-arcane even go on to train apprentices later in life, slowly spreading the mixed practice of strength-at-arms and arcane spellcasting.
Races: Humans, orcs, half-orcs, and hobgoblins are the most likely to become warriors-arcane, wanting to do something useful with the occasional fledgling sorcerer in their communities, rather than let them grow more powerful without anyone's guidance and control to keep them in check. Dwarves, if they have any sorcerers, are likely to choose becoming warriors-arcane rather than pursue sorcery alone. A few gnomish adventurers or guardians might become warriors-arcane, but it is somewhat rare. Elves and half-elves are less likely to become warriors-arcane than they are to multiclass between fighter and bard, sorcerer, or wizard, but warriors-arcane are not too uncommon amongst them. Halflings almost never pursue the path of the warrior-arcane. Warriors-arcane are similarly rare amongst other humanoid races.
Other Classes: Warriors-arcane tend to get along well with folk of many other dangerous or tricky professions, such as fighters, bards, rogues, and rangers. Even barbarians and monks can respect the destructive power and physical fortitude of warriors-arcane. However, their lack of broad education or seminary learning causes some enmity between warriors-arcane and wizards, clerics, or paladins. Druids either find them an oddity, or more often than not, a destructive and loathsome product of civilization's warmongering.
Alignment: Any.
Hit Dice: d8.
Class Skills: The warrior-arcane's class skills, and the key ability for each, are Balance (Dex), Climb (Str), Craft (alchemy) (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (war) (Int), Knowledge (war) (Int), Listen (Wis), Profession (siege engineer) (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Survival (Wis).
Skill Points At 1st Character Level: 4 x (2 + Intelligence modifier).
Skill Points At Each Additional Level: 2 + Intelligence modifier.
Weapon And Armor Proficiencies: Warriors-arcane are proficient in all simple weapons, light armors, and shields, except tower shields. In addition, each warrior-arcane is proficient in all martial weapons, or one exotic weapon, his or her choice which.
Spells: A warrior-arcane learns and casts spontaneous arcane spells, exactly as a sorcerer does. See the sorcerer class description for details. Charisma is the key ability score for warrior-arcane spellcasting, just as it is for a sorcerer. However, warriors-arcane have a different spell list from which they learn their spells, and warriors-arcane gain fewer spells known and per day than a sorcerer. See the Warrior-Arcane Spellcasting table below, and the Warrior-Arcane Spell List, for details.
Arcane Soldier: The warrior-arcane learns to overcome some of the difficulty in casting spells while armored. The warrior-arcane effectively reduces his or her total Arcane Spell Failure chance by a certain amount, but only Arcane Spell Failure from armor and shields equipped, for spells with somatic components. This amount is 10% at 1st-level, and increases to a 25% reduction at 5th-level, then finally improves to a 40% reduction at 9th-level onward. These reductions only apply for warrior-arcane spells.
Honed Body: Warriors-arcane train their bodies in exercise and sparring, so as not to be defeated in battle simply through inferior reflexes and stamina, as lesser mages would be. At 3rd-level onward, the warrior-arcane gets a +1 bonus on all Fortitude saving throws, Reflex saving throws, and grapple checks. These bonuses improve to +2 at 13th-level, and then to +3 after reaching 19th-level.
Bonus Feats: After attaining 7th-level in this class, the warrior-arcane receives a bonus feat of his or her choice, from the following list --- Alertness, Armor Proficiency (Heavy), Armor Proficiency (Medium), Combat Casting, Diehard, Endurance, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Spell Focus, Spell Penetration, Weapon Finesse, and Weapon Focus. The warrior-arcane may instead choose a metamagic feat. However, the warrior-arcane must meet any prerequisites for the bonus feat chosen. Another bonus feat is chosen at 17th-level.
Quicken: Warriors-arcane eventually master a technique for using their spells more rapidly than normal. This is dependant on their great familiarity with the small number of spells they have learned, and the warrior-arcane strains his or her magic-channeling ability by using the technique. Thus, only up to twice per day may a warrior-arcane of 20th-level utilize the Quicken technique. Quicken cannot be used more than once per round, and it allows the warrior-arcane to cast a spell from this class as though with the Quicken Spell metamagic feat, despite the normal restrictions against such. Thus, it does not increase the casting time like other, normal applications of metamagic to warrior-arcane spells. Also, however, the Quicken technique does not increase the level of spell slot needed to cast the spell, unlike the Quicken Spell feat, but the Quicken technique cannot be used for a spell higher than 5th-level. This counts towards the limit of casting no more than one Quickened spell per round. The Quicken technique cannot be used for any spell that is altered through other metamagic, and vice versa.
