https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Biral&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T23:28:07ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=688002Warmage (4e Class)2015-01-14T17:20:47Z<p>Biral: Fixed formatting of Heroic Warmage section</p>
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<div>{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your basic attacks. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Weapon Focus|Weapon Focus]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases the damage of your basic attacks. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
===Heroic Warmage===<br />
For Heroic Tier, levels 1&mdash;10, see [[Warmage (4e Class)/Heroic]]<br />
At level 1, you choose a [[Warmage (4e Class)/Heroic#Level 1: Arcane Implement Specialization|arcane implement specialization]] and [[Warmage (4e Class)/Heroic#Level 1: Empowered Orbs|empowering method]]. These are found below.<br />
===Paragon Warmage===<br />
For Paragon Tier, levels 11&mdash;20, see [[Warmage (4e Class)/Paragon]]<br />
===Epic Warmage===<br />
For Epic Tier, levels 21&mdash;30, see [[Warmage (4e Class)/Epic]]<br />
<br />
==Arcane Implement Specialization==<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
===Rod of Deception===<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
===Orb of True Imposition===<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
===Mystic Weapon Mastery===<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
==Empowering Method==<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br />
'''Benefit:''' Choose one of the following methods to empower your ''mystic orbs''.<br />
===Power of the Force Magi===<br />
After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
===Power of the Phase Magi===<br />
After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)/Epic&diff=687777Warmage (4e Class)/Epic2015-01-13T04:17:29Z<p>Biral: Created page with "==Epic Warmage== {|class="4e" style="text-align: left;" !Level!!Feats Known!!Class Features and Powers |- class="{{Odd-Even|{{#var:odd}}}}" |21||+1||Ability score increase<br>..."</p>
<hr />
<div>==Epic Warmage==<br />
{|class="4e" style="text-align: left;"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21||+1||Ability score increase<br>Epic Destiny Feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23|| ||Encounter Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24||+1||Ability score increase<br>Epic Destiny Feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25|| ||Daily Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26||+1||Epic Destiny Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27|| ||Encounter Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29|| ||Daily Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30||+1||Epic Destiny Feature<br />
|}<br />
<br />
===Level 21: Ability Score Increase===<br />
You are an epic hero now, and your physical and mental acuity exceed all mortal limits.<br><br />
'''Benefit''': Each of your ability scores increases by 1.<br />
<br />
===Level 21: Epic Destiny Feature===<br />
'''Benefit''': You gain the level 21 feature of your chosen epic destiny.<br />
<br />
===Level 22: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
<br />
{{:Quaren's Fire Shroud (4e Power)}}<br />
{{:Azuric's Gateway (4e Power)}}<br />
{{:Ethereal Shadow (4e Power)}}<br />
<br />
===Level 23: Encounter Power===<br />
'''Benefit''': You gain one of the following encounter powers.<br />
<br />
{{:Flamelance (4e Power)}}<br />
{{:Mystic Volley (4e Power)}}<br />
{{:Toban's Stormbreaker (4e Power)}}<br />
<br />
===Level 24: Ability Score Increase===<br />
The threats of the epic challenges you face are countered by the perfection of your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1. <br />
<br />
===Level 24: Epic Destiny Feature===<br />
'''Benefit''': You gain the level 24 feature of your chosen epic destiny.<br />
<br />
===Level 25: Daily Power===<br />
'''Benefit''': You gain one of the following daily powers.<br />
<br />
{{:Arcane Tempest (4e Power)}}<br />
{{:Elemental Blast (4e Power)}}<br />
{{:Fire Chains (4e Power)}}<br />
{{:Mystic Arsenal (4e Power)}}<br />
<br />
===Level 26: Epic Destiny Power===<br />
'''Benefit''': You gain the level 26 power of your chosen epic destiny.<br />
<br />
===Level 27: Encounter Power===<br />
'''Benefit''': You gain one of the following encounter powers.<br />
<br />
{{:Azuric's Mindtrap (4e Power)}}<br />
{{:Prismatic Shards (4e Power)}}<br />
{{:Quaren's Forcefire (4e Power)}}<br />
<br />
===Level 28: Ability Score Increase===<br />
Training, practice, and experience have molded your abilities. Even as you near your final destiny, you continue to hone your talents for the tests you will soon face.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 29: Daily Power===<br />
'''Benefit:''' You gain one of the following daily powers.<br />
<br />
{{:Call of Flame (4e Power)}}<br />
{{:Freezeframe (4e Power)}}<br />
{{:Storm of Ages (4e Power)}}<br />
<br />
===Level 30: Epic Destiny Feature===<br />
'''Benefit''': You gain the level 30 feature of your chosen epic destiny.</div>Biralhttps://www.dandwiki.com/w/index.php?title=Mystic_Arsenal_(4e_Power)&diff=687776Mystic Arsenal (4e Power)2015-01-13T04:11:49Z<p>Biral: </p>
<hr />
<div>{{4e Class Power<br />
|name=Mystic Arsenal<br />
|usage=Daily<br />
|owner=Class<br />
|flavor=Your Mystic Orbs surround you and change their form into an assortment of weaponry, the Mystic Weapons coordinating their strikes against your enemies.<br />
|class=Warmage<br />
|type=Attack<br />
|level=25<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=15<br />
|target=Any number of creatures, up to a maximum of one per Mystic Orb used<br />
|attack=Intelligence<br />
|defense=AC<br />
|hit=2[W] + Intelligence modifier damage<br />
|effect=You may choose to ready a Mystic Weapon instead of using it to attack a creature. You gain a +2 power bonus to AC for each Mystic Weapon readied in such a manner so long as it persists. Mystic Weapons last until the end of your next turn.<br />
|sustainaction=Standard<br />
|sustain=When you sustain the Mystic Arsenal, each Mystic Weapon may make another attack. The effect persists.<br />
|special=The Mystic Orbs used for this power transform into Mystic Weapons, which can be controlled in the same way Mystic Orbs are, but cannot be used by other powers.<br />
|special2=Choose up to 5 of your Mystic Orbs to use for this power, an attack is made for each Mystic Orb used.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Mystic_Arsenal_(4e_Power)&diff=687775Mystic Arsenal (4e Power)2015-01-13T04:10:15Z<p>Biral: </p>
<hr />
<div>{{4e Class Power<br />
|name=Mystic Arsenal<br />
|usage=Daily<br />
|owner=Class<br />
|flavor=Your Mystic Orbs surround you and change their form into an assortment of weaponry, the Mystic Weapons coordinating their strikes against your enemies.<br />
|class=Warmage<br />
|type=Attack<br />
|level=25<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=15<br />
|target=Any number of creatures, up to a maximum of one per Mystic Orb used<br />
|attack=Intelligence<br />
|attackextra=one attack per Mystic Orb used<br />
|defense=AC<br />
|hit=2[W] + Intelligence modifier damage<br />
|effect=You may choose to ready a Mystic Weapon instead of using it to attack a creature. You gain a +2 power bonus to AC for each Mystic Weapon readied in such a manner so long as it persists. Mystic Weapons last until the end of your next turn.<br />
|sustainaction=Standard<br />
|sustain=When you sustain the Mystic Arsenal, each Mystic Weapon may make another attack. The effect persists.<br />
|special=The Mystic Orbs used for this power transform into Mystic Weapons, which can be controlled in the same way Mystic Orbs are, but cannot be used by other powers.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)/Paragon&diff=687763Warmage (4e Class)/Paragon2015-01-13T03:38:46Z<p>Biral: Created page with "==Paragon Warmage== {|class="4e" style="text-align: left;" !Level!!Feats Known!!Class Features and Powers |- class="{{Odd-Even|{{#var:odd}}}}" |11||+1||Ability score increase<..."</p>
<hr />
<div>==Paragon Warmage==<br />
