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War Mage

Page history last edited by Pendleton 13 years, 10 months ago

War Mage

 

For years the colleges of magic that emerged from the mysterious mage-controlled nation of Rune encouraged the use of magic and the arcane powers for the purposes of learning, defense and nurturing. Rune was founded on these principles in the wake of the fiery destruction of the fabled City of Magic in the wake of the War of the Dead and the treachery of the Lich King. Prior to that the world had seen the near destruction of arcane forces by its own decadence through the activities of the Civilization of Machines and Sorcery. Determined not to let the world be destroyed by black sorcery or ill-used powers of the Arcane, Rune maintained a strict hold over the development of magic for very many years and encouraged lore keeping and study over the brilliant flash of magic meant to subdue and control others.

The advent of the Daemon Wars forced them to re-evaluate their belief in a pacifist use of magic and then the rise of Charn pressed them further into having to truly decide what side they would be on. From the choices they made, elect colleges dedicated to training a wizard how to fight alongside the armed forces of the alliances did emerge, one of the most famous being the War College at Lannister.

 

Role: The War Mage is an arcane spellcaster that is trained to accompany soldiers into battle. Their spells are focused and honed into a need breed of magic that stands within The Tri-Fold Magic, known as Battlemagic. Since the end of the wars, the colleges have closed down but stand poised to re-open upon need. War Mages who are still active pass their knowledge from one to another and keep the traditions going.

There are three important elements of war mage training: the ability to deliver spells in the midst of combat, directing spells to cover large numbers of enemy troops, and directing powerful attacks against single targets.

 

Alignment: War Mages may be of any alignment, though the training and coordination with soldiers tends to favor those of lawful disposition.

 

Hit Dice: d6

 

Requirements

 

Feats: Combat casting, defensive combat training

 

Skills: Knowledge (military theory) 6 ranks

 

Spellcasting: Ability to cast 3rd level arcane spells.

 

Class Skills

 

The war mage’s class skills are Craft, Fly, Intimidate, Knowledge (Any), Perception, Profession, Spellcraft.

 

Skill Ranks at Each Level: 2 + Int modifier

                      Saves                                                   

Level   BAB       Fort  Refl  Will   Special

1       +0         +0    +0    +1    Awareness +1, spellcasting, arcane bond/minor bloodline

2       +1         +1    +1    +1    Dodge +1, Squad Leader +1, Battle Lore

3       +1         +1    +1    +2    Martial Lore +1, Field Analysis +2

4       +2         +1    +1    +2    Martial Lore +2, Dodge +2, Battle Lore

5       +2         +2    +2    +3    Martial Lore +3, Awareness +2

6       +3         +2    +2    +3    Martial Lore +4, Battle Lore

7       +3         +2    +2    +4    Martial Lore +5, Dodge +3, Field Analysis +4, Battle Lore

8       +4         +3    +3    +4    Martial Lore +6, Awareness +3

9       +4         +3    +3    +5    Martial Lore +7, Squad Leader +2, Battle Lore

10      +5         +3    +3    +5    Martial Lore +8, Greater Awareness, Dodge +4

 

Weapon and Armor Proficiency: War mages have no additional weapon or armor proficiencies. When recruits ask Rune instructors about such things, they are hit by a staff and told 'the spell is your clucking weapon.'

This common response may have been mis-heard, however.

 

Awareness (Ex)

The war mage must also learn to avoid or survive spells cast by other mages, as well as maintain focus to release spells despite oft-times lethal distractions.

The war mage’s training in battlefield conditions gives him a situational awareness of everything going on around him. This bonus only applies if he is conscious.

The war mage applies his awareness bonus as one of the following:

* Insight bonus to save vs. spells and spell-like abilities (must be aware of the caster, though the caster may be invisible)

* Insight bonus to concentration checks

The war mage may switch which bonus applies as a swift action.

 

Spellcasting

A war mage adds his war mage levels to one arcane class for spells (caster level, spells per day, etc.), but no other level-dependent features of the original class.

