The warmage is a military trained spellcaster that focuses on combat and battlefield magic. Warmages roam the field of battle in armor, with a sword in hand casting damage-based spells to blast their opponents away at range. Limited to evocation spells and other offensive magic, warmages can outstrip the destructive potential of any other spellcaster. While not as versatile as other spellcasters, warmages are rigorously drilled in both the practical combat and battle magic at military academies until it becomes second nature to them. It is in these academies that warmages expand their adaptability where they focus one specifc schools of magic to enhance their capabilities.
Role: The warmage is a blaster style spellcaster that focuses on ranged magical artillery. Often found serving military battalions or mercenary factions, they typically stand at the center of an adventuring company’s offensive power. A warmage tend to have more in common with fighters, magi, and other warrior classes and militant spellcasters than wizard or sorcerers. An adventuring company with a warmage among its numbers should consider including a second spellcaster, like a bard, as the warmage is rather limited in spell diversity with his focus on offensive and defensive abilities.
Hit Dice: d8.
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The warmage’s class abilities are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.