{|class="4e" style="text-align: left;"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11||+1||Ability score increase<br>Paragon Path Features<br>Paragon Path Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12||+1||Paragon Path Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13|| ||Encounter Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15|| ||Daily Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16||+1||Utility Power<br>Paragon Path Feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17|| ||Encounter Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19|| ||Daily Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20||+1||Paragon Path Power<br />
|}<br />
<br />
===Level 11: Ability Score Increase===<br />
Your improved physical and mental prowess highlights your entrance into the paragon tier. <br><br />
'''Benefit''': Each of your ability scores increases by 1.<br />
<br />
===Level 11: Paragon Path Features===<br />
'''Benefit''': You gain the level 11 features of your chosen paragon path.<br />
<br />
===Level 11: Paragon Path Power===<br />
'''Benefit''': You gain the level 11 power of your chosen paragon path.<br />
<br />
===Level 12: Paragon Path Power===<br />
'''Benefit''': You gain the level 12 power of your chosen paragon path.<br />
<br />
===Level 13: Encounter Power===<br />
'''Benefit''': You gain one of the following encounter attack powers.<br />
<br />
{{:Coldwing's Bite (4e Power)}}<br />
{{:Frostsheen Strike (4e Power)}}<br />
{{:Prismatic Bolt (4e Power)}}<br />
{{:Toban's Shock Pulse (4e Power)}}<br />
<br />
===Level 14: Ability Score Increase===<br />
Each new challenge only makes you stronger in body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 15: Daily Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
{{:Mystic Storm (4e Power)}}<br />
{{:Pirion's Metamirror (4e Power)}}<br />
{{:Quaren's Fire Pillar (4e Power)}}<br />
{{:Spectral Weapon (4e Power)}}<br />
{{:Toban's Stormfront (4e Power)}}<br />
<br />
===Level 16: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
<br />
{{:Toban's Jaunt (4e Power)}}<br />
{{:Coldwing's Resolve (4e Power)}}<br />
{{:Mystic Guard (4e Power)}}<br />
{{:Phase Shift (4e Power)}}<br />
<br />
===Level 17: Encounter Power===<br />
'''Benefit''': You gain one of the following encounter powers.<br />
<br />
{{:Arcane Bolt (4e Power)}}<br />
{{:Force Barrier (4e Power)}}<br />
{{:Shock Fist (4e Power)}}<br />
{{:Wall of Force (4e Power)}}<br />
<br />
===Level 18: Ability Score Increase===<br />
You are a true paragon of physical and mental perfection. <br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 19: Daily Power===<br />
'''Benefit:''' You gain one of the following daily powers.<br />
<br />
{{:Astral Weapon (4e Power)}}<br />
{{:Pirion's Phaseblast (4e Power)}}<br />
{{:Prism Strike (4e Power)}}<br />
{{:Quaren's Flashflame (4e Power)}}<br />
<br />
===Level 20: Paragon Path Power===<br />
'''Benefit''': You gain the level 20 power of your chosen paragon path.</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=687714Warmage (4e Class)2015-01-12T19:02:56Z<p>Biral: Rehashed the layout, optimized, addressed previous power issue, removed talk page reference issue..</p>
<hr />
<div>{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your basic attacks. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Weapon Focus|Weapon Focus]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases the damage of your basic attacks. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
==Heroic Warmage==<br />
For Heroic Tier, levels 1&mdash;10, see [[Warmage (4e Class)/Heroic]]<br />
At level 1, you choose a [[Warmage (4e Class)/Heroic#Level 1: Arcane Implement Specialization|arcane implement specialization]] and [[Warmage (4e Class)/Heroic#Level 1: Empowered Orbs|empowering method]]. These are found below.<br />
===Paragon Warmage===<br />
For Paragon Tier, levels 11&mdash;20, see [[Warmage (4e Class)/Paragon]]<br />
===Epic Warmage===<br />
For Epic Tier, levels 21&mdash;30, see [[Warmage (4e Class)/Epic]]<br />
<br />
==Arcane Implement Specialization==<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
===Rod of Deception===<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
===Orb of True Imposition===<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
===Mystic Weapon Mastery===<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
==Empowering Method==<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br />
'''Benefit:''' Choose one of the following methods to empower your ''mystic orbs''.<br />
===Power of the Force Magi===<br />
After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
===Power of the Phase Magi===<br />
After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
<br />
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{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)/Heroic&diff=687713Warmage (4e Class)/Heroic2015-01-12T18:56:40Z<p>Biral: Instantiated the page</p>
<hr />
<div>==Heroic Warmage==<br />
{|class="4e" style="text-align: left;" border="1"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1||1||Arcane Implement Specialization<br>Arcane Affinity<br>Mystic Orb<br>Empowered Orbs<br>At-Will Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10||+1|| Utility Power<br />
|}<br />
<br />
===Level 1: Arcane Implement Specialization===<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
====Rod of Deception====<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
====Orb of True Imposition====<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
====Mystic Weapon Mastery====<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
===Level 1: Arcane Affinity===<br />
'''Benefit''': You gain the ''arcane affinity'' power.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the chosen keyword includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
|special1=At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.<br><li>'''Acid'''</li><li>'''Cold'''</li><li>'''Fire'''</li><li>'''Force'''</li><li>'''Lightning'''</li><br />
}}<br />
<br />
===Level 1: Mystic Orb===<br />
Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br><br />
'''Benefit:''' You gain the ''mystic orb'' power.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. <br>'''11th Level:''' The maximum amount of orbs created by this power you may have under your control increases to four.<br>'''21st Level:''' The maximum increases to five.<br />
}}<br />
<br />
===Level 1: Empowered Orbs===<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br><br />
'''Benefit:''' You gain the ''empower orb'' power. In addition, choose either ''power of the force magi'' or ''power of the phase magi''.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
====Power of the Force Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
====Power of the Phase Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
===Level 1: At-Will Powers===<br />
From the very first days of your training, you felt arcane power come alive within you. In combat, you protect yourself now with that power, unleashing attacks as deadly as any weapon.<br><br />
'''Benefit:''' You gain two of the following powers.<br />
<br />
{{:Arcane Strike (4e Power)}}<br />
{{:Force Strike (4e Power)}}<br />
{{:Mystic Strike (4e Power)}}<br />
{{:Arcane Weapon (4e Power)}}<br />
{{:Mystic Blast (4e Power)}}<br />
<br />
===Level 1: Encounter Power===<br />
Your at-will attack powers are the most accessible part of your arcane arsenal. However, they represent only a small portion of your increasing power.<br><br />
'''Benefit''': You gain one of the following powers.<br />
{{:Faultline (4e Power)}}<br />
{{:Frostshade (4e Power)}}<br />
{{:Mystic Torrent (4e Power)}}<br />
{{:Phase Strike (4e Power)}}<br />
{{:Surefire Flame (4e Power)}}<br />
<br />
===Level 1: Daily Power===<br />
Your most potent exploits drain you each time they are channeled and released. These are your daily attack powers&mdash;arcane magic so devastating that only an extended rest can replenish it. <br />
{{:Cindershards (4e Power)}}<br />
{{:Implosion (4e Power)}}<br />
{{:Stormsphere (4e Power)}}<br />
{{:Zone of Frost (4e Power)}}<br />
<br />
===Level 2: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Arcane Tyrant (4e Power)}}<br />
{{:Ephemeral Pulse (4e Power)}}<br />
