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War Mages were a puzzle. The way in which they cast magic is completely
at odds with my established rationale for magic. They were basically
described as wizards who did not have to prepare spells in advance
because of their tiny spell-list. I consider the fact that wizards
have to prepare magic in advance (and are indeed the only class
that has to do so) as fundamental to the way magic works, therefore
a different tact was required for the war mage. A tact that did
not turn him into a clone of a sorcerer. The changes below make
use of the rules for Recharge Magic (UA p153).
Game Rule Information
The following changes have been made to the powers and abilities
of the War Mage. Any published rules for the war mage that do not
directly contradict the contents of this page still apply.
Class Features
Weapon and Armour Proficiency: I use the rules for Weapon
Group Feats (UE p94). At 1st level the War Mage gains
the Basic Weapons feat and any other two weapon group feats of his
choice. This replaces the weapon proficiencies listed for the class.
The war mage is also proficient in light and medium armour and with
shields (although not tower shields).
Skills: Remove Spellcraft, add Use Magic Device.
Spellcasting: The war mage is not a spellcaster, in fact
he doesn't have a great understanding of magic. War mages make use
of the rules for recharge magic, a particular branch of Arcane Magic.
See the section on arcane magic
for more information on how this particular form of magic functions.
The War Mage gains access to cantrips and first level spells at
level 1, second level spells at level 4 and to each successive level
of spells at every even-numbered level thereafter to a maximum of
ninth level spells at level 18. The war mage 'casts' spells at a
cast level equal to his class level.
Armoured Mage (Ex): Because the effects conjured forth with
recharge magic are spell-like abilities and not, the war mage can
wear any sort of armour and carry any sort of shield he likes with
no chance of spell failure.
War Mage Edge (Ex): The warmage's spells do more damage
than those cast by normal mages. The war mage may add his Intelligence
bonus to the damage inflicted by his spells.
Bonus Feats: At third level and every odd numbered level
thereafter, the war mage receives a bonus feat. The feat must be
taken from the following list and the war mage must qualify for
the prerequisites of each feat. Heavy Armour Proficiency, Combat
Expertise (Impoved Disarm, Improved Feint, Improved Trip, Whirlwind
Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Empower
Spell-like Ability (6th; -2 levels), Enlarge Spell-like Ability
(4th; -1 level), Extend Spell-like Ability (4th; -1 level), Heighten
Spell-like Ability (2nd or more; +0 levels), Improved Critical,
Improved Initiative, Maximise Spell-like Ability (8th; -3 levels),
Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved
Overrun, Improved Sunder), Quicken Spell-like Ability (10th; -4
levels), Weapon Focus, Widen Spell-like Ability (8th; -3 levels).
The "metaspell-like ability" feats in the list above
each have the prerequisite of a war mage's class level. This is
shown in parenthesis after each feat for convenience. These feats
must be applied to a specific spell after which they cannot be changed
(although the feat can be selected a second time and applied to
another spell). Also in parenthesis is the maximum level of spell
this feat can be applied to in relation to the highest level spell
the war mage can cast. For example, a 12th level warmage can cast
sixth level spells. If he selects the Quicken Spell-Like ability
feat he can only apply it to spells of second level or less. Players
can alter other metamagic feats into "metaspell-like abilities"
for the purpsoes of this class.
Spell List: The warmage can take his spells from the war
mage spell list on p16 of the Miniature's Handbook and any
spell of the Invocation school from any published source. However,
he cannot have more spell-levels tattooed onto his body than his
Maximum Spell Levels figure (see section on Spell
Points).
|
Class
Level
|
Base
Attack
Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
|
1
|
+0
|
+0
|
+0
|
+2
|
Warmage edge
|
|
2
|
+1
|
+0
|
+0
|
+3
|
---
|
|
3
|
+1
|
+1
|
+1
|
+3
|
Bonus Feat
|
|
4
|
+2
|
+1
|
+1
|
+4
|
---
|
|
5
|
+2
|
+1
|
+1
|
+4
|
Bonus Feat
|
|
6
|
+3
|
+2
|
+2
|
+5
|
---
|
|
7
|
+3
|
+2
|
+2
|
+5
|
Bonus Feat
|
|
8
|
+4
|
+2
|
+2
|
+6
|
---
|
|
9
|
+4
|
+3
|
+3
|
+6
|
Bonus Feat
|
|
10
|
+5
|
+3
|
+3
|
+7
|
---
|
|
11
|
+5
|
+3
|
+3
|
+7
|
Bonus Feat
|
|
12
|
+6/+1
|
+4
|
+4
|
+8
|
---
|
|
13
|
+6/+1
|
+4
|
+4
|
+8
|
Bonus Feat
|
|
14
|
+7/+2
|
+4
|
+4
|
+9
|
---
|
|
15
|
+7/+2
|
+5
|
+5
|
+9
|
Bonus Feat
|
|
16
|
+8/+3
|
+5
|
+5
|
+10
|
---
|
|
17
|
+8/+3
|
+5
|
+5
|
+10
|
Bonus Feat
|
|
18
|
+9/+4
|
+6
|
+6
|
+11
|
---
|
|
19
|
+9/+4
|
+6
|
+6
|
+11
|
Bonus Feat
|
|
20
|
+10/+5
|
+6
|
+6
|
+12
|
---
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See Also:
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