Wed 24 Nov, 2010
Tags: character class, character options, d&d, d20, OGL, pathfinder, PC, warmage, wizard
Warmages study as wizards, but apply their knowledge to battle. Not to be confused with practitioners of the Evocation School, warmages approach combat as a tactical challenge, not as a chance to make things explode. They are not afraid to enter combat as their training has prepared them to face enemies up close, weaving a complex network of arcane energy around them and their weapon.
Arcane styles are an option for the wizard class in Nahast: Heroes & Legends. They take the place of a character’s choice of arcane school in the Pathfinder Roleplaying Game, being an equivalent to the universalist school. A wizard’s arcane style colors the way he practices and manifests magic. There are four recognized arcane styles in The Citadel’s curriculum in the Empire of Solerne: Astrologer, Geomancer, Summoner, and Warmage. This article relates exclusively to the warmage style.
Becoming a Warmage
Becoming a warmage demands that you choose an arcane bond with a staff or with a weapon you are proficient with. If you choose a different object to bond with, or the familiar option of the arcane bond, you cannot become a warmage.
Constitution becomes a valuable secondary ability as you are expected to survive battle better than other wizards, and it would benefit you to take levels in a more durable class, such as the fighter. While Dexterity serves a warmage well during the first few levels, it becomes irrelevant later as you learn to defend yourself by analyzing the flow of battle rather than just reacting to it.
While not strictly mandatory, you should get the following feats at the first opportunity: Arcane Armor Mastery, Arcane Armor Training, Arcane Strike, Combat Casting, Dodge, Light Armor Proficiency, Medium Armor Proficiency, Eschew Materials, Still Spell, and Toughness. A few warmages also train in Two-Weapon Fighting to make the most of their staff.
Warmages study battle and use knowledge and arcane might to leave their mark in combat.
Arcane Combatant (Ex): Warmages train to be active combatants; you can choose combat feats with your wizard bonus feats. You can take 10 on concentration checks to cast defensively or avoid losing a spell due to outside interference; in addition, you use your Intelligence modifier instead of Strength for your melee attacks and melee touch attacks with your bonded object (damage still depends on Strength). At 6th level, you can deliver touch spells through a melee attack with your bonded object; at 11th level, you use your Intelligence modifier instead of Dexterity to determine your Armor Class. Finally, at level 20th, your Intelligence modifier applies to initiative rolls, Reflex saves and damage rolls with your bonded object.
Magic Riposte (Su): Once per round (or more, see later), you can react to a successful melee attack against you by erecting a barrier of pure arcane force around you. This shield absorbs an amount of damage equal to your level + your Intelligence modifier from the triggering attack after any other resistance or damage reduction you may have from other sources. If damage is reduced to 0 or lower, any additional effect from the attack is negated. This defense takes the place of an attack of opportunity, and therefore you cannot use it you are unable to take attacks of opportunity. The Combat Reflexes feat increases the number of times you can use this ability in a round by giving you additional attacks of opportunity. At 8th level, if the amount of damage is less than the amount you can absorb, the attacker takes double the amount of leftover points as force damage. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.