{{:Ethereal Riposte (4e Power)}}<br />
<br />
===Level 3: Encounter Attack Power===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Coldwing's Grasp (4e Power)}}<br />
{{:Searing Flame (4e Power)}}<br />
{{:Toban's Jolt (4e Power)}}<br />
<br />
===Level 4: Ability Score Increase===<br />
Your constant training hones your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 5: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
{{:Ephemeral Grasp (4e Power)}}<br />
{{:Force Weapon (4e Power)}}<br />
{{:Explosion (4e Power)}}<br />
{{:Game of Stones (4e Power)}}<br />
<br />
===Level 6: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Azuric's Able-Portal (4e Power)}}<br />
{{:Fusion Leash (4e Power)}}<br />
{{:Ethereal Wind (4e Power)}}<br />
{{:Pirion's Shroud (4e Power)}}<br />
<br />
===Level 7: Encounter Attack Power ===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Freezing Ray (4e Power)}}<br />
{{:Mindshock Strike (4e Power)}}<br />
{{:Quaren's Torch (4e Power)}}<br />
<br />
===Level 8: Ability Score Increase===<br />
You reap the reward of constant challenge by increasing your physical and mental well-being.<br><br />
'''Benefit:''' You increase two ability scores of your choice by 1.<br />
<br />
===Level 9: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
{{:Arcane Blast (4e Power)}}<br />
{{:Mystic Weapon (4e Power)}}<br />
{{:Veil of Fire (4e Power)}}<br />
<br />
===Level 10: Utility Power===<br />
'''Benefit:''' You gain one of the following powers.<br />
{{:Mystic Gate (4e Power)}}<br />
{{:Pirion's Doppelganger (4e Power)}}<br />
{{:Quaren's Flameskin (4e Power)}}<br />
{{:Spectral Shield (4e Power)}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Implosion_(4e_Power)&diff=687711Implosion (4e Power)2015-01-12T18:47:59Z<p>Biral: Fixed the issue by allowing the non-pull rule to take effect and rule in the spirit of the power.</p>
<hr />
<div>{{4e Class Power<br />
|name=Implosion<br />
|usage=Daily<br />
|owner=Class<br />
|flavor=You destroy one of your Mystic Orbs, collapsing it in upon itself and crashing nearby enemies into each other.<br />
|class=Warmage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Implement<br />
|keyword3=Mystic Orb<br />
|actiontype=Standard Action<br />
|range=Area<br />
|rangemod=burst 3 within 10 squares<br />
|target=Each creature within burst<br />
|attack=Intelligence<br />
|defense=Reflex<br />
|hit=Target is pulled 3 squares towards the burst's origin.<br />
|miss=Target is pulled one square toward the burst's origin.<br />
|effect=If a target cannot be pulled the full amount of squares described above, they suffer 1d6 damage for each square they were unable to be pulled through and are knocked prone.<br />
|special=The Mystic Orb used for this power is destroyed.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Talk:Warmage_(4e_Class)&diff=670311Talk:Warmage (4e Class)2014-07-23T13:44:42Z<p>Biral: /* Feedback */</p>
<hr />
<div>==Suggestions==<br />
Opening up the discussion page for suggestions and general thoughts about the class in general. I think this class has a lot of potential, being unique in its features and offering a diverse set of abilities. I would like to see this class grow to more than what it is in my mind, however, and would greatly appreciate any suggestions to its growth. --[[User:Biral|Biral]] 01:52, 18 February 2009 (EST)<br />
<br />
<br />
I've been working with additional ideas of skills and abilities for this class, and will update it by the end of the month with some new powers. But I've yet to decide on a well-defined course to pursue. I'll be convening with some friends of mine for a more substantial look at prospective powers.<br />
--[[User:Biral|Biral]] 10:26, 05 July 2009 (EST)<br />
<br />
<br />
Just an update, since I've seriously neglected this page: I'm currently revising most of my ideas posted here and will be updating the whole class as soon as I can pry myself away from my studies in school. I have quite a few changes that will end up revamping some of the baseline powers this class has, as well as opening it up for future manipulation by introducing some storyline and lore behind it to better guide its progress. As always, feedback is more than welcome. --[[User:Biral|Biral]] 13:29, 16 November 2011 (EST)<br />
<br />
Wow, it has been a long time. Over the past few months, I've been adding plenty of new skills and abilities for the Warmage to use and hopefully the class can be reviewed for completion within the next few weeks. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 17:33, 23 February 2013 (MST)<br />
<br />
It's always a long time before I get back to fix up some things. Sorry about that! Real life just keeps chugging away and I don't make time to do awesome things like this as much as I'd like to. I went ahead and addressed Marasmusine's points, valid as they were, in my recent changes to the class's main page and applicable power pages. And yes, Dylan, that's pretty much spot on with my intent, thanks for the support! --[[User:Biral|Biral]] ([[User talk:Biral|talk]]) 01:03, 7 April 2014 (MDT)<br />
<br />
==Feedback==<br />
*Arcane Affinity - "You are required to perform a saving throw against a hostile spell." - monster statblocks do not identify attacks as "spells", and I can't think of any that ask for an immediate saving throw. You might be thinking of (save ends) conditions, but these are made on your turn, so you can't do an immediate reaction against it.<br />
*Mystic Orb - How long do the orbs last for? Is it expected that the warmage creates them all before an encounter starts, or is the intention that they are created during a battle?<br />
*Empower Orb - make the bonus a power bonus to make it clear that it doesn't stack. The level 21 bonus is the same as the level 11 bonus. It's a standard action, but I don't think it's worth losing an attack for the sake of an attack bonus.<br />
*[[Force Strike (4e Power)]] - This is accurate (weapon vs. NAD) ''and'' can push more than 1 square.<br />
*[[Arcane Weapon (4e Power)]] - What ''kind'' of attacks gets the 1d4 bonus damage? All weapon attacks, or just warmage weapon attacks? How long does the bonus last for?<br />
*I'll look at the encounter and daily powers another time. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:34, 16 August 2013 (MDT)<br />
<br />
I can answer a few of your questions. When he means hostile spells he's talking about enemy attacks that have anything to do with arcana energies. This could be anything from a magic missile to a simple wack from a enchanted sword. Warmages are very in tune with arcana, more than most mages. Second, Mystic orbs most likely stick around a long as time until you lose concentration and they just puff. Though I think there should be a limit to how many you can have. Third, I actually like the Empowered Mystic Orb At-Will power since it gives you the ability to charge and than release one over powered attack that can kill anything, it fits a Warmage very well. For Force Strike I don't see what your talking about, it's not a basic attack so it would run off of your Strength or Dexterity (Whichever is higher). Though I do have to say it should be Implement not Weapon just so it would make sense. Arcane Weapon would only work on his Implement Weapon and it would last until an extended rest when most other buffs ware off. Over all I like the Warmage class so far. >Dylan<br />
<br />
:Let's tackle these one at a time then.<br />
:'''Arcane Affinity''' - "Once per day, when you are the target of an attack with the Arcane keyword," so as written this doesn't do anything, since monster attacks never have the Arcane keyword, nor do they have anything like "spell" or "arcana". It could fall to DM fiat, which makes a weak design. Is the Royal Mummy's ''plague chant'' an arcane power or a divine power? It could be either or both. So how to handle this? You need to use the keywords that the game ''does'' use. There is a 4e feat that is supposed to represent arcane defense, and it's keyed on being hit by a Close or Area attack (since they are most likely to be spell-like attacks). Or it could be based on the type of damage the attack causes, or what defense it targets, or if it inflicts a certain condition, ongoing damage, save ends, which are all likely spell-like effects.<br />
