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Switch to Forum Live View Warmage- An Arcane Striker that dosent suck
1 year ago  ::  Dec 01, 2011 - 9:06AM #1
KopakaNuva
Date Joined: May 2, 2011
Posts: 327
Well, I was updating a homebrew Roman/Fey heavy world to 4E, and I found that I needed a Warmage class.

So, here ya go:

Warmage


Class Traits

Role: Striker. You use devastating magical attacks to rip your enemies to shreds. You lean toward leader as a secondary role.
Power Source: Arcane and Martial. Where others rely on subtle control to defeat enemies, you…don’t.
Key Abilities: Charisma, Intelligence, Constitution.

Armor Proficiencies: Cloth, Leather, Hide, Chain, Light Shield
Weapon Proficiencies: Simple Melee, Simple Ranged
Implements: Weapons with which you are proficient with, Staffs and Wands.
Bonus to Defense: +1 Fortitude, +1 Reflex

Hit Points at 1st Level: 14 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 7 + Constitution Modifier

Trained Skills: Arcana. Choose three more trained skills at first level from the following list:
Class Skills: Endurance (Con), Intimidate (Cha), History (Int), Athletics (Str), Diplomacy (Cha)

Class features


(Fluff)


Warmage Class Features:

Choose either:

Legionnaire
You gain proficiency all simple and military spears and polearms. You can enchant spears and polearms as staffs. When enchanted this way, you add the implement’s enhancement bonus to attack and damage as normal for a magic weapon, and you deal extra dice of damage on a critical hit as normal.
In addition you can use the Enchant Magic Item ritual, but only on polearms or spears.
You gain the Glorious Victory power

Skirmisher
You gain proficiency with all simple and military light and heavy blades.
In addition, whenever you move more than 2 squares on your turn, all heavy or light blades that you are wielding gain the Brutal 1 property.
You gain the power Cunning Strike.


Warmage Training
You have access to all Warmage at-will attack powers, however, when you roll initiative, choose two powers (three if you are human) You can only use these powers this encounter.
Level 21: Choose three powers (four if you are human)


Special: The powers Warmage Strike and Warmage Orb do not count against this limit.




Warmage Edge
(fluff)
Once per turn, when using a Warmage Implement attack power you may add your 2 + Intelligence Modifier or Constitution Modifier as extra damage
Once per turn, when using a Warmage Weapon attack, you may add your Intelligence Modifier or your Constitution Modifier as extra damage.
----

Glorious Victory---------------Warmage Utility
At-Will*Arcane, Martial
Free Action                   Close burst 5
Trigger: you drop an enemy to 0 hit points or less.
Effect: Each ally in the burst gains temporary hit points equal to your Constitution modifier.

Cunning Strike----------------Warmage Utility
At-Will*Arcane
Free Action                  Personal
Trigger: you bloody an enemy
Effect: You gain a bonus to damage rolls against that enemy equal to you Intelligence modifier until the end of your next turn.

POWERS Show



Warmage Strike-----Warmage attack 1
Your weapon flares with arcane light.
At-Will* Martial, Weapon, Varies (see text)
Standard action
Target: One creature-----Melee weapon
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier Acid, Lightning, Fire, Cold, Sonic, Necrotic or Radiant damage
Special: This power is a melee basic attack.

Warmage Orb------Warmage Attack 1
You send an orb blazing with arcane fire at your enemy
At-Will* Arcane, Implement, Varies (see text)
Standard Action
Target: One creature-----Ranged 20
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier Acid, Fire, Cold, Sonic or Lightning damage
Special: This power can be used as a ranged basic attack.

Bloodmage’s Coercion-----Warmage attack 1
To your enemy, your face appears as a fierce and terrible demon.
At-Will* Arcane, Weapon, Fear
Standard Action
Target: One Creature------Melee Weapon
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage and you push the target 2 square.

Stance of the Legionnaire-----Warmage Attack 1
Let the enemy come to you, and break upon your bulwark.
Minor Action
At*Will* Martial, Stance
Personal
Effect: Until the stance ends, or you move more than half your speed on your turn, you gain damage resistance equal to your constitution modifier.

Stance of the Skirmisher------Warmage Attack 1
You are swift, swift as the hawk
Minor Action
At-Will* Martial, Stance
Personal
Effect: Until the stance ends, or you fail to move more than half your speed on your turn, you gain +2   Shield bonus to AC and reflex
Level 21: +4


Disengage------Warmage Attack 1
You have many enemies, engage them at you own time.
At-Will* Martial, Weapon
Standard Action
Primary Target: One creature--Melee weapon
Primary Attack: Charisma vs. AC
Hit: Charisma modifier damage
Effect: Shift a number of squares equal to your INT modifier and make a secondary attack.
Secondary Target: One creature you did not target with the primary attack.
Secondary Attack: Charisma vs. AC--Melee Weapon
Hit: Charisma modifier damage

SpellFling--------------Warmage Attack 1
Exploding mystical goop. That’s a technical term.
At-Will* Arcane, Implement, lightning
Standard Action
Target: Creature in blast--Close Blast 3
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier lightning damage.
Level 21: 2d8

Murderous Dash------Warmage attack 1
You see red. Must be a premonition.
At-Will*Arcane, Martial, Weapon, Rattling
Standard Action
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier psychic damage.
Special: This power can be used in place of a Melee Basic attack when you charge.