Starting Gold: A warrior-arcane starts at his or her 1st character level with 4d4 x 10 gold pieces.
Warrior-Arcane Spell List
0-Level: Acid Splash, Arcane Mark, Detect Magic, Flare, Ray of Frost, Prestidigitation, Read Magic, Resistance.
1st-Level: Burning Hands, Enlarge Person, Mage Armor, Magic Missile, Magic Weapon, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Shield, Shocking Grasp, Summon Monster I.
2nd-Level: Acid Arrow, Bear's Endurance, Bull's Strength, Cat's Grace, Flaming Sphere, Glitterdust, Gust of Wind, Protection from Arrows, Scorching Ray, Shatter, Summon Monster II, Summon Swarm.
3rd-Level: Dispel Magic, Fireball, Flame Arrow, Fly, Greater Magic Weapon, Haste, Keen Edge, Lightning Bolt, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Summon Monster III, Wind Wall.
4th-Level: Dimensional Anchor, Fire Shield, Ice Storm, Mass Enlarge Person, Shout, Stoneskin, Summon Monster IV, Wall of Fire, Wall of Ice.
5th-Level: Cloudkill, Cone of Cold, Dismissal, Interposing Hand, Summon Monster V, Telekinesis, Wall of Force, Wall of Stone.
6th-Level: Acid Fog, Antimagic Field, Chain Lightning, Disintegrate, Forceful Hand, Freezing Sphere, Greater Dispel Magic, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Repulsion, Summon Monster VI, Transformation, Wall of Iron.
7th-Level: Banishment, Delayed Blast Fireball, Forcecage, Grasping Hand, Mage's Sword, Prismatic Spray, Summon Monster VII.
8th-Level: Clenched Fist, Dimensional Lock, Greater Shout, Incendiary Cloud, Iron Body, Polar Ray, Prismatic Wall, Protection from Spells, Summon Monster VIII, Sunburst.
9th-Level: Crushing Hand, Mage's Disjunction, Meteor Swarm, Prismatic Sphere, Summon Monster IX.
As for what I threw together, there are a few blank spots still in the opening description bits. I ended up going with the name Warrior-Arcane, as the other names I came up with seemed either stupid, odd, or not quite fitting. Still have 'em in my own notes though, for possible later use. Most were too specialized in their inference, like Bladecaster and Stormwarden. Unfortunately, I've noticed that most true one-word class names that are useable (not just for spellcasters) have already been used by publishers. For reference, if you want/need to copy-paste the tables, you can just use the forum to reply to my post, then copy the quoted Code text, and hit the Back button or something on your browser.
WARRIOR-ARCANE
A burst of magical flame, a surge in his muscles, and then, the swing of his blade. This is how one is likely to meet a warrior-arcane, at the point of his sword following a magical assault and spells of augmentation. The warriors-arcane are soldiers and mercenaries trained in both weaponry and battle-magic. Whether guarding a noble, marching with an elite unit of warriors-arcane, serving interspersed with common soldiers of a military regiment, plundering ancient vaults with ruinous spells, or harassing caravans as a highwayman, the warrior-arcane is always a dangerous foe in contests both magical and martial.
Adventures: Not done yet.
Characteristics: A warrior-arcane is competent in basic fighting techniques for a variety of weapons, and knows how to use some armors and shields effectively, but combat magic is their specialty. They are more rugged than common sorcerers and wizards, but not as magically-potent as the former nor as scholarly as the latter. Warriors-arcane rely on magical augmentation to gird them in combat, and spells of destruction are the mainstay of their offense. Their training has made other magic, such as that of deceptive or peaceful natures, difficult to learn or harness, so most warriors-arcane are incapable of anything but destruction and physical augmentation. Those who seek other magic must pursue other classes.
Alignment: Not done yet.
Religion: Not done yet.
Background: Some militaries, guilds, and mercenary units seek out individuals of burgeoning sorcerous talent, offering them training in the ways of combat and sorcery, in exchange for service in their armed forces. These individuals become known as warriors-arcane, in general parlance, and spend much of their time as scouts, caravan guards, outpost sentries, royal guards, warehouse guardians, guildhall defenders, or members of elite strike-teams for an army or navy. However, a few warriors-arcane manage to buy their way out of service and go freelance, after receiving their initial training and assignments, while others simply escape their trainers and live as dangerous, vagabond outlaws. A few of these solitary warriors-arcane even go on to train apprentices later in life, slowly spreading the mixed practice of strength-at-arms and arcane spellcasting.