:<s>Next, it is "once per day" and it is a triggered response, so it is actually a daily power and should be formatted as such. </s> I see further down it is written out as a power, that's confusing, I'll reformat it. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:11, 7 April 2014 (MDT)<br />
:Okay, I've reformatted using the newer style. The powers can be transcluded into this new list, rather than in a separate powers list. I can do this if you're not sure how. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:30, 7 April 2014 (MDT)<br />
::Hey there Marasmusine, I'd love it if you transcluded those powers into the new list. I've been super-busy with my work, so I've not had the time to dedicate to developing the Warmage as much as I should. I'm investigating the rewording of '''Arcane Affinity''', even if that would be able to be reworded effectively in 4th edition, and still debating to scrap it for a spell choice instead (Fire, Cold, Lightning, Force, etc); in fact, I'll probably do that right now. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 16:58, 17 July 2014 (MDT)<br />
::Just edited Arcane Affinity, so now it should be a lot more balanced. Instead of being an intended blanket ability to counter spells, it's only a specific type of damage (traditionally associated with the most common wizard spells) now, chosen by the player. Hopefully this makes each Warmage feel more like a unique character, instead of a static barrier for a group of adventurers (nothing stopping five people from rolling one of each type, though). Let me know if it could be reworded better. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 17:57, 17 July 2014 (MDT)<br />
:::I've done the at-will powers. I noticed that none of the powers use Wisdom in any way, so I'm not sure what the "Warmage Magister" build is for. I also don't think that many people will pick the Str/Dex powers, since Int ''always'' has to be the prime ability for daily powers to be effective. There's some other issues as well but I'll have to go into them later. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:03, 18 July 2014 (MDT)<br />
::::Good point. I'll revisit them today if I can get time, replace the Strength and Dexterity for Wisdom for the movement effects and Intelligence for the damage effects. Simplify and redesign. The Magister should be focused on moving enemies around the battlefield, the Spellblade on doing the most damage possible, and the Warder on being personally mobile. [[Special:Contributions/50.105.13.220|50.105.13.220]] 06:57, 18 July 2014 (MDT)<br />
:::::I would have Intelligence as the principle ability for all the powers, and have the secondary abilities as the "kickers" if that makes sense. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:14, 18 July 2014 (MDT)<br />
::::::Makes perfect sense. I just changed the two non-Int Level 1 abilities to Int, will review the others and compile the listings for the rest of the levels following your example there. Thanks a ton =) [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 15:01, 18 July 2014 (MDT)<br />
<br />
Regarding the power list, each tier can go on its own subpage, I am testing this formatting at [[Living Spell (4e Elite Character)]]. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:20, 19 July 2014 (MDT)<br />
:I used your work as a template for the rest of the Warmage's abilities up to level 10; editing powers as needed along the way. They should have each received a look-over, so let me know if any of them seem imbalanced (I also addressed the problem with Implosion, so it should read more effectively now). Gotta drive for hours today, though, so let me know if more work is needed on the pre-10 abilities or if the class' paragon and epic tiers are ready for implementation. Thanks! [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 08:02, 20 July 2014 (MDT)<br />
::I'll take a proper look later. At first glance, I think that any Close Burst powers should target "each enemy" rather than "each creature", or they're going to be too hard to use without hurting friends. Good luck with your driving![[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 08:07, 20 July 2014 (MDT)<br />
:::I looked through the Close bursts and agree, so I changed them to "each enemy" instead of "each creature". Let me know if we can move onto the paragon and epic powers; I'll start developing Paragon paths soon (was thinking of one that really took advantage of the Mystic Weapon skill and expanded on it, becoming this Warmage with dozens of arcane weapons whirling about on the battlefield; another that really takes the weapon imbue abilities - Arcane Weapon, Searing Flame, Force Weapon, Freezing Ray - and empowers them along with new powers to bolster melee attacks with weapon enchants; and perhaps one more that just offers more AoE utility, like slow fields, force storms, and defensive zones for allies). [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 07:43, 23 July 2014 (MDT)</div>Biralhttps://www.dandwiki.com/w/index.php?title=Ephemeral_Pulse_(4e_Power)&diff=670027Ephemeral Pulse (4e Power)2014-07-20T18:29:28Z<p>Biral: Changed to all enemies instead of all creatures.</p>
<hr />
<div>{{4e Class Power<br />
|name=Ephemeral Pulse<br />
|usage=Daily<br />
|owner=Class<br />
|flavor=You emit a quick blast of arcane energy after taking a blow, knocking your foes back with great force and giving you enough room to plan your next move.<br />
|class=Warmage<br />
|type=Utility<br />
|level=2<br />
|keyword1=Arcane<br />
|actiontype=Immediate Reaction<br />
|range=Close<br />
|rangemod=burst 2<br />
|trigger=You are hit by an attack.<br />
|target=Each enemy in burst<br />
|effect=The target is pushed a number of squares equal to your Wisdom modifier and rolls a Reflex saving throw against your Intellect. If it fails, it is knocked prone.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Cindershards_(4e_Power)&diff=670026Cindershards (4e Power)2014-07-20T18:27:40Z<p>Biral: Changed to all enemies instead of all creatures.</p>
<hr />
<div>{{4e Class Power<br />
|name=Cindershards<br />
|usage=Daily<br />
|owner=Class<br />
|flavor=You move one of your Mystic Orbs in front of you and - with your weapon engulfed in arcane fire - slash it in two. The pieces fly apart and shatter on the ground, setting it ablaze.<br />
|class=Warmage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Fire<br />
|keyword3=Implement<br />
|actiontype=Standard Action<br />
|range=Close<br />
|rangemod=blast 3 '''(Special)'''<br />
|special2=This power generates two separate blast areas. These areas may overlap, but only partially. Overlapping blast areas are considered difficult terrain and creatures entering or starting their turn within them suffer 1d4 fire damage in addition to this power's normal effects.<br />
|target=Each enemy in blast<br />
|attack=Intelligence<br />
|defense=Reflex<br />
|hit=1d4+Intelligence modifier fire damage.<br />
|effect=The blast creates an area of flame. If a creature moves into a square adjacent to the blast zone or starts its turn in a square adjacent to the blast zone, it takes 1d4+Intelligence modifier fire damage. If a creature moves into the blast zone or starts its turn within the blast zone, the creature takes 2d4+Intelligence modifier fire damage. Entering a square occupied by the blast zone costs 1 extra square of movement.<br />
|sustainaction=Minor<br />
|sustain=The effect persists.<br />
|special=The Mystic Orb used for this power is destroyed.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Mystic_Torrent_(4e_Power)&diff=670025Mystic Torrent (4e Power)2014-07-20T18:26:13Z<p>Biral: Changed to all enemies instead of all creatures.</p>
<hr />
<div>{{4e Class Power<br />
|name=Mystic Torrent<br />
|usage=Encounter<br />
|owner=Class<br />
|flavor=A twisting vortex of arcane power envelops you, repelling your enemies with immense force.<br />
|class=Warmage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Force<br />
|keyword3=Implement<br />
|actiontype=Standard Action<br />
|range=Close<br />
|rangemod=burst 2<br />
|target=Each enemy in burst<br />
|attack=Intelligence<br />
|defense=Fortitude<br />
