Take 2: The Warmage

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Koumei
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Take 2: The Warmage

Post by Koumei »

It totally needed fixing up. I largely went with the same basic class, but I trimmed some of the abilities off, played around, simplified it but still made it into a class that can do "strategic battlefield duties" like making food and walls, as well as blasting big areas with elements.

It is still broken in Logistics and Dragons due to level 2 "infinite food and water".

The Warmage
"The biggest armies require the most resources, this is why I require a mountain of gold."

Hit Die: d6
Skill Points: 4+Int
Class Skills: Appraise, Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Listen, Knowledge (Any), Ride, Spellcraft, Spot, Survival
Proficiencies: the Warmage is Proficient with Simple and Martial weapons and Light and Medium armour. The Warmage does not suffer Arcane Spell Failure for armour with which he is proficient.
Level:BAB:FortRefWillSpecial:
1+0+0+2+2Spellcasting, Elemental Exchange (Fire, Cold)
2+1+0+3+3Purify Food and Drink
3+1+1+3+3Create Food and Water
4+2+1+4+4Elemental Exchange (Acid, Electricity)
5+2+1+4+4More Targets
6+3+2+5+5Limitless Spell Force
7+3+2+5+5Explosive Spells
8+4+2+6+6Elemental Exchange (Sonic)
9+4+3+6+6Weaken Defences
10+5+3+7+7Even More Targets
11+5+3+7+7Rallying Spells
12+6/+1+4+8+8Elemental Exchange (Force, Negative)
13+6/+1+4+8+8Heroes' Feast
14+7/+2+4+9+9Instant Fortress
15+7/+2+5+9+9Improved Targeting
16+8/+3+5+10+10Energy Exchange (Positive)
17+8/+3+5+10+10Dimensional Fortress
18+9/+4+6+11+11Unbreakable Barricades
19+9/+4+6+11+11Craft Arcane Ordinance
20+10/+5+6+12+12Arcane Exchange (Vile), All The Targets

Class Features of the Warmage:
Spellcasting: the Warmage casts spells from the Warmage spell list. These are Arcane Spells. He automatically knows all Warmage spells he is able to cast, and casts them spontaneously. He has the same Spells Per Day as a Kaelik Sorcerer, and thus gets second level spells at level three and so on, like all casters should. Bonus Spell Slots, Save DCs and such are based on his Intelligence Bonus.

He also has one bonus Spell Slot of every spell level (except Cantrips), that must be one of the War Spells from Dragon #309, labelled on the list below with a +. Other spell slots may be used to cast these spells as well. These War Spells are still treated as Warmage spells, and benefit from Meta-Magic feats, class features and so on. Ignore the expensive material components when casting from the bonus Spell Slots.

Elemental Exchange (Su): as the Warmage gains levels, he gains mastery over the elements. Any time he casts a spell that deals energy damage, he may change the type of energy to another if he wants to.
At first level, he can only change it to Fire or Cold damage.
At level four, he may also change it to Acid or Electricity.
At level eight, he may change it to Sonic damage.
At level twelve, he may change it to Force (as Magic Missile) or Negative Energy. Negative heals Undead.
At level sixteen, he may change it to Positive Energy, which heals most creatures.
At level twenty, he may also make the damage Vile (such as "Vile Fire Damage"), should anyone survive.
When the damage is changed, the descriptor is as well - a Cold Fireball is a [Cold] effect.

Purify Food and Drink (Sp): the second-level Warmage can cast Purify Food and Drink at will.

Create Food and Water (Sp): starting at third level, the Warmage can conjure food and water at will. Up to one gallon of fresh, clean water per level and one pound of hard tack per level is conjured.
This is an Instantaneous Conjuration [Creation] effect, and is effectively a second-level spell.

More Targets (Su): at level five, the Warmage gets better at affecting groups of people:
Any of his spells that specify multiple targets now affect twice as many.
Those that affect a number of hit dice worth of creatures affect twice as many hit dice of creatures. Spells with an area of effect see that area of effect doubled.

Limitless Spell Force (Su): starting at level six, there is no upper limit on how far the spells of the Warmage scale. For instance, Fireball will do 1d6 damage per level even beyond the 10d6 at level 10, and Scorching Ray will create 5 rays at level 19.