Races: Humans, orcs, half-orcs, and hobgoblins are the most likely to become warriors-arcane, wanting to do something useful with the occasional fledgling sorcerer in their communities, rather than let them grow more powerful without anyone's guidance and control to keep them in check. Dwarves, if they have any sorcerers, are likely to choose becoming warriors-arcane rather than pursue sorcery alone. A few gnomish adventurers or guardians might become warriors-arcane, but it is somewhat rare. Elves and half-elves are less likely to become warriors-arcane than they are to multiclass between fighter and bard, sorcerer, or wizard, but warriors-arcane are not too uncommon amongst them. Halflings almost never pursue the path of the warrior-arcane. Warriors-arcane are similarly rare amongst other humanoid races.
Other Classes: Warriors-arcane tend to get along well with folk of many other dangerous or tricky professions, such as fighters, bards, rogues, and rangers. Even barbarians and monks can respect the destructive power and physical fortitude of warriors-arcane. However, their lack of broad education or seminary learning causes some enmity between warriors-arcane and wizards, clerics, or paladins. Druids either find them an oddity, or more often than not, a destructive and loathsome product of civilization's warmongering.
Alignment: Any.
Hit Dice: d8.
Class Skills: The warrior-arcane's class skills, and the key ability for each, are Balance (Dex), Climb (Str), Craft (alchemy) (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (war) (Int), Knowledge (war) (Int), Listen (Wis), Profession (siege engineer) (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Survival (Wis).
Skill Points At 1st Character Level: 4 x (2 + Intelligence modifier).
Skill Points At Each Additional Level: 2 + Intelligence modifier.
Weapon And Armor Proficiencies: Warriors-arcane are proficient in all simple weapons, light armors, and shields, except tower shields. In addition, each warrior-arcane is proficient in all martial weapons, or one exotic weapon, his or her choice which.
Spells: A warrior-arcane learns and casts spontaneous arcane spells, exactly as a sorcerer does. See the sorcerer class description for details. Charisma is the key ability score for warrior-arcane spellcasting, just as it is for a sorcerer. However, warriors-arcane have a different spell list from which they learn their spells, and warriors-arcane gain fewer spells known and per day than a sorcerer. See the Warrior-Arcane Spellcasting table below, and the Warrior-Arcane Spell List, for details.
Arcane Soldier: The warrior-arcane learns to overcome some of the difficulty in casting spells while armored. The warrior-arcane effectively reduces his or her total Arcane Spell Failure chance by a certain amount, but only Arcane Spell Failure from armor and shields equipped, for spells with somatic components. This amount is 10% at 1st-level, and increases to a 25% reduction at 5th-level, then finally improves to a 40% reduction at 9th-level onward. These reductions only apply for warrior-arcane spells.
Honed Body: Warriors-arcane train their bodies in exercise and sparring, so as not to be defeated in battle simply through inferior reflexes and stamina, as lesser mages would be. At 3rd-level onward, the warrior-arcane gets a +1 bonus on all Fortitude saving throws, Reflex saving throws, and grapple checks. These bonuses improve to +2 at 13th-level, and then to +3 after reaching 19th-level.
Bonus Feats: After attaining 7th-level in this class, the warrior-arcane receives a bonus feat of his or her choice, from the following list --- Alertness, Armor Proficiency (Heavy), Armor Proficiency (Medium), Combat Casting, Diehard, Endurance, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Spell Focus, Spell Penetration, Weapon Finesse, and Weapon Focus. The warrior-arcane may instead choose a metamagic feat. However, the warrior-arcane must meet any prerequisites for the bonus feat chosen. Another bonus feat is chosen at 17th-level.
Quicken: Warriors-arcane eventually master a technique for using their spells more rapidly than normal. This is dependant on their great familiarity with the small number of spells they have learned, and the warrior-arcane strains his or her magic-channeling ability by using the technique. Thus, only up to twice per day may a warrior-arcane of 20th-level utilize the Quicken technique. Quicken cannot be used more than once per round, and it allows the warrior-arcane to cast a spell from this class as though with the Quicken Spell metamagic feat, despite the normal restrictions against such. Thus, it does not increase the casting time like other, normal applications of metamagic to warrior-arcane spells. Also, however, the Quicken technique does not increase the level of spell slot needed to cast the spell, unlike the Quicken Spell feat, but the Quicken technique cannot be used for a spell higher than 5th-level. This counts towards the limit of casting no more than one Quickened spell per round. The Quicken technique cannot be used for any spell that is altered through other metamagic, and vice versa.
Starting Gold: A warrior-arcane starts at his or her 1st character level with 4d4 x 10 gold pieces.