|hit=2d4+Intelligence modifier force damage and target is pushed up to an amount of squares equal to your Wisdom modifier.<br />
|miss=Target is pushed up to an amount of squares equal to half of your Wisdom modifier away.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Frostshade_(4e_Power)&diff=670024Frostshade (4e Power)2014-07-20T18:19:06Z<p>Biral: </p>
<hr />
<div>{{4e Power<br />
|name=Frostshade<br />
|usage=Encounter<br />
|flavor=You quickly expel a frozen surge of wind from your body, damaging enemies and ensuring your safety should any of them retaliate.<br />
|class=Warmage<br />
|owner=Class<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Cold<br />
|keyword3=Implement<br />
|actiontype=Standard Action<br />
|range=Close<br />
|rangemod=burst 1<br />
|target=Each enemy in burst<br />
|attack=Intelligence<br />
|defense=Reflex<br />
|hit=2d6+Intelligence modifier cold damage.<br />
|effect=If a target attempts to attack you before the end of your next turn, you may shift a number of squares equal to your Wisdom modifier.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Talk:Warmage_(4e_Class)&diff=669980Talk:Warmage (4e Class)2014-07-20T14:02:20Z<p>Biral: /* Feedback */</p>
<hr />
<div>==Suggestions==<br />
Opening up the discussion page for suggestions and general thoughts about the class in general. I think this class has a lot of potential, being unique in its features and offering a diverse set of abilities. I would like to see this class grow to more than what it is in my mind, however, and would greatly appreciate any suggestions to its growth. --[[User:Biral|Biral]] 01:52, 18 February 2009 (EST)<br />
<br />
<br />
I've been working with additional ideas of skills and abilities for this class, and will update it by the end of the month with some new powers. But I've yet to decide on a well-defined course to pursue. I'll be convening with some friends of mine for a more substantial look at prospective powers.<br />
--[[User:Biral|Biral]] 10:26, 05 July 2009 (EST)<br />
<br />
<br />
Just an update, since I've seriously neglected this page: I'm currently revising most of my ideas posted here and will be updating the whole class as soon as I can pry myself away from my studies in school. I have quite a few changes that will end up revamping some of the baseline powers this class has, as well as opening it up for future manipulation by introducing some storyline and lore behind it to better guide its progress. As always, feedback is more than welcome. --[[User:Biral|Biral]] 13:29, 16 November 2011 (EST)<br />
<br />
Wow, it has been a long time. Over the past few months, I've been adding plenty of new skills and abilities for the Warmage to use and hopefully the class can be reviewed for completion within the next few weeks. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 17:33, 23 February 2013 (MST)<br />
<br />
It's always a long time before I get back to fix up some things. Sorry about that! Real life just keeps chugging away and I don't make time to do awesome things like this as much as I'd like to. I went ahead and addressed Marasmusine's points, valid as they were, in my recent changes to the class's main page and applicable power pages. And yes, Dylan, that's pretty much spot on with my intent, thanks for the support! --[[User:Biral|Biral]] ([[User talk:Biral|talk]]) 01:03, 7 April 2014 (MDT)<br />
<br />
==Feedback==<br />
*Arcane Affinity - "You are required to perform a saving throw against a hostile spell." - monster statblocks do not identify attacks as "spells", and I can't think of any that ask for an immediate saving throw. You might be thinking of (save ends) conditions, but these are made on your turn, so you can't do an immediate reaction against it.<br />
*Mystic Orb - How long do the orbs last for? Is it expected that the warmage creates them all before an encounter starts, or is the intention that they are created during a battle?<br />
*Empower Orb - make the bonus a power bonus to make it clear that it doesn't stack. The level 21 bonus is the same as the level 11 bonus. It's a standard action, but I don't think it's worth losing an attack for the sake of an attack bonus.<br />
*[[Force Strike (4e Power)]] - This is accurate (weapon vs. NAD) ''and'' can push more than 1 square.<br />
*[[Arcane Weapon (4e Power)]] - What ''kind'' of attacks gets the 1d4 bonus damage? All weapon attacks, or just warmage weapon attacks? How long does the bonus last for?<br />
*I'll look at the encounter and daily powers another time. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:34, 16 August 2013 (MDT)<br />
<br />
I can answer a few of your questions. When he means hostile spells he's talking about enemy attacks that have anything to do with arcana energies. This could be anything from a magic missile to a simple wack from a enchanted sword. Warmages are very in tune with arcana, more than most mages. Second, Mystic orbs most likely stick around a long as time until you lose concentration and they just puff. Though I think there should be a limit to how many you can have. Third, I actually like the Empowered Mystic Orb At-Will power since it gives you the ability to charge and than release one over powered attack that can kill anything, it fits a Warmage very well. For Force Strike I don't see what your talking about, it's not a basic attack so it would run off of your Strength or Dexterity (Whichever is higher). Though I do have to say it should be Implement not Weapon just so it would make sense. Arcane Weapon would only work on his Implement Weapon and it would last until an extended rest when most other buffs ware off. Over all I like the Warmage class so far. >Dylan<br />
<br />
:Let's tackle these one at a time then.<br />
:'''Arcane Affinity''' - "Once per day, when you are the target of an attack with the Arcane keyword," so as written this doesn't do anything, since monster attacks never have the Arcane keyword, nor do they have anything like "spell" or "arcana". It could fall to DM fiat, which makes a weak design. Is the Royal Mummy's ''plague chant'' an arcane power or a divine power? It could be either or both. So how to handle this? You need to use the keywords that the game ''does'' use. There is a 4e feat that is supposed to represent arcane defense, and it's keyed on being hit by a Close or Area attack (since they are most likely to be spell-like attacks). Or it could be based on the type of damage the attack causes, or what defense it targets, or if it inflicts a certain condition, ongoing damage, save ends, which are all likely spell-like effects.<br />
:<s>Next, it is "once per day" and it is a triggered response, so it is actually a daily power and should be formatted as such. </s> I see further down it is written out as a power, that's confusing, I'll reformat it. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:11, 7 April 2014 (MDT)<br />
:Okay, I've reformatted using the newer style. The powers can be transcluded into this new list, rather than in a separate powers list. I can do this if you're not sure how. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:30, 7 April 2014 (MDT)<br />
::Hey there Marasmusine, I'd love it if you transcluded those powers into the new list. I've been super-busy with my work, so I've not had the time to dedicate to developing the Warmage as much as I should. I'm investigating the rewording of '''Arcane Affinity''', even if that would be able to be reworded effectively in 4th edition, and still debating to scrap it for a spell choice instead (Fire, Cold, Lightning, Force, etc); in fact, I'll probably do that right now. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 16:58, 17 July 2014 (MDT)<br />
::Just edited Arcane Affinity, so now it should be a lot more balanced. Instead of being an intended blanket ability to counter spells, it's only a specific type of damage (traditionally associated with the most common wizard spells) now, chosen by the player. Hopefully this makes each Warmage feel more like a unique character, instead of a static barrier for a group of adventurers (nothing stopping five people from rolling one of each type, though). Let me know if it could be reworded better. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 17:57, 17 July 2014 (MDT)<br />