Explosive Spells (Su): at level seven, the Warmage may make a spell Explosive, however doing so prevents it from having More Targets (or a better variant). An Explosive Spell must have an area of effect, and any target that takes damage must make a Fortitude Save (DC 10 + half his level + his Intelligence Bonus). If the Fortitude Save is failed, they are flung out of the area, and half the distance travelled again, in the direction from which they were hit. For instance, if 10' away from the edge of a Fireball, they would move 10 + 5 = 15' away. If caught at the start of a 120' long Line, they would travel 180'. At the end of this movement, they land Prone.

Weaken Defences (Su): whenever a target takes damage from a spell cast by the ninth-level Warmage, their defences are lowered. Until the beginning of the Warmage's next turn, they take a penalty to their Armour Class, Damage Reduction, Spell Resistance and all Energy Resistances. The penalty equals the Spell Level, and can't reduce the trait below zero.

Even More Targets (Su): at level ten, when "More Targets" applies, the number is tripled instead of doubled. The Warmage affects a lot of targets now.

Rallying Spells (Su): at level eleven, the Warmage may make a spell Rallying, though doing so prevents it from having More Targets (or a better variant). Nor can it be Explosive in order to be Rallying. There is a large blast of light and sound for one round, and all allies within line of sight remove all [Fear] effects. Additionally, they gain a Morale Bonus on Attack and Damage rolls and Will Saves equal to the Spell Level for one round.

Heroes' Feast (Sp): once per day at level thirteen, the Warmage may cast Heroes' Feast as a Spell-Like Ability. Despite not actually being a spell, it feeds and affects additional people, gaining the benefits of More Targets (and the variants).

Instant Fortress (Sp): at level fourteen, the Warmage may summon an Instant Fortress once per day. This requires one minute of concentration. The fortress so created functions as the item of the same name, but when packed up, all damage is recovered instantly for the next day. If destroyed, it takes a full week for another to be called forth. By extending the concentration time to ten minutes, it creates two towers, connected by a wall up to 50' long, 25' high and 10' thick, with battlements and arrow slits. By extending the concentration time to an hour, it can create four towers in a square formation, connected by walls up to 100' long, 25' high and 10' thick, with battlements and arrow slits, and an additional tower, twice as tall as the others, in the central area. This is a seventh-level Conjuration [Creation] effect.

Improved Targeting (Su): at level fifteen, when the Warmage casts a spell with an area of effect, he may designate up to one creature or 5' square per hit die to be exempt from this. The exemptions are not multiplied by More Targets.

Dimensional Fortress (Sp): once per day, the seventeenth-level Warmage can cast Mordenkainen's Magnificent Mansion. Anybody who attempts to gain entry uninvited triggers an alarm and a Disintegrate effect with a Save DC of 10 + half his hit dice + his Intelligence Bonus.

Unbreakable Barricades (Sp): with a Full Round Action, the eighteenth-level Warmage can affect a square mile worth of walls and other structures, reinforcing them. This is a Permanent, Dismissable effect, giving the structures the Hardness of Adamantium and treating them with Force Effects - any damage must first bypass the Force Effects. The Force effects also mean Ethereal and Incorporeal creatures cannot move through the barriers, and the effect also blocks any Teleportation. This is considered to be a ninth-level Abjuration [Force] effect.

Craft Arcane Ordinance (Su): at level nineteen, the Warmage gains the ability to create magic weapons: war machines. This uses whatever magic crafting rules you are using. He may also craft Constructs, ships and the like, but not personal arms and armour.

All the Targets (Su): the level twenty Warmage ignores planar boundaries when casting spells - he can just have his spells reach into the Ethereal plane, for instance.

The Warmage Spell List:
Cantrips:
Dancing Lights, Darkness, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Light, Magic Missile, Mending, Message, Purify Food and Drink, Rouse, Stand

First Level:
Alarm, Burning Hands, Detect Scrying, Detect Secret Doors, Disguise Self, Endure Elements, Entangle, Grease, Mass Rouse*, Mass Stand*, Mount, Obscuring Mist, Shocking Grasp, Silent Image, Ventriloquism; Cavalry Call+, Morning Mists+, Force Missile Storm+, Friendsight+

Second Level:
Arcane Lock, Continual Flame, Fireball, Jet of Steam, Gust of Wind, Incendiary Slime, Locate Object, Mass Enlarge Person*, Mass Reduce Person*, Misdirection, Protection From Arrows, Pyrotechnics, Resist Energy, Scare, Scorching Ray, See Invisibility; Burned to Bare Rock+, Rolling Fire+, Enhance Weapons+