Code:
[U]The Warrior-Arcane[/U]
[B]Class Base Base Base Base
Level Attack Bonus Fort. Ref. Will Special[/B]
1 +0 +0 +0 +2 Arcane Soldier 10%
2 +1 +0 +0 +3
3 +2 +1 +1 +3 Honed Body +1
4 +3 +1 +1 +4
5 +3 +1 +1 +4 Arcane Soldier 25%
6 +4 +2 +2 +5
7 +5 +2 +2 +5 Bonus Feat
8 +6/+1 +2 +2 +6
9 +6/+1 +3 +3 +6 Arcane Soldier 40%
10 +7/+2 +3 +3 +7
11 +8/+3 +3 +3 +7
12 +9/+4 +4 +4 +8
13 +9/+4 +4 +4 +8 Honed Body +2
14 +10/+5 +4 +4 +9
15 +11/+6/+1 +5 +5 +9
16 +12/+7/+2 +5 +5 +10
17 +12/+7/+2 +5 +5 +10 Bonus Feat
18 +13/+8/+3 +6 +6 +11
19 +14/+9/+4 +6 +6 +11 Honed Body +3
20 +15/+10/+5 +6 +6 +12 Quicken 2/day
Code:
[U]Warrior-Arcane Spellcasting[/U]
[B]Class Spells Known And Per Day By Spell Level
Level 0 1 2 3 4 5 6 7 8 9[/B]
1 2/2 2/1 - - - - - - - -
2 3/2 3/2 - - - - - - - -
3 4/3 3/2 - - - - - - - -
4 4/3 3/2 2/1 - - - - - - -
5 4/3 4/3 3/2 - - - - - - -
6 4/3 4/3 3/2 2/1 - - - - - -
7 4/3 4/3 4/3 3/2 - - - - - -
8 4/3 4/3 4/3 3/2 2/1 - - - - -
9 4/3 4/3 4/3 4/3 3/2 - - - - -
10 4/3 4/3 4/3 4/3 3/2 2/1 - - - -
11 4/3 4/3 4/3 4/3 4/3 3/2 - - - -
12 4/3 4/3 4/3 4/3 4/3 3/2 2/1 - - -
13 4/3 4/3 4/3 4/3 4/3 3/3 3/2 - - -
14 4/3 4/3 4/3 4/3 4/3 3/3 3/2 2/1 - -
15 4/3 4/3 4/3 4/3 4/3 3/3 3/3 3/2 - -
16 4/3 4/3 4/3 4/3 4/3 3/3 3/3 3/2 2/1 -
17 4/3 4/3 4/3 4/3 4/3 3/3 3/3 3/3 3/2 -
18 4/3 4/3 4/3 4/3 4/3 3/3 3/3 3/3 3/2 2/1
19 4/3 4/3 4/3 4/3 4/3 3/3 3/3 3/3 3/3 3/2
20 4/3 4/3 4/3 4/3 4/3 3/3 3/3 3/3 3/3 3/3
Warrior-Arcane Spell List
0-Level: Acid Splash, Arcane Mark, Detect Magic, Flare, Ray of Frost, Prestidigitation, Read Magic, Resistance.
1st-Level: Burning Hands, Enlarge Person, Mage Armor, Magic Missile, Magic Weapon, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Shield, Shocking Grasp, Summon Monster I.
2nd-Level: Acid Arrow, Bear's Endurance, Bull's Strength, Cat's Grace, Flaming Sphere, Glitterdust, Gust of Wind, Protection from Arrows, Scorching Ray, Shatter, Summon Monster II, Summon Swarm.
3rd-Level: Dispel Magic, Fireball, Flame Arrow, Fly, Greater Magic Weapon, Haste, Keen Edge, Lightning Bolt, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Summon Monster III, Wind Wall.
4th-Level: Dimensional Anchor, Fire Shield, Ice Storm, Mass Enlarge Person, Shout, Stoneskin, Summon Monster IV, Wall of Fire, Wall of Ice.
5th-Level: Cloudkill, Cone of Cold, Dismissal, Interposing Hand, Summon Monster V, Telekinesis, Wall of Force, Wall of Stone.
6th-Level: Acid Fog, Antimagic Field, Chain Lightning, Disintegrate, Forceful Hand, Freezing Sphere, Greater Dispel Magic, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Repulsion, Summon Monster VI, Transformation, Wall of Iron.
7th-Level: Banishment, Delayed Blast Fireball, Forcecage, Grasping Hand, Mage's Sword, Prismatic Spray, Summon Monster VII.
8th-Level: Clenched Fist, Dimensional Lock, Greater Shout, Incendiary Cloud, Iron Body, Polar Ray, Prismatic Wall, Protection from Spells, Summon Monster VIII, Sunburst.
9th-Level: Crushing Hand, Mage's Disjunction, Meteor Swarm, Prismatic Sphere, Summon Monster IX.