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1 year ago  ::  Dec 01, 2011 - 9:07AM #2
KopakaNuva
Date Joined: May 2, 2011
Posts: 327
POWERS Show

Burning Rage----------Warmage Attack 1
Some men just want to see the world burn.
Encounter*Arcane, Implement, Fire, Teleportation.
Standard Action
Target: One Creature--Ranged 5
Attack: Charisma vs Reflex
Hit: 2d10 + Charisma modifier fire damage, and you teleport adjacent to the target.

Storm Shroud-----------Warmage attack 1
Thunder crowns every footstep, and storm clouds are your cloak.
Encounter * Arcane, Implement, Lightning, Thunder
Minor Action
Personal
Effect: You activate an Aura 1 that lasts until the end of the encounter.
All enemies within the aura take 1d4 lightning damage at the start their turn.

Stoneshield-----------Warmage attack 1
You wave your weapon in a wide arc, breaking up the ground beneath.
Encounter*Arcane, Weapon
Standard Action
Close Burst 1
Target: All creatures in burst
Attack: Charisma vs Fort.
Hit: 1[W] + Charisma modifier damage. You activate an Aura 1 that lasts until the end of your next turn. All allies (Including you) have cover while in the aura.

Frigid Embrace-------Warmage attack 1
Waves of frosty malevolence surround the wound you inflict.
Encounter*Arcane, Martial, Weapon, Cold
Standard Action                Melee Weapon
Target: One creature   
Attack: Charisma vs. AC
Hit: 2[W] + Charisma Modifier Cold damage and the target is immobilized until the end of your next turn.


Whirlpool of Iron------------Warmage Attack 1
You lash out at the creatures who think themselves out of range of your weapon.
Daily * Arcane, Martial, Force, Weapon
Standard Action
Target: All enemies within range--Melee 2
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier force damage and you pull the target adjacent to you.
Miss: Half damage, and you pull the target adjacent to you.

Advance----------------Warmage attack 1
You rocket into the sky on a wave of fire, and return in a similar manner
Daily*Arcane, Sonic, Force, Implement
Standard Action
Effect: Before the attack, fly 6 squares. You must land at the end of this movement.
Target: All creatures within burst--Close burst 2
Attack: Charisma vs. Reflex.
Hit: 4d4 + Charisma modifier Sonic and Force damage and you push the target 4 squares.
Miss: Half damage and you push the target 2 squares.

One-Two Maneuver----------Warmage attack 1
You add hard steel to a successful spell.
Daily*Martial, Weapon
Immediate Reaction------Melee 1
Trigger: You hit an enemy with a Warmage implement power.
Effect: Make the following attack:
Target: The enemy you hit
Attack: Charisma vs. AC
Hit:2[W] + Charisma Modifer damage.

Encounter--Level Three

Kelgore’s Grave Mist---Warmage Attack 3
This dead-grey mist chills your enemy’s bones and crushes their spirit.
Encounter*Arcane, Cold, Psychic, Implement
Standard Action---------Close Blast 3
Effect: All squares in the blast are lightly obscured, and any enemy that starts its turn inside the blast triggers the following attack:
Free action
Attack: Charisma vs Will
Hit: 1d6 + Charisma modifier cold damage, and the target is slowed (save ends)
    First failed saving throw: the target is immobilized (save ends)
        (Skirmisher) Second failed saving throw: The target is restrained (save ends)
            (Skirmisher) Subsequent Failed saving throws: The target takes psychic damage equal to your Intelligence modifier.

Bulwark of Brazen Valor--------------------Warmage Attack 3
Bronze, an alloy of tin and brass, was the material the first metal weapons were forged of.
Encounter*Martial, Weapon,
Standard Action---------Melee weapon +2
Target: One creature.
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and you pull the target adjacent to you
Effect: The target gains vulnerable 5 fire (save ends).
(Legionnare) The vulnerability to fire equals 5+ your Constitution modifier.

Burning Blades--------------------Warmage attack 3
Your weapons ignite with green flames.
Encounter*Arcane, Weapon, Fire
Standard Action                Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1 [W] + Charisma modifier fire damage, and the target takes ongoing 1d6 fire damage (save ends).
(Legionnare): If you used a spear or polearm with this power, the attack deals an extra 1d6 fire damage.