:::I've done the at-will powers. I noticed that none of the powers use Wisdom in any way, so I'm not sure what the "Warmage Magister" build is for. I also don't think that many people will pick the Str/Dex powers, since Int ''always'' has to be the prime ability for daily powers to be effective. There's some other issues as well but I'll have to go into them later. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:03, 18 July 2014 (MDT)<br />
::::Good point. I'll revisit them today if I can get time, replace the Strength and Dexterity for Wisdom for the movement effects and Intelligence for the damage effects. Simplify and redesign. The Magister should be focused on moving enemies around the battlefield, the Spellblade on doing the most damage possible, and the Warder on being personally mobile. [[Special:Contributions/50.105.13.220|50.105.13.220]] 06:57, 18 July 2014 (MDT)<br />
:::::I would have Intelligence as the principle ability for all the powers, and have the secondary abilities as the "kickers" if that makes sense. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:14, 18 July 2014 (MDT)<br />
::::::Makes perfect sense. I just changed the two non-Int Level 1 abilities to Int, will review the others and compile the listings for the rest of the levels following your example there. Thanks a ton =) [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 15:01, 18 July 2014 (MDT)<br />
<br />
Regarding the power list, each tier can go on its own subpage, I am testing this formatting at [[Living Spell (4e Elite Character)]]. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:20, 19 July 2014 (MDT)<br />
:I used your work as a template for the rest of the Warmage's abilities up to level 10; editing powers as needed along the way. They should have each received a look-over, so let me know if any of them seem imbalanced (I also addressed the problem with Implosion, so it should read more effectively now). Gotta drive for hours today, though, so let me know if more work is needed on the pre-10 abilities or if the class' paragon and epic tiers are ready for implementation. Thanks! [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 08:02, 20 July 2014 (MDT)</div>Biralhttps://www.dandwiki.com/w/index.php?title=Phase_Strike_(4e_Power)&diff=669979Phase Strike (4e Power)2014-07-20T13:58:16Z<p>Biral: Changed from Str/Dex to Int.</p>
<hr />
<div>{{4e Class Power<br />
|name=Phase Strike<br />
|usage=Encounter<br />
|owner=Class<br />
|flavor=You strike at your foe before our body shifts out of phase with the world, teleporting you a short distance away. The residual energies of your movement reach out and disperse on your enemy, pushing them away from you.<br />
|class=Warmage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Teleportation<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|target=One creature<br />
|attack=Intelligence<br />
|defense=Fortitude<br />
|hit=2[W] + Intelligence modifier damage<br />
|effect= You can teleport up to an amount of squares equal to your Wisdom modifier. Your target is pushed the same amount of squares your teleport.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=669978Warmage (4e Class)2014-07-20T13:56:48Z<p>Biral: /* Warmage Warder */ Changed "any physical damage your powers may inflict" to "the damage of your basic attacks"</p>
<hr />
<div>{{needsbalance|Some minor issues, see talk page.}}<br />
{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your basic attacks. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Weapon Focus|Weapon Focus]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases the damage of your basic attacks. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
==Heroic Warmage ==<br />
{|class="4e" style="text-align: left;" border="1"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1||1||Arcane Implement Specialization<br>Arcane Affinity<br>Mystic Orb<br>Empowered Orbs<br>At-Will Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10||+1|| Utility Power<br />
|}<br />
<br />
===Level 1: Arcane Implement Specialization===<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
====Rod of Deception====<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
====Orb of True Imposition====<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
====Mystic Weapon Mastery====<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
===Level 1: Arcane Affinity===<br />
'''Benefit''': You gain the ''arcane affinity'' power.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the chosen keyword includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
|special1=At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.<br><li>'''Acid'''</li><li>'''Cold'''</li><li>'''Fire'''</li><li>'''Force'''</li><li>'''Lightning'''</li><br />
}}<br />
<br />
===Level 1: Mystic Orb===<br />
Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br><br />
'''Benefit:''' You gain the ''mystic orb'' power.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. <br>'''11th Level:''' The maximum amount of orbs created by this power you may have under your control increases to four.<br>'''21st Level:''' The maximum increases to five.<br />
}}<br />
<br />
===Level 1: Empowered Orbs===<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br><br />
'''Benefit:''' You gain the ''empower orb'' power. In addition, choose either ''power of the force magi'' or ''power of the phase magi''.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
====Power of the Force Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
====Power of the Phase Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
===Level 1: At-Will Powers===<br />
From the very first days of your training, you felt arcane power come alive within you. In combat, you protect yourself now with that power, unleashing attacks as deadly as any weapon.<br><br />
'''Benefit:''' You gain two of the following powers.<br />
<br />
{{:Arcane Strike (4e Power)}}<br />
{{:Force Strike (4e Power)}}<br />
{{:Mystic Strike (4e Power)}}<br />
{{:Arcane Weapon (4e Power)}}<br />
{{:Mystic Blast (4e Power)}}<br />
<br />
===Level 1: Encounter Power===<br />
Your at-will attack powers are the most accessible part of your arcane arsenal. However, they represent only a small portion of your increasing power.<br><br />
'''Benefit''': You gain one of the following powers.<br />
{{:Faultline (4e Power)}}<br />
{{:Frostshade (4e Power)}}<br />
{{:Mystic Torrent (4e Power)}}<br />
{{:Phase Strike (4e Power)}}<br />
{{:Surefire Flame (4e Power)}}<br />
<br />
===Level 1: Daily Power===<br />
Your most potent exploits drain you each time they are channeled and released. These are your daily attack powers&mdash;arcane magic so devastating that only an extended rest can replenish it. <br />
{{:Cindershards (4e Power)}}<br />
{{:Implosion (4e Power)}}<br />
{{:Stormsphere (4e Power)}}<br />
{{:Zone of Frost (4e Power)}}<br />
<br />
===Level 2: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Arcane Tyrant (4e Power)}}<br />
{{:Ephemeral Pulse (4e Power)}}<br />
{{:Ethereal Riposte (4e Power)}}<br />
<br />
===Level 3: Encounter Attack Power===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Coldwing's Grasp (4e Power)}}<br />
{{:Searing Flame (4e Power)}}<br />
{{:Toban's Jolt (4e Power)}}<br />
<br />
===Level 4: Ability Score Increase===<br />
Your constant training hones your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 5: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
{{:Ephemeral Grasp (4e Power)}}<br />
{{:Force Weapon (4e Power)}}<br />
{{:Explosion (4e Power)}}<br />
{{:Game of Stones (4e Power)}}<br />
<br />
===Level 6: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Azuric's Able-Portal (4e Power)}}<br />
{{:Fusion Leash (4e Power)}}<br />
{{:Ethereal Wind (4e Power)}}<br />
{{:Pirion's Shroud (4e Power)}}<br />
<br />
===Level 7: Encounter Attack Power ===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Freezing Ray (4e Power)}}<br />
{{:Mindshock Strike (4e Power)}}<br />
{{:Quaren's Torch (4e Power)}}<br />
<br />
===Level 8: Ability Score Increase===<br />
You reap the reward of constant challenge by increasing your physical and mental well-being.<br><br />
'''Benefit:''' You increase two ability scores of your choice by 1.<br />
<br />
