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 Warmage Creation

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Burnicus
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Character sheet
Level: 1
XP to Next Level:
0/0  (0/0)
Hit Points:
30/30  (30/30)

PostSubject: Warmage Creation   Fri Mar 07, 2008 3:13 pm

Jam's warmage shouldn't take too long but here are the things to consider while creating...

Warmages are highly militaristic and disciplined...They have so deeply memorized thier spells that they have no need for a spell book or preparations.

Abilities: Your main abilities are Charisma, Intelligence and Dexterity.

Fortunately you get a bonus in Constitution but unfortunately you take a penalty in charisma...don't let this stop you though, you can easily make a good Warmage by investing into Charisma first (I would bring it to at least 16 which after racial mods will reduce it to 14) and then every 4 levels you get to increase one ability. So by level 20 you would potentially have 19 CHA at the base. You can always find magic items that increase your charisma also but they'll be expensive.

Intelligence is the next important...it determines how much damage you can do with your Warmage Edge ability ( I explain this soon)

Dexterity is another big one...I would set this and INT at 14.

Strength will give you extra damage and CON you already get a nice bonus in so you'll be able to set that at 12 and get a +2 bonus after racial modifiers.

Don't worry about Wisdom (I would at least set it at 10 but you can leave it at 8 and invest those extra 2 points into something else)

You get 6 hit points at first level.

Your class skills are-Concentration, Craft, Intimidate, Know (arcana), Know (history), Profession and Spellcraft.

You get (2+INT mod)x 4 skill points at first level and your big skills are Concentration and Spellcraft so invest in those first. (remember you can only invest 4 points maximum into each class skill and 2 into any other skill.)

Proficiencies:
All simple weapons, Light armor and light shields. (You have no chance of spell failure when wearing light armor and/or light shields.)

Class skills: Armored Mage (light), Warmage Edge

Armored Mage (light) ( At 8th level you can wear medium armor with same effects)
No spell failure when wearing light armor or using light shields.

Warmage edge: Any spell that does damage you add your INT modifier to the amount of damage done. (This cannot add to more than one damage roll. So magic missle that produces 2 missiles can only add damage to one of the missles (Warmage choice))

Base attack bonus: +0
Saves: Will +2 The others +0

Spells per day
0 Level: 5
1 Level: 3

These can be cast at any time without preparation. Any spell known can be cast at any time as long as you have a spell per day left to use.

Spell list: (Hold onto your butts this is long...)

0 level:
-Acid Splash: Orb deals 1d3 damage.
-Disrupt undead: Deals 1d6 to one undead.
-Light: object shines like torch.
-Ray of frost: Ray deals 1d3 cold damage.

1 level:
-Accuracy:Doubles weapon's range increment.
-Burning Hands: 1d4/level fire damage (max 5d4)
-Chill Touch: One touch/level deals 1d6 damage and possibly 1 STR damage
-Fist of Stone: Gain +6 STR and natural slam attack
-Hail of Stone: Rain of stone deals 1d4/level damage (max 5d4)
-Magic Missile: 1d4+1 damage, +1 missile per 2 levels above first (max 5)
-Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage +1d8/two levels beyond 1st (max 5d8)
-Orb of Cold, Lesser: Same but cold damage.
-Orb of Electricity, Lesser: Same but electric damage.
-Orb of Fire, Lesser: Same but fire damage.
-Orb of Sound, Lesser: Same but sonic damage.
-Shocking grasp: Touch delivers 1d6/level electricity damage (max 5d6)
-True Strike: +20 on your next attack roll.

(Hail of stone has a material component cost of 5GP in order to use. "A piece of jade worth 5 GP." You'll need to buy that ahead of time and have it in a spell component pouch. Yes you still need to have a spell component pouch in order to cast many of your spells.)

Other than that you should be set. If you have questions please ask here and you can write up a sheet here using the same format that Shawna used on hers.

Oh by the way you get 160 GP to spend and one feat.

As for feats I would probly take a martial feat such as Weapon focus, Dodge, Rapid reload (if you buy a crossbow), point blank shot, or Toughness. No pressure to do this, just a suggestion.

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PostSubject: Re: Warmage Creation   Sat Mar 08, 2008 12:48 am

OK after reading this I am alittle confused. Im still not sure where I get all the numbers from. I understand the 160gp but how do i add them to something. again im a noob here. I appreciate all the help i can get maybe a little more of a cheat sheet or something. REMEMBER NOOB HERE!!!!!
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