What is a good prestige class for a warmage?

Jdvn1 said:
Try Cleric. :P This is flawed. Warmages are already horrible fighters. They get a Wizard's BAB progression.

I was mainly comparing it to the fighting abilities of the wizard or the sorcerer. The warmage is for 1, a 1d6 (I think) hit dice, and 2, I start out with a spear that does 1d8+1, not a shortspear that does 1d6, and 3, I can also wear light armor and have no arcane spell failure. So compared to the sorcerer, I am a good average fighter.
 

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henk-thokk said:
Personally, I would enjoy if you did post that information. I dont mind the ramblin' on and on and on and on;) , it just gives me more information. I was mainly interested in the Battlemage and the Artillerist. Being a warmage, I only cast damaging spells like acid orb or magic missle, I can't cast anything like bull's strength or mage armor or cat's grace and so on. Thanks for all the info though.:)


Give me two days (I work on the weekends). I have to pare down the fluff. I don't mind fluff, but the battle mages mechanics are rather extensive. I'll see if I can't attach a list of the spells from The Book of War. Lot's of spells are from the PHB, but several are new to the class. These spells have effects not included in the PHB (like streaming: first round, the effect is a line. the next round, you can move the effect 20 feet to either side of the line. Yhose who are in the path have to save/take damage :) ).
 

henk-thokk said:
I was mainly comparing it to the fighting abilities of the wizard or the sorcerer. The warmage is for 1, a 1d6 (I think) hit dice, and 2, I start out with a spear that does 1d8+1, not a shortspear that does 1d6, and 3, I can also wear light armor and have no arcane spell failure. So compared to the sorcerer, I am a good average fighter.


And if your DM feels like giving you a break, you can build the Mortis Harness into said armor. Per the book your supposed to build your own (No Jedi jokes folks :) ).
 
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Argghhh!!!!

I'll have to give you the PrC's in pieces. Apparently,I type too slow...

The following is for the Artillerist...


First, you need to know this:
Feat: Power Surge
Prereq's: Toughness
Benefit: By sacrificing 2 points of Con (Temp damage), you can increase the save DC of a spell by 2. This stacks with Spell penetration similar feats.


PrC requirements:
Feats: Enlarge Spell, Maximize Spell, Spell Focus (Evocation) or Spell Penetration
Skills: Concentration 9 ranks, Spellcraft 9 ranks
Spells: Must be able to cast 3rd level spells spontaneously. Must be able to cast burning hands, magic missle, acid arrow, flaming sphere, fireball, and lighting bolt.

Level: Special; Spells per day
1: Power Surge; +1 Level
2: Personal Immunity; +1 Level
3: +1 Effective Caster Level
4: Metamagic Boost I; +1 Level
5: +1 Level
6: Selective Immunity; +1 Level
7: +1 Level
8: Metamagic Boost II; +1 Level
9: +1 Effective Caster Level
10: Reignite; +1 Level

PrC Class features:

HD: d4

Class Skills: Concentration, Craft, Intimidate, KNowledge (Arcana), and Spellcraft

Skill points per level: 2 + Int bonus

BaB: Poor
Fort/ref save: Poor
Will save: Good

Spells per day:
This is a bit tricky. If the new level lists '+1 Level', you gain all the usual benefits (+1 effective level for casting, spells known, and spells per day). If the new level lists '+1 Effective Caster Level', your casting level increases, but your spells per day/spells known do not.

Storyteller's notee: So... if you took 20 levels (Warmage 10/Artillerist 10) you'd cast as a 20th level caster, but have the spells known/spells per day of an 18th level Warmage.

Power Surge: you gain the feat 'Power Surge', regardless of whether you meet the prerequistes.

Personal Immunity (Su): You are immune to direct damage caused by your own Evocation spells, as well as your own Burning Hands, Shocking Grasp, Acid Arrow, FLame Arrow, Black Tentacles, Acid Fog, Incendiary Cloud, and similar spells or effects.

Metamagic Boost (I and II) (Ex): You may choose one of the following:

Rapid Metamagic: Your spellcasting time does not increase when using metamagic feats.

Reduced Cost: Each time you choose this ability, the level increase for each metamagic feat you use is decreased by one, with a minimum of one.

Example: If you choose this ability once, a Maximized Empowered Fireball will cost a 6th level spell slot, rather than an 8th level spell slot.

You may choose this option twice.

Storyteller's note: I don't know if war mages cast spells in the same manner as sorcerers, so I don't know if metamagic feats increase casting time. As I under stand it, spellcasters that have their casting time increased by metamagic cannot use the Quicken Spell feat. You'll have to decide what type of strategy your warmage will use (lots of spells in one shot, or very powerful spells do to reduced metamagic level penalties).

Selective Immunity (Su): You may chose to pass your Personal Immunity on to others. 1 + your Cha bonus in individuals may be given this immunity. You must spend one 1st level spell slot for each individual to do so. This abiltiy lasts for lasts for one hour per class level.

