The Warmage
Similar in many respects to an Eldritch Knight, this dangerous prestige class combines combat and magic in an unparalled way. They wear almost no armor because they are extremely inproficient, but they make up for it with natural bonuses. They also gain unprecedented abilities with a weapon of their choice. They gain proficiency with all simple weapons. See below for armor.
Hit die: d8.
Prerequisites:
- Feats: Power Attack, Cleave, Weapon Focus (melee weapon), at least 1 metamagic feat
- Must be able to cast 2nd level arcane spells (this prereq may not come from bardic levels)
- Must have a diety
The Warmage:
| Level | Base attack bonus | Fort | Ref | Will |
| 1st | 1 | 0 | 0 | 0 |
| 2nd | 2 | 1 | 1 | 1 |
| 3rd | 3 | 2 | 1 | 1 |
| 4th | 4 | 3 | 1 | 1 |
| 5th | 5 | 3 | 2 | 2 |
| 6th | 6 | 4 | 2 | 2 |
| 7th | 7 | 4 | 3 | 2 |
| 8th | 8 | 5 | 3 | 2 |
| 9th | 9 | 6 | 4 | 2 |
| 10th | 10 | 6 | 4 | 3 |
Spells:
Every level, a Warmage gains spells as if he had gained a level in one of his Arcane spellcasting classes. However, the key ability is now changed to Str.
Armor Inproficiency:
When one chooses the path of the Warmage, one learns that while a Warmage is amazing at both combat and magic, they cannot use armor. The Warmage loses all armor proficiency, and armor check penalties and arcane spell failure chances double (to a max of 95% for spell failure). They retain shield profiencies, however.
AC Bonus I:
Despite their lack of armor training, a Warmage gains natural bonuses to their AC. A Warmage gains +2 armor and their wisdom bonus.
Bonus Feat:
At 2nd, 4th, 6th, and 8th levels a Warmage gains a bonus feat. This must be drawn from the fighter bonus feat list or it must be a metamagic or item creation feat.
Weapon Focus I:
At 3rd level, a Warmage begins to use his chosen weapon much better than normal. He gains a +2 to attack and damage rolls with it.
Exotic Weapon Profiency:
As part of a Warmage's training, he gains profiency with 2 exotic weapons of his choice at 5th level.
Weapon Focus II:
At 6th level, the Warmage gains a +4 on attack and damage rolls with his favored weapon, and his weapon is treated as magic for the purpose of overcoming damage reduction.
AC Bonus II:
As a Warmage learns more about his enemies, he gains the ability at 7th level to gain an extra +2 bonus to his AC and he adds his Int bonus.
Weapon Focus III:
At 9th level, the Warmage gains the option of either getting another +4 on attack and damage rolls with his favored weapon, or it may be treated as dancing in his hands.
Favored With Diety:
At 10th level, a Warmage is favored by his diety. He gains a +10 to his AC against his diety's enemy's favored weapon, and against minions of his diety's enemy. These do not stack. In addition, if he carries his diety's favored weapon, it is treated as Lawful, Chaotic, Good, or Evil, according to the DM's ruling based on the diety. A Warmage may not use this ability if his alignment is opposite his diety's. (i.e. a Chaotic warmage may not treat his weapon as Lawful)


3 Comments:
Just a note, this needs a serious rework. Only comment on major things.
By
Igor, at 7:46 PM
I'll need to do class skills later. And I'm not familiar with most of those classes you mentioned.
By
Igor, at 7:48 PM
I didn't realize how bad this was until I actually posted it. It's not gonna be used until a MAJOR rework anyway.
By
Igor, at 12:29 PM
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