Warmage
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.
Alignment: Any.
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.
Class Skills
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.
Table: Warmage
Class Features
The following are the class features of the warmage.
Weapon and Armor Proficiency
The warmage is proficient with all simple and martial weapons, with light armor, and with light shields. Like other spellcasters, medium or heavy armor interferes with a warmage’s gestures, which can cause his spells with somatic components to fail.
Spells
A warmage casts arcane spells drawn from the magus spell list. A warmage must prepare his spells ahead of time, but unlike a wizard, his spells are not expended when they're cast. Instead, he can cast any spell that he has prepared consuming a spell slot of the appropriate level, assuming he hasn't yet used up his spell slots per day for that level.
To learn, prepare, or cast a spell, the warmage must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against a warmage's spell is 10 + the spell's level + the warmage's Intelligence modifier.
A warmage can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Warmage under “Spells per Day.” In addition, he receives bonus spells per day if he has a high Intelligence score.
A warmage may know any number of spells, but the number he can prepare each day is limited. At 1st level, he can prepare four 0-level spells and two 1st-level spells each day. At each new warmage level, the number of spells he can prepare each day increases, adding new spell levels as indicated on Table: Warmage Spells Prepared. Unlike the number of spells he can cast per day, the number of spells a warmage can prepare each day is not affected by his Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a warmage can prepare.
A warmage must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the warmage decides what spells to prepare and refreshes his available spell slots for the day.
Like a sorcerer, a warmage can choose to apply any metamagic feats he knows to a prepared spell as he casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, he may also prepare a spell with any metamagic feats he knows and cast it without increasing casting time like a wizard. He cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting.
Table: Warmage Spells Prepared
Spellbooks
A warmage must study his spellbook each day to prepare his spells. He can't prepare any spell not recorded in his spellbook, except for read magic (which all warmages can prepare from memory).
A warmage begins play with a spellbook containing all 0-level warmage spells plus three 1st-level spells of his choice. The warmage also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new warmage level, he gains two new spells of any spell level or levels that he can cast (based on his new warmage level) for his spellbook. At any time, a warmage can also add spells found in wizards' or other warmages' spellbooks to his own, as long as they are on the warmage spell list.
Academy Powers (Su)
A warmage focuses one type of magic. Each warmage can select one warmage academy (see Warmage Academies). Once the choice is made, it cannot be changed.
Each academy grants a minor power at 1st and 3rd level, and a major power at 10th level. A warmage can call upon the powers of his academy a number of times per day (in any combination) equal to 3 + 1/2 his warmage level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his powers, it counts against his daily limit. The save DC for these school powers is equal to 10 + 1/2 the warmage's level + the warmage's Charisma modifier. A major power can be activated once per day by expending a use of his academy power ability. Once activated, it functions for 24 hours, or until the power is expended.
At 3rd level, and every three levels thereafter, a warmage learns an additional spell, derived from his academy, and adds these spells to his spellbook.
If a warmage also has levels in a class that grants arcane schools, the warmage academy chosen must match the school selected by that class. Subject to GM discretion, the warmage can change his former academy or school to make them conform.
Arcane Blast (Su)
At 1st level, a warmage can draw upon the arcane power that flows through his body to harm foes or quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warmage level + his Intelligence modifier. By expending one use of this ability, a warmage can make a ray attack by making a ranged touch attack against a creature within 30 feet that deals 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warmage levels he possesses above 1st (to a maximum of 7d6 at 19th level). Using this ability is a standard action (unless the warmage targets himself, in which case it's a swift action).
In addition, as a swift action, a warmage can expend one use of this ability to cast any one warmage spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warmage, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warmage does not need to have a free hand to cast a spell in this way.
Cantrips
A warmage can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Warmage Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with his other spells, these spells are not expended when cast.
Eldritch Weapon (Su)
At 1st level, weapons wielded by a warmage are charged with arcane power. The warmage can designate a weapon as an eldritch weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warmage hits with his eldritch weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warmages is listed on Table: Warmage; see the table below for Small and Large warmages. The warmage can decide to use the weapon's base damage instead of the eldritch weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the eldritch weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.
At 4th level, the warmage gains the ability to enhance one of his eldritch weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warmage has more than one eldritch weapon, he can enhance another on the following round by using another swift action. The warmage can use this ability a number of rounds per day equal to his warmage level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warmage can enhance a weapon with any of the following weapon special abilities: corrosive, corrosive burst, dancing, defending, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, spell storing, thundering, or vorpal. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warmage's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warmage's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warmage uses this ability on a double weapon, the effects apply to only one end of the weapon.
Table: Small or Large Warmage Eldritch Weapon Damage
Focus Weapon
At 1st level, a warmage receives Weapon Focus as a bonus feat (he can choose any weapon with which he is proficient).
Battle Tactics
Starting at 3rd level, a warmage learns a number of tactics that give him an edge in battle. A warmage gains one battle tactic at 3rd level, and an additional battle tactic for every 3 levels thereafter. A warmage cannot select an individual tactic more than once. Tactics marked with an asterisk add effects to a warmage’s arcane blast. Only one of these tactics can be applied to an individual attack and the decision must be made before the attack roll is made. A warmage can choose one of the following tactics.
