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*Pathfinder & Starfinder
Warmage...too weak? (Survivability)
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<blockquote data-quote="dvvega" data-source="post: 3846989" data-attributes="member: 524"><p>I played a warmage and he got done over by a crack team of trip experts (since I was decimating a lot of the opposition). He was the 5th character in the party ... and we had a specialist conjurer as the main arcane caster.</p><p></p><p>IMHO he was extremely powerful. I had a lot of spells per day that were focused on destruction. I could lay down a barrage of effects before we got within melee range and by then the front line fighters were the mop-up crew. The biggest advantage I found however was the feat selection.</p><p></p><p>I had been wanted to try Born of 3 Thunders since reading it ... sounded cool ... cool is an understatement. The number of stuns that worked on opponents was high (lucky maybe) and it allowed front line melee to just hack the creatures to bits. "Level Boss" style creatures would get stunned by me and then Charged by the charge-build Barbarian. What was left couldn't stand up to anything the rest of the party dished out.</p><p></p><p>Versatility in combat choice was great. If we didn't have a knock spell I had that many left over spells that I could waste one of blowing a door off its hinges.</p><p></p><p>I played a straight warmage, no PrCs, Human, 3 Thunders requirements taken - I did have a high number of HP as well due to a high CON and great rolling but it didn't matter (I rarely got anywhere near melee until the monk squad of doom got me).</p><p></p><p>D</p></blockquote><p></p>
[QUOTE="dvvega, post: 3846989, member: 524"] I played a warmage and he got done over by a crack team of trip experts (since I was decimating a lot of the opposition). He was the 5th character in the party ... and we had a specialist conjurer as the main arcane caster. IMHO he was extremely powerful. I had a lot of spells per day that were focused on destruction. I could lay down a barrage of effects before we got within melee range and by then the front line fighters were the mop-up crew. The biggest advantage I found however was the feat selection. I had been wanted to try Born of 3 Thunders since reading it ... sounded cool ... cool is an understatement. The number of stuns that worked on opponents was high (lucky maybe) and it allowed front line melee to just hack the creatures to bits. "Level Boss" style creatures would get stunned by me and then Charged by the charge-build Barbarian. What was left couldn't stand up to anything the rest of the party dished out. Versatility in combat choice was great. If we didn't have a knock spell I had that many left over spells that I could waste one of blowing a door off its hinges. I played a straight warmage, no PrCs, Human, 3 Thunders requirements taken - I did have a high number of HP as well due to a high CON and great rolling but it didn't matter (I rarely got anywhere near melee until the monk squad of doom got me). D [/QUOTE]
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Warmage...too weak? (Survivability)
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