WarMage Class version2

runic

First Post
Edited version 2.01
HiYa,

I decided to fool with original War-Mage and got the class construction kit to try and see if it is balanced. Let me know what you think. It includes one new feat and a spell also. It is for my own world but I need to see if it is balanced. Thanks for all the comments.

Warmage Class



Abilities: Intelligence is very important for War-Mages to determine how powerful a spell they can
cast. While high Dexerity is helpful for the War-Mage that wears little or light armor. The strength
ability is also good or desired to cause damage and melee attacks.

Hit Dice:d6
BAB:as Cleric
Saves:as Wizard
Alignment:Any


Skill Points:at 1st level 2+int modifer x 4. Each Addintional 2+Int modifer.

Class Skills:
Alchemy(Int),Conceration(Con),Craft(Int),Knowledge(Arcana,Tatics),Ride(Dex),SpellCraft(Int)

Weapon and Armor Proficiency:
All simple weapons, and Three martial weapons of choice.
They are also proficient with light but not heavy or medium armor or sheilds. With the penalities
involved you will see many War-mages upon the field in stripped to the waist as fight in there blazing
power.

Spells:

War-Mages cast arcane spells. They are limited to certain number of spells of each level per day according
to their class level. They must prepare spells ahead of time by getting a good night's sleep and spending
one hour studying their spell book. To cast spells the War-Mage must have a intelligence score of at least
10+ the spells level. The DC is 10+ the spells level plus the War-Mages Int.





Spells Per Day Special

level 0 1 2 3 4 5 6 7 8 9

1 2 1 Combat Casting,
2 3 1
3 3 2 Weapon Focus(Choice)
4 4 3
5 4 3 1
6 4 3 2
7 4 3 3
8 4 3 2 1
9 4 3 3 1 Spell Mastery
10 4 3 3 2
11 4 4 3 3 1
12 4 4 3 3 2
13 4 4 3 3 3
14 4 4 4 3 3 1
15 4 4 4 3 3 2
16 4 4 4 3 3 3
17 4 4 4 3 3 3 1 Weapon Casting(New Feat)*
18 4 4 4 3 3 3 2
19 4 4 4 3 3 3 2 1
20 4 4 4 3 3 3 2 2 1




*Weapon Casting(Metamagic)

Prerequisites:Conceration(Con) Combat Casting Weapon Focus and A Bonded weapon.*

Benefit: You no longer have to worry about somatic components. As long as you have your bonded
weapon you can cast spells through your Bonded weapon without using up a higher spell slot.

Bonded Weapon(New Spell)

Transmutation
Level:Sor/Wiz 7
Components:V,S,M,F
Casting Time:1 Hour
Range:Touch
Duration:Permanent
Saving Throw:None
Spell Resistance:None

This spell allows a permeament bonding with your weapon of choice.
You need to place said weapon in the center of a circle drawn in
the casters own blood using the weapon as the pen.Then sitting inside
the circle for the allotted time you pour more blood into the weapon.
Finally you sacrfice 1 point of Con to bond it to you.

Benefits: You may cast any spell memorized spell with the weapon casting feat.
If ever lost or taken you will know where it is within a one mile radius
since it is now part of you.It adds +1 to the weapon attack rolls only in
your hands.

If ever destroyed you are -4 all actions for one week as part of you dies.

Material Components:One pint the casters own blood and a few shavings from the
weapon it self to make the circle and bond the weapon.

Focus: The weapon itself.
 
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I think it's to strong. You only weakened the spoells a little bit and incresed HD and BAB. Also, I'd move weapon Focus to third level. It's not good to pile abilities at first level. It seems like the class skills don't quite fit. Why jump with no other physical skills? Your list of bonus feats also doesn't seem to make any sense. Combat reflexes especially doesn't seem to fit.

I think making a Wizard Fighter would be the way to go. Or you can always take a prestige class from T&B that does a better job of this.
 

Thank You for the comments I have edited it quite a bit and slowed the spell progression down and dumped alot feats. I also got rid of all physical skills except rideand restricted the weapon selection some more. Weapon focus went to thrid level and the weapon casting went ot 17 level. I also removed the bonus feats and just allowed spell mastery.


Is this any better?
 

I like this a lot better. I think you could increase the HD or improve the fort save and still not get to powerful. This would reflect the combat orientation of the class. Also, instead of specific weapon proficiencies I think you should grant them any 3 martial weapons of choice. This way characters can choose any martyial weapon and not all war mages will look alike. you can have the dexterious one with the rapier or the tough one with bastard sword.
 

Thanks very much. I never and thought about just using three weapons of choice, I like that Idea very much. So I am editing it to reflect that, whatr a cool idea.
 

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