Third Level:
Caustic Mire, Caustic Smoke, Deep Slumber, Dispel Magic, Flame Arrow*, Fly, Horrid Sickness, Invisibility Sphere, Lightning Bolt*, Major Image, Mass Peacebond*, Mass Resist Energy*, Mass Sanctuary*, Mordenkainen's Faithful Hound, Nondetection, Protection From Energy, Rage, Sleet Storm, Stinking Cloud, Wall of Fire, Water Breathing, Wind Wall; Dispel War Spell+, Summon Monstrous Horde+, Battle Fury+

Fourth Level:
Confusion, Dimension Door, Dimensional Anchor, Evard's Black Tentacles, Fear, Fire Shield, Fire Trap, Hallucinatory Terrain, Ice Storm, Mass Heroism*, Mass Mage Armour*, Move Earth, Scrying, Shout, Solid Fog, Stone Shape, Wall of Ice; Great Electric Bolt+, Field of Blurs+, Battle Fright+

Fifth Level:
Cloudkill, Cone of Cold*, Deltane's Fiery Tentacles, Fire and Brimstone, Fire Seeds, Greater Dispel Magic, Dismissal, Fabricate, Lightning Leap, Mind Fog, Mirage Arcana, Nightmare Terrain, Prying Eyes, Seeming, Sending, Tactical Teleportation, Telepathic Bond, Transmute Mud to Rock, Trandmute Rock to Mud, Wall of Force, Wall of Stone, Waves of Fatigue; Small Stronghold+, Plague Cloud+

Sixth Level:
Acid Fog, Chain Lightning*, Contingency, Guards and Wards, Mass Bull's Strength*, Mass Cat's Grace*, Mass Bear's Endurance*, Mass Suggestion*, Storm of Fire and Ice, Sunburst, True Seeing, Veil, Wall of Iron, Wall of Thorns; Animate Undead Legion+, Mire+

Seventh Level:
Banishment, Control Weather, Deadly Lahar, Earthquake, Forcecage, Greater Teleport, Incendiary Cloud, Mass Hold Person*, Mass Invisibility*, Mordenkainen's Sword, Phase Door, Planeshift, Prismatic Spray, Reverse Gravity, Waves of Exhaustion, Whirlwind; Teleport Legion+, Legion's Planeshift+*

Eighth Level:
Deadly Sunstroke, Dimensional Lock, Greater Prying Eyes, Greater Shout, Horrid Wilting, Mass Charm Monster*, Mass Polymorph*, Prismatic Wall, Storm of Vengeance; Burning Skies*+

Ninth Level:
Astral Projection, Elemental Swarm, Etherealness, Firestorm*, Foresight, Mass Hold Monster*, Meteor Swarm*, Prismatic Deluge, Prismatic Sphere, Timestop, Towering Thunderhead, Wail of the Banshee; Legion's Reaper+*

New and Altered Spells:
Mass ____: with the exception of Mass Polymorph, the spell functions as normal, but with one target per character level (before More Targets is applied), all within the appropriate range.

Mass Polymorph: two willing subjects per level are affected for up to one hour per level. They turn into Trolls, keeping their alignment, memories, personalities and allegiences, but replacing all other traits, even mental ability scores, with those of basic trolls.
This is a Transmutation [Polymorph] effect.

Cone of Cold: this works as normal, except the entire area thereafter is coated in ice, functioning as a Grease effect, and anyone who fails the save suffers 1d6 Dexterity Damage.

Firestorm: the Duration changes to "Concentration", though the area cannot be changed once selected.

Flame Arrow: this affects one target per caster level, for one round per level. All projectiles they throw or fire are treated as Flaming weapons.

Lightning Bolt: when cast by a Warmage, Lightning Bolts may bounce off surfaces - either at a 90 degree angle either way, or 180 degrees straight back at the caster. The caster chooses each time. Each time the electric bolt bounces, the Save DC is reduced by 2, and the damage reduced by 5. If ever the Save DC or damage is reduced below 1 in this manner, it fizzles out. Targets must save separately each time they are hit by the same bolt, but the moment they pass a save, they automatically succeed on all future ones from the same bolt.