Specialized wizards gain bonus school slots with new spell levels. Sorcerers add war mage levels to sorcerer level for bloodline bonus spells.

 

Arcane bond, Minor Bloodline

A war mage adds his levels to either wizard or sorcerer levels for arcane bond or the bloodline power gained at first level.

 

Anticipation (Ex)

Part of being able to function as a war mage is simply avoiding attacks. The war mage gains experience anticipating incoming blows and avoiding them. He receives a +1 dodge bonus at 2nd, 4th, 7th, and 10th level.

 

Squad Leader (Ex)

Part of being a successful war mage is functioning within a team. At 2nd level, allies of a war mage within 30’ receive a +1 insight bonus to saves against spells and spell-like effects, so long as the war mage is aware of both the ally and the enemy caster (the caster need not be visible), can communicate with the ally, and is not flat-footed.

This bonus increases to +2 at 9th level.

 

Battle lore

Bonus feats of a generally martial nature, though bent toward the training of a war mage. The war mage must meet requirements listed.

 

Basic battle lore feats

These bonus feats may be selected at any point when the war mage learns battle lore:

    Danger sense, dazzling display*, dodge, improved initiative, mobility, point blank shot, precise shot, ranged spell specialization, shape spell**, sudden shape**, touch spell specialization, weapon focus (ray, touch spell).

 

* A war mage may ‘wield’ a spell that qualifies for dazzling display (such as a ray): the war mage channels a fraction of the spell’s arcane power, creating an impressive and terrifying light show. This otherwise functions exactly like regular dazzling display.

** These are unique to the War Mage, reflecting specialized training at weaving spells in battle. The war mage may pick any number of 5 foot squares where the spell has no effect. While this will work for obscuring mist and similar spells, a spell that has a spreading effect will fill in the holes on the next round. Shape Spell increases spell level by +2.

 

Advanced battle lore feats

These feats generally have prerequisites requiring higher level (BAB, particularly). If the war mage qualifies for them early, he may select them, but generally the war mage won’t be able to train them until War Mage 5.

Note that only one critical feat may be applied to an attack at a time, unless the war mage has critical mastery (which is unlikely, as it has a fighter level requirement).

     blinding critical, critical focus, deafening critical, exhausting critical, improved critical, sickening critical, staggering critical, stunning critical, tiring critical

 

Field Analysis

Preparation and controlling the battle is key to victory. At 3rd level, the war mage can analyze a battlefield, understanding how best to make use of its features. This is a knowledge (military theory) check, DC 20, and takes an hour of study. Assuming there aren’t enemies in the area, the war mage may take 10 on this check or take 20 (though taking 20 takes several days of study). The ‘battlefield’ must be a roughly contiguous defined but open area, such as a valley or a hilltop. In more cluttered confines, like a city or town, the ‘battlefield’ would cover a market or open square and the building faces lining it; that is, any enemies on balconies and so forth.

If successful, for up to a week the war mage gets a +2 insight bonus to initiatives on this battlefield. He also gets a +2 effective caster level for the purposes of spell duration, area of effect, range, and number of targets. Finally, there is a +2 insight bonus to stealth and perception for the war mage and his allies, as the war mage identifies the best areas to hide.

The bonus ends if there is a big change in the environment, such as precipitation, or a destructive battle – the bonus is often only useful once.

At 7th level the bonus rises to +4 if the war mage succeeds by 5 or more.

 

Martial Lore

War Mages are highly trained in the ways of war. Their understanding of battle is on par with that of the finest warriors, despite their lack of facility with a sword.

Starting at level 3, war mages add one to BAB per level for the purpose of qualifying for feats.

A Wizard 6/War Mage 5 has a BAB of +5. With martial arcane there is a +2 bonus, so the character may take feats with a BAB requirement of +7.

Martial Lore bonus also applies to any BAB calculations for feats. This primarily applies to some of the critical feats, which set DC to 10+BAB.

 

Greater Awareness

At 10th level the war mage’s awareness bonus applies to both spell saves and concentration checks.

 

 

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