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Back to [[Serpents and Sewers: Character Classes|Character Classes]] Back to the [[Serpents and Sewers|Main page]] =Role and Description= The War mage is a specialized arcane spellcaster whose talents are completely focused on one task: use the magic as a weapon. Warmages are often shunned as ‘magical brutes’ by their more generalist colleagues and rivals, but others praise their straightforwardness and deadliness in combat. In opposite to the Mage Blade, the War Mage is a full spellcaster who does not use his magic in combination with a weapon but as a weapon. The warmage is a piece of artillery. There is little subtle about the magic of this class - it has a purpose - killing things through magic -and a very straightforward way to achieve it. Thanks to this, the Warmage is probably the easiest playable full spellcaster in Serpents and Sewers, but it is also one of the least flexible ones. A warmage can led things and people explode, that's it. But at least he is very good in letting them explode. And he is a constant source of stunning visiual effects. From a mechanical level, the warmage is most similar to the healer, especially because he fills more or less the exact opposite role - both classes are very powerful within their specific niche, but are not that much outside of their special fields. '''Class Skills:''' The War Mage’s Class skills and the key ability for each skill are: Concentration (Con+Wis), Craft (Int+?), Knowledge (arcana) (2xInt), Knowledge (War and Tactics) (2xInt), Languages (Int+Cha), Perform (Cha+?), Profession (Wis+?) and Spellcraft (Int+Wis). '''Skill Points at 1st Level''': (2 + Int modifier) × 4. '''Skill Points at Each Additional Level''': 2 + Int modifier. '''Hit Points at 1st Level''': 12 + Con modifier '''Hit Points at Each Additional Level''': 3 + Con modifier '''Spell Points at 1st level:''' 12 + Int modifier '''Spell points at each additional level:''' 5 + Int modifier '''Spell point regeneration (per night’s rest):''' 2d12 + Int modifier '''Starting Age''': complex '''Starting Wealth:''' 4d4 x10 (100 gp) =Table: The Warmage= {| border="1" !Level !BAB !BDB !Fortitude !Reflex !Will !Special |- |1st | +0 | +0 | +1 | +0 | +2 | basic energy control, Armored Caster +1 |- |2nd | +1 | +1 | +1 | +0 | +3 | war mage’s edge |- |3rd | +1 | +1 | +2 | +1 | +3 | advanced learning |- |4th | +2 | +2 | +2 | +1 | +4 | |- |5th | +2 | +2 | +3 | +1 | +4 | Armored Caster +2 |- |6th | +3 | +3 | +3 | +2 | +5 | advanced energy control |- |7th | +3 | +3 | +3 | +2 | +5 | advanced learning |- |8th | +4 | +4 | +4 | +2 | +6 | Sudden Empower |- |9th | +4 | +4 | +4 | +3 | +6 | Armored Caster +3 |- |10th | +5/+0 | +5 | +5 | +3 | +7 | Sudden Enlarge |- |11th | +5/+0 | +5 | +5 | +3 | +7 | advanced learning |- |12th | +6/+1 | +6 | +6 | +4 | +8 | complex Energy control |- |13th | +6/+1 | +6 | +6 | +4 | +8 | Armored Caster +4 |- |14th | +7/+2 | +7 | +6 | +4 | +9 | Armored Caster +4 |- |15th | +7/+2 | +7 | +7 | +5 | +9 | advanced learning |- |16th | +8/+3 | +8 | +7 | +5 | +10 | Sudden Widen |- |17th | +8/+3 | +8 | +8 | +5 | +10 | Armored Caster +5 |- |18th | +9/+4 | +9 | +9 | +6 | +11 | perfect energy control |- |19th | +9/+4 | +9 | +9 | +6 | +11 | advanced learning |- |20th | +10/+5/+0 | +10 | +9 | +6 | +12 | Sudden maximize |- |} =Class Features= *''' Armor and Weapon Proficiency:''' A War Mage is proficient with all simple weapons, one chosen mar-tial weapon of her choice, light armor and light shields. At 9th level, a war mage becomes proficient with medium armor and all shields except tower shields as well. * '''Spells''': A Warmage casts arcane spells, which are drawn from the war mage spell list given below. She can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a Warmage gains access to a new level of spells, she automatically knows all the spells for that level listed on the Warmage’s spell list. Warmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below). To cast a spell, a war mage must have an Intelligence score of 10 + the spell’s level. The war mage must be successful on a Concentration check to successfully cast a spell. A Warmage starts the game with 10 + Intelligence modifier spellpoints. On each additional level she gets 4 + Intelligence modifier additional spellpoints. The warmage‘s spellpoints limit the use of spells like usual for spellcasters. Unlike a cleric or wizard, a war mage need not prepare his spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up his spells for the day for that spell level or above. Basic energy control: At 1st level, a Warmage can channel one spell energy point per turn. The total sum of Energy points the Warmage can keep under control is equal to his Intelligence modifier or three, whichever is lower. * '''Armored Caster (ex)''': A war mage is used to cast spells while wearing armor. At 2nd level, she reduces the armor penalty for spellcasting by one point. The more experienced the war mage gets, the more comfortable she can cast spells while wearing armor. Every 4 levels, the armor penalty for spellcasting is reduced by one. This bonus is only applied if the war mage wears an armor she is proficient with. When wearing a non-proficient armor, she gains no advantage whatsoever from this ability. * '''War Mage’s edge (Ex)''': A War Mage is specialized in dealing damage with her spells. Whenever a war mage casts a spell that deals hit point damage, she may add her Intelligence modifier to the dealt dam-age. The bonus of warmage’s edge is only applied to the spells casted as a war mage, not to spells from other sources like other spellcasting classes, scrolls, wands or rods. A single spell profits only one time from this ability, even if the spell creates more than one projectile or deals damage to separate targets. * '''Advanced Learning (Ex)''': At 3rd, 7th, and every four levels thereafter, a war mage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be chosen from the sorcerer/wizard spell list, and it must be of the evocation school or the school of abjuration. The spell must be no higher than that of the highest-level spell the war mage already knows. Once a new spell is selected, it is forever added to that war mage’s spell list, and can be cast just like any other spell on the war mage’s list. * '''Advanced Energy Control''': At 6th level, a war mage has learned to control the flow of magic energies a lot better than before. From now on, she can channel two spell energy points per turn and the maximum of energy she can keep under his control increases to her Intelligence modifier +1 or five, whichever is lower. * '''Sudden Empower:''' At 8th level, a Warmage gains the Sudden Empower Feat as a bonus feat. * '''Sudden Enlarge:''' On 10th level, Warmage gains Sudden Enlarge as a Bonus Feat. * '''Complex Energy Control:''' At 12th level, the war mage’s control of the energies of magic becomes even stronger. Now, she can channel up to three spellpoints per turn, and control a maximum of spell energy up to her Intelligence modifier +2 but not more than seven. * '''Sudden Widen:''' On 16th level, a war mage gains Sudden Widen as a bonus feat. * '''Perfect energy control''': At 18th level, a war mage has perfected the arts of destructive magic. She can control the inner flame of magic so effectively that she can channel up to 4 spellpoints per turn. Her maximum of spell energy that he can control increases to Intelligence modifier +3, but not more than nine. * '''Sudden maximize''': At 20th level, a war mage gains Sudden Maximize as a bonus feat.
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