Chain Lightning: this acts as a Lightning Bolt (see above), except that any time a target takes damage from it, another smaller bolt arcs out to a secondary target within 50 feet. The Warmage selects the target, who must not be within the area of the main Lightning Bolt.
This requires a Ranged Touch Attack for each secondary bolt, and they deal half the damage of the primary bolt. If bouncing causes someone to be hit by the same bolt multiple times, they release multiple secondary bolts.

Legion's Planeshift: as Plane Shift, but up to 25 willing targets per level, with a casting time of ten minutes. You can only travel to a destination that can hold all the targets, and that you have "Studied Carefully" (as Teleport). Material Component: something mined from the destination plane and carved/forged/worked into a useable object worth 1,000 GP or more.

Burning Skies: as FIre Storm, with a Casting Time of ten minutes, Duration of one minute (dealing damage every round), Long Range, and an area of "a square up to 10' per level long, and up to 10' per level wide, from the sky to the ground". Material Component: one cannon (loaded)

Legion's Reaper: as Finger of Death, with a Casting Time of ten minutes, Long Range, and affecting up to 25 creatures (or one swarm) per level within the area. Those with 20 or fewer hit points do not get a saving throw - they are instantly slain. Material Component: a solid platinum skeleton of human size.

Meteor Swarm:
Evocation [Fire]
Level: Elementalist 9, Sorc/Wiz 9, Warmage 9
Components: V, S
Casting Time: Standard Action
Duration: one minute or until discharged
Saving Throw: see below
SR: see below
One meteor per four caster levels, each a foot in diameter and surrounded by flame, whirls around the caster. With an Attack Action, the caster may unleash one meteor out to Long Range, requiring a Ranged Touch Attack. If it hits, the target takes 10d6 Bludgeoning damage with no Spell Resistance or Saving Throw. Whether or not it hits, the meteor detonates into a 20' radius burst, dealing 1d6 Fire damage per caster level with a Reflex Save for half. Spell Resistance applies against this, however if the meteor hit the target, they automatically fail the saving throw and do not benefit from Spell Resistance. The entire area is then reduced to Difficult Terrain.

Furthermore, while the spell is ongoing, when the caster is hit by a melee or ranged attack that requires an attack roll, he may sacrifice one meteor without using an action of any kind, to reduce the incoming effect. Roll the damage (both the 10d6 Bludgeoning and the fire damage), and subtract the total from the damage of the incoming attack, taking the remainder as normal. If the damage is reduced to or below zero, the entire effect, including any special effects, is negated. Note that attacks that deal zero damage are automatically negated in this way.
Last edited by Koumei on Tue Jul 14, 2020 7:57 am, edited 4 times in total.
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Corsair114
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Post by Corsair114 »

Since Meteor Swarm has four targets, does it qualify for "Vastly More Targets" or did I fail my reading comprehension check?
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Post by Koumei »

That's a good point. In the new form as written there, I can see it being taken as a 9th level spell in some cases by Wizards (namely, to hit someone for 25d6 damage no save and then 51d6 damage Ref half, admittedly with Fire Immunity applying). But as "Energy Type: whatever you frigging well want" plus "drop 40-80 of the fucking things", that's crazy. Perhaps reducing the craziness of "Even More Targets" etc is the best path there.
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Post by Koumei »

Okay, so they no longer go x10 targets/area at level 15 and x20 at 20. It is now "exclude some targets/area" at 15 and "interplanar" at 20.

Also fixed Lightning Bolt's rebound to be less of a Pool Table Certain Death Ricochet for boss fights. It still obliterates groups of little men, however, which is kind of the point.

Meteor Swarm is now reduced in its "pile all the damage on, fuck you" ability, but instead can negate enemy attacks when it isn't detonating groups of enemies.
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Post by ...You Lost Me »

What is a war machine?
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Post by Koumei »

Catapult, Trebuchet, Ballista, Siege Tower, similar.

...and Firefox has "Bucharest" as the only suggestion for Trebuchet, and "Stalinist" as one of the ones for Ballista.
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Post by Corsair114 »

"Warwolf" would be an awesome name for a Warmage, I think. That Meteor Swarm and the changes to targets are looking good to me. No more machine gunning down entire legions with meteors, but the added versatility of the spell is badass in its own right to my eyes. Being able to yell "SURPRISE! Interplanar Wail of the Banshee!" is just nifty in its own right, I'd say.
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Post by Prak »

It just seems weird that Warmages get Create Food and Water and then Purify Food and Water. If you can conjure food and water at will, there's no practical need to purify food and water. I would at least flip those.
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Post by Koumei »

Done. That was a relic from the first version, and I can only assume the reason it was like that in the first version was "hard tack and water at will? You will hate that very fast, and want to just bring perishables everywhere and constantly purify them."