Tomb, Least------------Warmage Attack 3
The touch of the tomb deadens all life.
Encounter*Arcane, Implement, Necrotic
Standard Action-----------Ranged 10
Target: One creature.
Attack: Charisma vs. Will
Hit: 2d10+ Charisma modifier necrotic damage, and the target is weakened until the end of your next turn
(Skirmisher) the target is instead weakened (save ends)

Warmage Daily powers at level five:



Utility

Run Away!----Warmage utility 2
You and Monty Python.
Encounter * Martial
Move Action
Personal
Effect: Shift up to your speed.



Draw the Ire------Warmage utility 1
“Hey, you! Yeah, you, tall, green and stinky! Pick on someone your own size!”
Encounter*Arcane, Martial
Minor action.
Target: One enemy
Effect: You mark the target until the end of your next turn. In addition, whenever the target hits one of your allies, it takes damage equal to your constitution modifier.
Spoiler: Show
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1 year ago  ::  Dec 01, 2011 - 9:56AM #3
rampant
Date Joined: Oct 26, 2004
Posts: 7,953
Ok take a look at the legionare ability because the wording seems screwy. Enchanting the weapon has nothing to do with using it as an implement (weird i know). Also if they can enchant spears as staffs doesn't that mean that other classes could use them as weapliments? or does it just mean that they can use enchanments normally reserved for the staff group on spear group weapons? Also why could another character not use a weapon so enchanted?

In fact since there are no attack powers up yet let me ask, will there be enough weapon attacks for this to matter at all?

Is the martial powersource gonna be involved here? are they gonna learn exploits?

Warmage edge seems odd, is it an atwill? encounter? 
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1 year ago  ::  Dec 01, 2011 - 10:29AM #4
KopakaNuva
Date Joined: May 2, 2011
Posts: 327

Dec 1, 2011 -- 9:56AM, rampant wrote:

Ok take a look at the legionare ability because the wording seems screwy. Enchanting the weapon has nothing to do with using it as an implement (weird i know).



I will. Warmages can use staves as an implement, so I figured they could use a Polearm/Spearplement. Just to clarify, I meant it to allow a Warmage to treat it as a staff dor all intents and purposes, except melee attacks, which use the weapon's stats. Works like a quarterstaff.
 

Dec 1, 2011 -- 9:56AM, rampant wrote:

Also if they can enchant spears as staffs doesn't that mean that other classes could use them as weapliments? or does it just mean that they can use enchanments normally reserved for the staff group on spear group weapons? Also why could another character not use a weapon so enchanted?



What you said: They can place enchantments normallly reserved for quarterstaffs in spears and polearms. (like a gouge *hint*hint*)

Dec 1, 2011 -- 9:56AM, rampant wrote:

In fact since there are no attack powers up yet let me ask, will there be enough weapon attacks for this to matter at all?
Is the martial powersource gonna be involved here? are they gonna learn exploits?



Yup. Martial governs mainly weapons and melee attacks. Arcane is blasts, bursts and ranged.

Dec 1, 2011 -- 9:56AM, rampant wrote:

Warmage edge seems odd, is it an atwill? encounter? 



It's a class feature, like Warlock's Curse and Sneak Attack.

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1 year ago  ::  Dec 01, 2011 - 11:45AM #5
KopakaNuva
Date Joined: May 2, 2011
Posts: 327
New powers and Warmage trianing update in main post.
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1 year ago  ::  Dec 01, 2011 - 1:31PM #6
rampant
Date Joined: Oct 26, 2004
Posts: 7,953
Ok um why does the edge ability apply more damage to spells?

The skirmisher build seems a little off, why the drow long knife in fact why a damage bonus at all?

Also allowing them to enchant spears and such as staffs means that including these guys in your wpr;d means that any spear could potentially be enchanted with a staff ability. I'd suggest removing the ability to use weapons you are proficient with as implements and then restrict each build to weapliments based on the build. Or to change the legionaire ability. 
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1 year ago  ::  Dec 01, 2011 - 2:40PM #7
KopakaNuva
Date Joined: May 2, 2011
Posts: 327
Because there is more support for weapon wielding classes.
Drow Long Knife because it's and uber-short sword, and these guys are modeled on Roman skirmishing troops.
Yes, thats the point. And just because they can use Polearm/spears doesn't mean anyone else can.
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1 year ago  ::  Dec 01, 2011 - 3:03PM #8
rampant
Date Joined: Oct 26, 2004
Posts: 7,953
Um yeah actually if they can enchant the weapon that's generally what it means you can enchant the weapon, anyone else can use it. Any class that can use staffs or spears can benefit.
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1 year ago  ::  Dec 01, 2011 - 3:11PM #9
KopakaNuva
Date Joined: May 2, 2011
Posts: 327
If you don't like it, housrule it out. I might add something that says that only a Warmage can use the impleapon though...
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1 year ago  ::  Dec 01, 2011 - 3:15PM #10
rampant
Date Joined: Oct 26, 2004
Posts: 7,953
I'm not saying I don't like it, I'm making sure I'm clear on what the ability does.


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