Note: This ability cannot be dispelled, but it can be dismissed by the Artillerist as a free action.

Storyteller's Note: The ability description says that you do this at the beginning of the day. I've house ruled this to 'Using this ability is a full round action'. Your Dm may want to as well. :)

Reignite (Ex): A spell cast in the previous round may be 'reignited' as a move action, allowing the same spell to do further damage. You may reignite a spell 1 + (Cha Bonus) times per day.

To reignte a spell, it must follow thew restrictions below:

-The spell must cause direct damage, either in a flat amount or based on level (like multiple dice per level).
-The spell must have a Spread effect, or the Burst, Cone, Cylinder, or SPread area descriptors.
-You cannot have travelled outside the spells standard casting range (it must reignite in the same location as it did in the previos round. If that location is out of range, you cannot reognite the spell).

There are some considerations when reigniting a spell:
-It will only do half damage (roll as normal, cut the damage in half rounding down).
-A reignited spell will act in the same manner as it did in the previous round, attempting to fill the same dimensions. For spells that follow a direct path (such as Fireball or Lightning Bolt), anything that has moved into the spells original path during the round can block the spell, or cause it to detonate prematurely.
-Those caught in the area of a reignited spell apply saves and SR as usual.
- A reignited spell does not require verbal, somatic, or material components.

To reignite a spell, you must use a spell slot of equal of higher level. If the spell to be reignited had used metamagic feats you have a choice:

You can choose to leave the feats in place, paying the original level slot cost
-OR-
You can choose to remove the feats, reducing the overall level cost.

If multiple feats were used. you may choose which feats to maintain and which feats will not reignite. You cannot add additional feats to a reignited spell.

When reigniting a spell, your using your willpower and force of personality to bend the laws of magic. As such, each attempt to reignite a spell forces you to roll a Will save (DC 15 + the level of the spell). Failure means the spell sputters out, and you take 2 points of temporary Wis and Cha damage.
 
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Storyteller01 said:
. I'll see if I can't attach a list of the spells from The Book of War. Lot's of spells are from the PHB, but several are new to the class. These spells have effects not included in the PHB (like streaming: first round, the effect is a line. the next round, you can move the effect 20 feet to either side of the line. Yhose who are in the path have to save/take damage :) ).

Thanks again, I also will enjoy that a lot. Having only a few books, (Complete Arcane, PHB, DM's Guide, and Libritis Mortis-book of the undead) I don't have a very wide supply of info for the Warmage.
 

ron-burgundy said:
Maybe, but you're still at the bottom of the food chain as far as melee goes.

Yeahhhh, that's true, but thanks for all the morale support and the enthusiasm. I just like how I can do 15 damage with a level one spell I guess and still have 16 hit points at first level. Oh, and also having a 16 AC instead of like, 13.
 

Storyteller01 said:
And if your DM feels like giving you a break, you can build the Mortis Harness into said armor. Per the book your supposed to build your own (No Jedi jokes folks :) ).

Okay, being a semi-beginner, I don't know what all that meant. I'm sorry, I just don't know if your talking in abbreviations, about books, or if you just have bad typing skills:p . Sorry, that was kind of rude.


P.S. Sorry about all the continuous posts.
 

henk-thokk said:
I was mainly comparing it to the fighting abilities of the wizard or the sorcerer. The warmage is for 1, a 1d6 (I think) hit dice, and 2, I start out with a spear that does 1d8+1, not a shortspear that does 1d6, and 3, I can also wear light armor and have no arcane spell failure. So compared to the sorcerer, I am a good average fighter.
That doesn't mean you should get into melee, though. You're still not a fighter, nor are you a fighter-type. First of all, you'll never hit, and second of all you're so much better at casting.

Any casting PrC (that has +1 caster level/PrC level) you take will not make you a worse fighter. If it has d4's instead of d6's for HD, that's 1 hp/level on average you're sacrificing. Not a huge deal. You should look into an item that boosts your Con anyway.

Regardless of what caster PrC you take, you won't be getting a worse BAB progression and you won't be sacrificing any proficiencies nor your armor-wearing bonuses.
 

If you're already proficient in Martial Weapons (Not sure on the warmage), you can enter the Elderich Knights. You loose one caster level, but get a fighter feat, and after that, you get good BAB, D6, and spellcasting.
 

How about this?

Play Warmage until 10th level. Take Dodge and Iron Will feats. And take 2 ranks of tumble (as a cross-class skill). Then take a level of Dragonslayer (in Draconomicon). Now you are proficient in all the simple/martial weapons and all the armors & shields. Then start to take Eldritch Knight. At 20th-level, you still cast spells as a 19th-level Warmage, and has BAB of +15.

Or, you can play something more like fighter mage types. Say, start from Warmage 4/Paladin (or Fighter) 2 and then take several levels of either Spellsword (in Complete Warrior) or Havoc Mage (in Miniatures Handbook). Then after that, you take the way of Eldritch Knight.
 

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