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WarMage Class version2
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<blockquote data-quote="runic" data-source="post: 82209" data-attributes="member: 2460"><p>Edited version 2.01</p><p>HiYa,</p><p></p><p>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.</p><p></p><p>Warmage Class</p><p></p><p> </p><p></p><p>Abilities: Intelligence is very important for War-Mages to determine how powerful a spell they can</p><p>cast. While high Dexerity is helpful for the War-Mage that wears little or light armor. The strength</p><p>ability is also good or desired to cause damage and melee attacks.</p><p></p><p>Hit Dice:d6</p><p>BAB:as Cleric</p><p>Saves:as Wizard</p><p>Alignment:Any</p><p></p><p></p><p>Skill Points:at 1st level 2+int modifer x 4. Each Addintional 2+Int modifer.</p><p></p><p>Class Skills:</p><p>Alchemy(Int),Conceration(Con),Craft(Int),Knowledge(Arcana,Tatics),Ride(Dex),SpellCraft(Int)</p><p></p><p>Weapon and Armor Proficiency:</p><p>All simple weapons, and Three martial weapons of choice.</p><p>They are also proficient with light but not heavy or medium armor or sheilds. With the penalities</p><p>involved you will see many War-mages upon the field in stripped to the waist as fight in there blazing </p><p>power.</p><p></p><p>Spells:</p><p></p><p>War-Mages cast arcane spells. They are limited to certain number of spells of each level per day according</p><p>to their class level. They must prepare spells ahead of time by getting a good night's sleep and spending</p><p>one hour studying their spell book. To cast spells the War-Mage must have a intelligence score of at least</p><p>10+ the spells level. The DC is 10+ the spells level plus the War-Mages Int.</p><p></p><p></p><p></p><p></p><p></p><p>Spells Per Day Special</p><p></p><p>level 0 1 2 3 4 5 6 7 8 9 </p><p></p><p> 1 2 1 Combat Casting,</p><p> 2 3 1 </p><p> 3 3 2 Weapon Focus(Choice) </p><p> 4 4 3</p><p> 5 4 3 1 </p><p> 6 4 3 2 </p><p> 7 4 3 3</p><p> 8 4 3 2 1 </p><p> 9 4 3 3 1 Spell Mastery</p><p> 10 4 3 3 2 </p><p> 11 4 4 3 3 1 </p><p> 12 4 4 3 3 2 </p><p> 13 4 4 3 3 3</p><p> 14 4 4 4 3 3 1 </p><p> 15 4 4 4 3 3 2 </p><p> 16 4 4 4 3 3 3</p><p> 17 4 4 4 3 3 3 1 Weapon Casting(New Feat)*</p><p> 18 4 4 4 3 3 3 2</p><p> 19 4 4 4 3 3 3 2 1</p><p> 20 4 4 4 3 3 3 2 2 1 </p><p></p><p></p><p></p><p></p><p>*Weapon Casting(Metamagic)</p><p></p><p>Prerequisites:Conceration(Con) Combat Casting Weapon Focus and A Bonded weapon.*</p><p></p><p>Benefit: You no longer have to worry about somatic components. As long as you have your bonded </p><p>weapon you can cast spells through your Bonded weapon without using up a higher spell slot.</p><p></p><p>Bonded Weapon(New Spell)</p><p></p><p>Transmutation</p><p>Level:Sor/Wiz 7</p><p>Components:V,S,M,F</p><p>Casting Time:1 Hour</p><p>Range:Touch</p><p>Duration<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />ermanent</p><p>Saving Throw:None</p><p>Spell Resistance:None</p><p></p><p>This spell allows a permeament bonding with your weapon of choice.</p><p>You need to place said weapon in the center of a circle drawn in </p><p>the casters own blood using the weapon as the pen.Then sitting inside</p><p>the circle for the allotted time you pour more blood into the weapon.</p><p>Finally you sacrfice 1 point of Con to bond it to you.</p><p></p><p>Benefits: You may cast any spell memorized spell with the weapon casting feat.</p><p>If ever lost or taken you will know where it is within a one mile radius </p><p>since it is now part of you.It adds +1 to the weapon attack rolls only in</p><p>your hands.</p><p></p><p>If ever destroyed you are -4 all actions for one week as part of you dies.</p><p></p><p>Material Components:One pint the casters own blood and a few shavings from the</p><p>weapon it self to make the circle and bond the weapon.</p><p></p><p>Focus: The weapon itself.</p></blockquote><p></p>
[QUOTE="runic, post: 82209, member: 2460"] 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. [/QUOTE]
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