Pimp my 6th level Warmage

buzz said:
Hard to do, as I have yet to make one. :)

Thanks for the replies, folks.

I was obliquely pointing out that it's often considered more courteous to show that you've put in some work on a matter, if you're asking others to put in work. :p
 

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You are the only arcane caster and making a warmage? Whoah, your party is going to miss haste, fly, immunity to energy, mind blank, etc.......
 

moritheil said:
I was obliquely pointing out that it's often considered more courteous to show that you've put in some work on a matter, if you're asking others to put in work. :p
Let me be clear that I'm not asking anyone to stat up anything. I'm asking, "What mechanical bits do you recommend for a kick-ass warmage?" I'm calling upon readers' expertise, not their elbow grease.
 

starwed said:
You know, given the current group makeup a beguiler might be more fun to play.

Question said:
You are the only arcane caster and making a warmage?
A beguiler would be cool, but the way this campaign has played out in the past (this isn't my first PC in the game), damage-dealing will probably take priority over versatility. That, and I already play a utility sorcerer in another campaign; a warmage just sounds like fun.

My original idea was to mess with Incarnum, but I don't have time to read the book by this weekend. :)
 

A warmage is mostly artillery, like an archer who uses spells instead of arrows.

Try this:

Kobold warmage 6

Small-size Male Kobold
Warmage 6
Hit Dice: (6d6)+12
Hit Points: 38
Initiative: +3
Speed: Walk 30'
AC: 19
Face/Reach: 5 ft./5 ft.
Special Qualities: Light Sensitivity
Saves: Fortitude: +4, Reflex: +5, Will: +3
Abilities: Str 4 (-3), Dex 16 (+3), Con 14 (+2), Int 16 (+3), Wis 8 (-1), Cha 19 (+4)
Skills: Concentration +11; Knowledge (Arcana) +6; Sleight of Hand +5; Spellcraft +12; Tumble +4; Use Magic Device +8; Appraise +3; Balance +3; Craft (trapmaking) +5, Profession (miner) +1, Bluff +4; Diplomacy +4; Hide +7; Search +5
Feats: Empower Spell, Point Blank Shot, Precise Shot, Simple Weapon Proficiency
Alignment: True Neutral
Possessions: Amulet of Health +2; Headband of Intellect +2; Cloak of Charisma +2; Mithral chain shirt

Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

With Point Blank Shot, Precise Shot, small size and decent dex, this guy will be really good at ray and orb spells. He'll also be decent at Use Magic Device, especially with scrolls, for some more flexible spellcasting options.

I may have given him too much equipment. Check the DMG table for wealth.

One trick I like to use with my gnome warmage: drop prone and fire your spells from a distance. Being prone gives no penalty on your spellcasting, but it gives a -4 on ranged attack rolls against you. If anybody looks like they'll get close, use a move action to stand up.
 
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buzz said:
Let me be clear that I'm not asking anyone to stat up anything. I'm asking, "What mechanical bits do you recommend for a kick-ass warmage?" I'm calling upon readers' expertise, not their elbow grease.

Ah, gotcha. I've seen too many threads that are essentially, "I have no idea how anything works but I want a kickass character to one-up my friend, so please do all the work for me." ;)

Star Elf is not a bad race for warmage.
 




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