Alter Enhancements (Su): The warmage with this tactic can modify the enhancements placed on his eldritch weapon or armor. The warmage can use this tactic to change one weapon or armor special ability to another with an equal cost. This ability can only be used to change the item's special abilities, not its enhancement bonus. Using this ability requires the warmage to touch the item as a full-round action and expend 1 use of his arcane blast ability, and doing so provokes an attack of opportunity. This ability cannot be used on an item in the possession of an unwilling creature. This change lasts for a number of minutes equal to the warmage's Charisma modifier (minimum 1).
Arcane Barrier (Su): As a swift action, the warmage can expend 1 use of his arcane blast to create a barrier of magic that protects him from harm. This barrier grants the warmage a number of temporary hit points equal to his warmage level + his Charisma modifier, and lasts for 1 minute per warmage level or until all the temporary hit points have been lost. Each additional time per day the warmage uses this ability, the number of uses on arcane blast he must spend to activate it increases by 1 (so the second time it is used, the warmage must expend 2 uses of his arcane blast, 3 uses for the third time, and so on). The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.
Channel Arcane Blast (Su): The warmage learns to focus and channel the arcane energy within him. As a swift action, that does not provoke an attack of opportunity, the warmage can channel his arcane blast ability to increase the damage of a spell by an amount equal to his arcane blast damage. For example, if a 7th level warmage casts fireball and uses this tactic, the spell deals 7d6 points of fire damage, plus an additional 2d6 points of fire damage from the channeled energy.
Counterspell (Su): By expending 1 use of his arcane balst, the warmage can attempt to counter a spell as it is being cast. He must identify the spell being cast as normal. If he successfully does so, the warmage can attempt to counter the spell as an immediate action and by expending an available warmage spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the warmage must attempt a dispel check as if using dispel magic. If the spell being countered is one that the warmage has prepared, he can instead expend an available warmage spell slot of the same level, and he receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.
Energy Blast (Su): The warmage chooses one of the following types of energy: acid, cold, electricity, or fire. Whenever the warmage uses his arcane blast, he can choose to deal damage of that energy type. This tactic can be selected multiple times. Each time it is selected, it applies to a different energy type.
Energy Shield (Su): The warmage can protect himself from energy damage as a standard action by expending 1 use of his arcane blast. He must pick one energy type and gains resistance 10 against that energy type for 1 minute per warmage level. This protection increases by 5 for every 5 levels the warmage possesses (up to a maximum of 30 at 20th level).
Powerful Magic (Su): The warmage can expend 1 use of his arcane blast ability to increase the caster level of a spell as he casts it by 1.
Redirect Spell (Su): The warmage can gain control of a spell cast by another spellcaster. As a standard action by expending 1 use of his arcane blast, the warmage can make a caster level check opposed by the creature controlling the spell. If the warmage is successful, he can direct the spell as a free action for 1 round, making any decisions allowed by the spell. This only functions on spells that can be directed or changed once they have been cast, such as flaming sphere or spiritual weapon. The spell returns to its owner's control at the start of the warmage's next turn, unless the warmage expends another use of arcane blast at the start of his turn to extend the duration of control by another round. He can continue to control the spell for as long as the spell lasts, provided he keeps spending uses of his arcane blast.
See Magic (Su): The warmage can see magical auras. If he expends 1 use of his arcane blast ability, for 1 minute she instantly recognizes magic item auras and spell effects (as detect magic). During this time, he is treated as if he had studied each aura for 3 rounds and he treats his Knowledge (arcana) skill check as if she had rolled a 15 on the d20. In addition, if he touches a magic item during this time, he can immediately identify its properties using Spellcraft without needing to spend 3 rounds examining the object. If an enemy possesses the object, the warmage must first succeed at a melee touch attack to identify the item.
Spell Disruption (Su): The warmage can temporarily disrupt a spell by expending 1 use of his arcane blast ability and succeeding at a dispel check against the spell, as dispel magic. This ability suppresses a spell effect for a number of rounds equal to the warmage's Charisma modifier (minimum 1). If the spell affects multiple creatures, this ability only suppresses the spell for one creature. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability can be used on unwilling targets, but the warmage must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability has no effect on spells that are instantaneous or have a duration of permanent.
Spell Resistance (Su): The warmage can grant himself spell resistance for a number of rounds equal to his Charisma modifier (minimum 1) as a standard action by expending 1 use of his arcane blast ability. This spell resistance is equal to 6 + his warmage level and cannot be suppressed, but it can be ended as a free action on her turn.
Tactical Feat: The warmage gains a bonus feat of his choice. These bonus feats must be selected from those listed as metamagic feats or combat feats. The warmage must meet the prerequisites for these feats, but he treats his warmage level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warmage can select feats that have a minimum number of fighter levels as a prerequisite, treating his warmage level as his fighter level.
Warmage Edge (Ex)
At 2nd level, a warmage specializes in dealing extra damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the total damage of that spell. The bonus from the warmage edge ability applies only to spells found on the warmage spell list.
War Master (Su)
At 20th level, the warmage can channel an aspect of war, growing in power and martial ability. Once per day as a swift action, a warmage can treat his level as his base attack bonus, gains DR 10/—, and can move at his full speed regardless of the armor he is wearing or his encumbrance. In addition, the academy power he calls upon don't count against his daily limit during this time. This ability lasts for 1 minute.