Not that it matters, seeing as no game I care about actually starts at level 1 or 2.
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Post by Koumei »

And a prestige class, which is completely broken in Logistics and Dragons. It could probably have an Arcane Artillery prestige class which emphasises the "blowing shit up with spells" aspect, but I leave that to someone else if they care.

The Cheater of Logistics
"Anyone can feed seven thousand men with two fish.
Watch me arm one hundred thousand without even a fish."


Requirements:
Skills: Appraise 8 ranks
Feats: one [Leadership] Feat
Special: More Targets class feature

Hit Die: d6
Skill Points: 4+Int
Class Skills: Appraise, Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Listen, Knowledge (Any), Ride, Spellcraft, Spot, Survival
LevelBABFortRefWillCaster LevelSpecial
1+0+0+2+2+1 levelFabricate
2+1+0+3+3+1 levelLimitless Spell Force
3+1+1+3+3+1 levelEnhance Weaponry
4+2+1+4+4+1 levelHeroes' Feast
5+2+1+4+4+1 levelEnhance Armour
6+3+2+5+5+1 levelTeleport Objects
7+3+2+5+5+1 levelGreater Enhancement, Wall of Iron
8+4+2+6+6+1 levelOtherworldly Legion
9+4+3+6+6+1 levelLegion's Teleport
10+5+3+7+7+1 levelEven More Targets

Spellcasting: every level, the spellcasting ability (Caster Level, Spells Per Day, Spells Known and such) of the Cheater of Logistics improves by one as though taking a level in an existing spellcaster class.

Fabricate (Sp): from the very first level, the Cheater of Logistics can cast Fabricate once per day, however unlike with most Spell-Like Abilities, he must actually have the material available. He can cast it an additional time per day for every additional level of this class.

Limitless Spell Force (Su): starting at level two, there is no upper limit on how far the spells of the Cheater of Logistics scale. For instance, Fireball will do 1d6 damage per level even beyond the 10d6 at level 10, and Scorching Ray will create 5 rays at level 19.

Enhance Weaponry (Sp): at third level, the Cheater of Logistics may cast Mass Greater Magic Weapon at will.

Heroes' Feast (Sp): once per day at level four, the Cheater of Logistics may cast Heroes' Feast as a Spell-Like Ability. Despite not actually being a spell, it feeds and affects additional people, gaining the benefits of More Targets (and the variants).

Enhance Armour (Sp): at fifth level, the Cheater of Logistics, when casting Mass Greater Magic Weapon, also affects all of the armour, granting it the standard +1 Enhancement Bonus per 3 caster levels.

Teleport Objects (Sp): at sixth level, the Cheater of Logistics can cast Teleport Without Error at will, however with one big exception: it does not transport living creatures, only teleporting objects with a combined weight of no more than ten pounds per caster level.

Greater Enhancement (Sp): starting at level seven, when the Cheater of Logistics enhances weapons and armour with the Enhance ability, they also each gain one Minor Magic Weapon/Armour ability. All of the weapons gain the same ability, and all of the armour gains the same ability.

Wall of Iron (Sp): a seventh-level Cheater of Logistics can cast Wall of Iron three times per day.

Otherworldly Legion (Su): at level eight, the Cheater of Logistics becomes an Immortal Outsider. He no longer ages, nor needs to eat, sleep, drink or breathe. The same applies for all of his Followers and Cohorts.

Legion's Teleport (Sp): starting at level nine, the Cheater of Logistics can use a Standard Action at will to transport as many willing targets as he likes to any point he can actually see, using his own line of sight and not Scrying. They move via Teleportation for all purposes, with no scattering. Giant mirrors and telescopes can help extend the reach of this.

Even More Targets (Su): at level ten, when "More Targets" applies, the number is tripled instead of doubled.
Last edited by Koumei on Mon Jul 22, 2013 10:05 am, edited 1 time in total.
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Post by Parthenon »

'Heroes Feast' and 'Even More Targets' reference 'More Targets'. This doesn't exist.
Last edited by Parthenon on Mon Jul 22, 2013 8:29 am, edited 1 time in total.
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Post by Koumei »

There, now you have to have More Targets to qualify for the prestige class, so it references an ability you definitely do have.
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