===Level 9: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
{{:Arcane Blast (4e Power)}}<br />
{{:Mystic Weapon (4e Power)}}<br />
{{:Veil of Fire (4e Power)}}<br />
<br />
===Level 10: Utility Power===<br />
'''Benefit:''' You gain one of the following powers.<br />
{{:Mystic Gate (4e Power)}}<br />
{{:Pirion's Doppelganger (4e Power)}}<br />
{{:Quaren's Flameskin (4e Power)}}<br />
{{:Spectral Shield (4e Power)}}<br />
<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=669976Warmage (4e Class)2014-07-20T13:55:30Z<p>Biral: /* Warmage Magister */ Changed "more physical powers" to "basic attacks"</p>
<hr />
<div>{{needsbalance|Some minor issues, see talk page.}}<br />
{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your basic attacks. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Weapon Focus|Weapon Focus]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases any physical damage your powers may inflict. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
==Heroic Warmage ==<br />
{|class="4e" style="text-align: left;" border="1"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1||1||Arcane Implement Specialization<br>Arcane Affinity<br>Mystic Orb<br>Empowered Orbs<br>At-Will Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10||+1|| Utility Power<br />
|}<br />
<br />
===Level 1: Arcane Implement Specialization===<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
====Rod of Deception====<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
====Orb of True Imposition====<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
====Mystic Weapon Mastery====<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
===Level 1: Arcane Affinity===<br />
'''Benefit''': You gain the ''arcane affinity'' power.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the chosen keyword includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
|special1=At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.<br><li>'''Acid'''</li><li>'''Cold'''</li><li>'''Fire'''</li><li>'''Force'''</li><li>'''Lightning'''</li><br />
}}<br />
<br />
===Level 1: Mystic Orb===<br />
Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br><br />
'''Benefit:''' You gain the ''mystic orb'' power.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. <br>'''11th Level:''' The maximum amount of orbs created by this power you may have under your control increases to four.<br>'''21st Level:''' The maximum increases to five.<br />
}}<br />
<br />
===Level 1: Empowered Orbs===<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br><br />
'''Benefit:''' You gain the ''empower orb'' power. In addition, choose either ''power of the force magi'' or ''power of the phase magi''.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
====Power of the Force Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
====Power of the Phase Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
===Level 1: At-Will Powers===<br />
From the very first days of your training, you felt arcane power come alive within you. In combat, you protect yourself now with that power, unleashing attacks as deadly as any weapon.<br><br />
'''Benefit:''' You gain two of the following powers.<br />
<br />
{{:Arcane Strike (4e Power)}}<br />
{{:Force Strike (4e Power)}}<br />
{{:Mystic Strike (4e Power)}}<br />
{{:Arcane Weapon (4e Power)}}<br />
{{:Mystic Blast (4e Power)}}<br />
<br />
===Level 1: Encounter Power===<br />
Your at-will attack powers are the most accessible part of your arcane arsenal. However, they represent only a small portion of your increasing power.<br><br />
'''Benefit''': You gain one of the following powers.<br />
{{:Faultline (4e Power)}}<br />
{{:Frostshade (4e Power)}}<br />
{{:Mystic Torrent (4e Power)}}<br />
{{:Phase Strike (4e Power)}}<br />
{{:Surefire Flame (4e Power)}}<br />
<br />
===Level 1: Daily Power===<br />
Your most potent exploits drain you each time they are channeled and released. These are your daily attack powers&mdash;arcane magic so devastating that only an extended rest can replenish it. <br />
{{:Cindershards (4e Power)}}<br />
{{:Implosion (4e Power)}}<br />
{{:Stormsphere (4e Power)}}<br />
{{:Zone of Frost (4e Power)}}<br />
<br />
===Level 2: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Arcane Tyrant (4e Power)}}<br />
{{:Ephemeral Pulse (4e Power)}}<br />
{{:Ethereal Riposte (4e Power)}}<br />
<br />
===Level 3: Encounter Attack Power===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Coldwing's Grasp (4e Power)}}<br />
{{:Searing Flame (4e Power)}}<br />
{{:Toban's Jolt (4e Power)}}<br />
<br />
===Level 4: Ability Score Increase===<br />
Your constant training hones your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 5: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
{{:Ephemeral Grasp (4e Power)}}<br />
{{:Force Weapon (4e Power)}}<br />
{{:Explosion (4e Power)}}<br />
{{:Game of Stones (4e Power)}}<br />
<br />
===Level 6: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Azuric's Able-Portal (4e Power)}}<br />
{{:Fusion Leash (4e Power)}}<br />
{{:Ethereal Wind (4e Power)}}<br />
{{:Pirion's Shroud (4e Power)}}<br />
<br />
===Level 7: Encounter Attack Power ===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Freezing Ray (4e Power)}}<br />
{{:Mindshock Strike (4e Power)}}<br />
{{:Quaren's Torch (4e Power)}}<br />
<br />
===Level 8: Ability Score Increase===<br />
You reap the reward of constant challenge by increasing your physical and mental well-being.<br><br />
'''Benefit:''' You increase two ability scores of your choice by 1.<br />
<br />
===Level 9: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
{{:Arcane Blast (4e Power)}}<br />
{{:Mystic Weapon (4e Power)}}<br />
{{:Veil of Fire (4e Power)}}<br />
<br />
===Level 10: Utility Power===<br />
'''Benefit:''' You gain one of the following powers.<br />
{{:Mystic Gate (4e Power)}}<br />
{{:Pirion's Doppelganger (4e Power)}}<br />
{{:Quaren's Flameskin (4e Power)}}<br />
{{:Spectral Shield (4e Power)}}<br />
<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Mystic_Weapon_(4e_Power)&diff=669975Mystic Weapon (4e Power)2014-07-20T13:54:24Z<p>Biral: Fixed from "Empower Mystic Orb ability" to "Empower Orb class feature"</p>
<hr />
<div>{{4e Class Power<br />
|name=Mystic Weapon<br />
|usage=Daily<br />
|owner=Class<br />
|flavor=You split and transform one of your Mystic Orbs into two Mystic Weapons and direct their attacks.<br />
|class=Warmage<br />
|type=Attack<br />
|level=9<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=15<br />
|target=One creature adjacent to a Mystic Weapon<br />
|attack=Intelligence<br />
|attackextra=two attacks<br />
|defense=AC<br />
|hit=1[W] + Intelligence modifier damage<br />
|sustainaction=Minor<br />
|sustain=When you sustain the Mystic Weapons, they attack again.<br />
|special=The Mystic Orb used for this power is transformed into two, separate Mystic Weapons. The Mystic Weapons are controlled exactly like Mystic Orbs, but they cannot be Empowered by the Empower Orb class feature nor may they be the targets of any attack that can use Mystic Orbs as targets. These Mystic Weapons last until the end of your next turn.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=669973Warmage (4e Class)2014-07-20T13:53:16Z<p>Biral: /* Level 10: Utility Power */</p>
<hr />
<div>{{needsbalance|Some minor issues, see talk page.}}<br />
{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your more physical powers. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Weapon Focus|Weapon Focus]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases any physical damage your powers may inflict. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
==Heroic Warmage ==<br />
{|class="4e" style="text-align: left;" border="1"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1||1||Arcane Implement Specialization<br>Arcane Affinity<br>Mystic Orb<br>Empowered Orbs<br>At-Will Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10||+1|| Utility Power<br />
|}<br />
<br />
===Level 1: Arcane Implement Specialization===<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
====Rod of Deception====<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
====Orb of True Imposition====<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
