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Warriormage

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   In the beginning, the Warriormages were the elite guard of the Bloodmoon
Mages. They were hand picked from the good warriors of the realms. The
Mages found warriors with potential, and trained them in the arts of blending
magic with fighting. They fought in battalions along side the Mages and
normal fighters in The Great War against the Chaotic Dark Lord.
    Over the centuries, they have developed into orders that still fight Chaos
and Evil. A Warriormage citadel can be found in almost every major city.
They are often employed by local leaders and organizations. They are no
longer just the elite guard of the Bloodmoon mages. They are very picky
about who they make contracts with though.
   Candidates interested in become Warriormages must journey to the Home
Citadel in Desarn and apply in person to be admitted to the order.
    Upon joining the Order, the Warriormage gives up the use of all normal
armors and shields, in exchange, they learn to create magical armor and
enchant their weapons.

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Requirements
Alignment: Non Chaotic
Base Attack Bonus: +5
Concentration 2 ranks
Knowledge Arcane 4 ranks
Spellcraft 2 ranks
Must be able to cast 1st level Arcane Spells
Feat: Weapon Focus, Combat Casting



Class Skills: Alchemy, Climb, Concentration, Craft, Jump, Knowledge ( All), Profession, Ride, Scry,
Spellcraft, Swim

BAB: Same as Cleric
Saves: Same as Wizard
Skill points at each level 4 + Int Modifer.
Hit Dice: d8

Class Features
All of the following are class features of the Warriormage prestige class.
Weapon and Armor Proficiency: Warriormages are proficient with all simple and martial weapons. The
Warriormages special abilities do not function if they are wearing armor or shields of any kind. They do
function normal with items such as rings of protection. Although they can use any weapons,
WarriorMages choose one primary weapon.
Instead of using spell components, they use their weapon as their spell focus. When casting spells, they
must be holding this focus weapon. They can change their focus weapon, but only once in a 30 day time
period and they perform this in an elaborate 24 hour personal ceremony in which they can do nothing
else. The only exception to this is if something happens to destroy their focus weapon. They lose the
ability to cast any spells until they choose and create another.
Warriormages will never willingly discard the weapon they have chosen as their current focus.
Warriormages do have to study their spells much like normal Wizards, if they loose their spellbooks,
they are unable to cast until they replace it.

         Spells/                    Special
Lvl      Level                      Ability
1st     1  0  0  0     Enchant Weapon +1
2nd    1  0  0  0     Uncanny Dodge(dex bonus to AC)
3rd     1  1  0  0     Enchant Weapon +2
4th     1  1  0  0      Mage Armor +6 AC, +1 saves vs magic
5th     2  1  1  0      One Metamagic Feat
6th     2  1  1  0      Enchant Weapon +3
7th     2  2  1  1      Mage Armor +8 AC
8th     2  2  2  1      Enchant Weapon +4, +2 saves vs magic
9th     3  2  2  2      One Metamagic Feat
10th   3  2  2  2      Mage Armor +10 AC

Class specific Abilities

Enchant Weapon
Through rigorous training in magic and weapons, the Warriormage is able to wield his focus weapon as if
it were a +1 magic weapon. This + does not transfer to anyone else who might get a hold of the weapon
and does not work for any other weapons the warriormage may have. As they raise in levels, this ability
gets more powerful. At level 3 it is +2, at level 6 +3, at level 8 +4

Saves vs Magic.
As the warriormage gets better and blending magic and weapons, he gets better and avoiding the effects
of spells cast at him. This + is only effective if the Warriormage knows the spell is coming and has
knowledge of the spell. Example, Ron the Warriormage has seen a fireball before, so he recognizes the
spell being cast and gets a plus.

Mage Armor
As the Mage Armor spell in the Players handbook but at level 4, the plus is 6 to AC . This also gains in
power as the warriormage does. At level 7 it becomes +8 and at level 10 it becomes +10. Unlike normal
spells, this ability can be used once per day per Warriormage level but only last half the duration of the
version on the PHB.


Take spells from the following lists
1st level
Jump, Magic Missile, Mount, Shield, Shocking Grasp, True Strike

2nd level
Blur, Endurance, Melfs Acid Arrow, Protection from Arrows, Resist Elements

3rd level
Displacement, Flame Arrow, Fly, Haste, Keen Edge, Lightning bolt, Protection from Elements

4th level
Fireshield, Stoneskin, Shout

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