====Mystic Weapon Mastery====<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
===Level 1: Arcane Affinity===<br />
'''Benefit''': You gain the ''arcane affinity'' power.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the chosen keyword includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
|special1=At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.<br><li>'''Acid'''</li><li>'''Cold'''</li><li>'''Fire'''</li><li>'''Force'''</li><li>'''Lightning'''</li><br />
}}<br />
<br />
===Level 1: Mystic Orb===<br />
Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br><br />
'''Benefit:''' You gain the ''mystic orb'' power.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. <br>'''11th Level:''' The maximum amount of orbs created by this power you may have under your control increases to four.<br>'''21st Level:''' The maximum increases to five.<br />
}}<br />
<br />
===Level 1: Empowered Orbs===<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br><br />
'''Benefit:''' You gain the ''empower orb'' power. In addition, choose either ''power of the force magi'' or ''power of the phase magi''.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
====Power of the Force Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
====Power of the Phase Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
===Level 1: At-Will Powers===<br />
From the very first days of your training, you felt arcane power come alive within you. In combat, you protect yourself now with that power, unleashing attacks as deadly as any weapon.<br><br />
'''Benefit:''' You gain two of the following powers.<br />
<br />
{{:Arcane Strike (4e Power)}}<br />
{{:Force Strike (4e Power)}}<br />
{{:Mystic Strike (4e Power)}}<br />
{{:Arcane Weapon (4e Power)}}<br />
{{:Mystic Blast (4e Power)}}<br />
<br />
===Level 1: Encounter Power===<br />
Your at-will attack powers are the most accessible part of your arcane arsenal. However, they represent only a small portion of your increasing power.<br><br />
'''Benefit''': You gain one of the following powers.<br />
{{:Faultline (4e Power)}}<br />
{{:Frostshade (4e Power)}}<br />
{{:Mystic Torrent (4e Power)}}<br />
{{:Phase Strike (4e Power)}}<br />
{{:Surefire Flame (4e Power)}}<br />
<br />
===Level 1: Daily Power===<br />
Your most potent exploits drain you each time they are channeled and released. These are your daily attack powers&mdash;arcane magic so devastating that only an extended rest can replenish it. <br />
{{:Cindershards (4e Power)}}<br />
{{:Implosion (4e Power)}}<br />
{{:Stormsphere (4e Power)}}<br />
{{:Zone of Frost (4e Power)}}<br />
<br />
===Level 2: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Arcane Tyrant (4e Power)}}<br />
{{:Ephemeral Pulse (4e Power)}}<br />
{{:Ethereal Riposte (4e Power)}}<br />
<br />
===Level 3: Encounter Attack Power===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Coldwing's Grasp (4e Power)}}<br />
{{:Searing Flame (4e Power)}}<br />
{{:Toban's Jolt (4e Power)}}<br />
<br />
===Level 4: Ability Score Increase===<br />
Your constant training hones your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 5: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
{{:Ephemeral Grasp (4e Power)}}<br />
{{:Force Weapon (4e Power)}}<br />
{{:Explosion (4e Power)}}<br />
{{:Game of Stones (4e Power)}}<br />
<br />
===Level 6: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Azuric's Able-Portal (4e Power)}}<br />
{{:Fusion Leash (4e Power)}}<br />
{{:Ethereal Wind (4e Power)}}<br />
{{:Pirion's Shroud (4e Power)}}<br />
<br />
===Level 7: Encounter Attack Power ===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Freezing Ray (4e Power)}}<br />
{{:Mindshock Strike (4e Power)}}<br />
{{:Quaren's Torch (4e Power)}}<br />
<br />
===Level 8: Ability Score Increase===<br />
You reap the reward of constant challenge by increasing your physical and mental well-being.<br><br />
'''Benefit:''' You increase two ability scores of your choice by 1.<br />
<br />
===Level 9: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
{{:Arcane Blast (4e Power)}}<br />
{{:Mystic Weapon (4e Power)}}<br />
{{:Veil of Fire (4e Power)}}<br />
<br />
===Level 10: Utility Power===<br />
'''Benefit:''' You gain one of the following powers.<br />
{{:Mystic Gate (4e Power)}}<br />
{{:Pirion's Doppelganger (4e Power)}}<br />
{{:Quaren's Flameskin (4e Power)}}<br />
{{:Spectral Shield (4e Power)}}<br />
<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=669971Warmage (4e Class)2014-07-20T13:47:36Z<p>Biral: /* Level 9: Daily Attack Power */</p>
<hr />
<div>{{needsbalance|Some minor issues, see talk page.}}<br />
{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your more physical powers. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Weapon Focus|Weapon Focus]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases any physical damage your powers may inflict. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
==Heroic Warmage ==<br />
{|class="4e" style="text-align: left;" border="1"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1||1||Arcane Implement Specialization<br>Arcane Affinity<br>Mystic Orb<br>Empowered Orbs<br>At-Will Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10||+1|| Utility Power<br />
|}<br />
<br />
===Level 1: Arcane Implement Specialization===<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
====Rod of Deception====<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
====Orb of True Imposition====<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
====Mystic Weapon Mastery====<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
===Level 1: Arcane Affinity===<br />
'''Benefit''': You gain the ''arcane affinity'' power.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the chosen keyword includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
|special1=At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.<br><li>'''Acid'''</li><li>'''Cold'''</li><li>'''Fire'''</li><li>'''Force'''</li><li>'''Lightning'''</li><br />
}}<br />
<br />
===Level 1: Mystic Orb===<br />
Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br><br />
'''Benefit:''' You gain the ''mystic orb'' power.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. <br>'''11th Level:''' The maximum amount of orbs created by this power you may have under your control increases to four.<br>'''21st Level:''' The maximum increases to five.<br />
}}<br />
<br />
===Level 1: Empowered Orbs===<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br><br />
'''Benefit:''' You gain the ''empower orb'' power. In addition, choose either ''power of the force magi'' or ''power of the phase magi''.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
====Power of the Force Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
====Power of the Phase Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
===Level 1: At-Will Powers===<br />
From the very first days of your training, you felt arcane power come alive within you. In combat, you protect yourself now with that power, unleashing attacks as deadly as any weapon.<br><br />
'''Benefit:''' You gain two of the following powers.<br />
<br />
{{:Arcane Strike (4e Power)}}<br />
{{:Force Strike (4e Power)}}<br />
{{:Mystic Strike (4e Power)}}<br />
{{:Arcane Weapon (4e Power)}}<br />
{{:Mystic Blast (4e Power)}}<br />
<br />
===Level 1: Encounter Power===<br />
Your at-will attack powers are the most accessible part of your arcane arsenal. However, they represent only a small portion of your increasing power.<br><br />
'''Benefit''': You gain one of the following powers.<br />
{{:Faultline (4e Power)}}<br />
{{:Frostshade (4e Power)}}<br />
{{:Mystic Torrent (4e Power)}}<br />
{{:Phase Strike (4e Power)}}<br />
{{:Surefire Flame (4e Power)}}<br />
<br />
===Level 1: Daily Power===<br />
Your most potent exploits drain you each time they are channeled and released. These are your daily attack powers&mdash;arcane magic so devastating that only an extended rest can replenish it. <br />
{{:Cindershards (4e Power)}}<br />
{{:Implosion (4e Power)}}<br />
{{:Stormsphere (4e Power)}}<br />
{{:Zone of Frost (4e Power)}}<br />
<br />
===Level 2: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Arcane Tyrant (4e Power)}}<br />
{{:Ephemeral Pulse (4e Power)}}<br />
{{:Ethereal Riposte (4e Power)}}<br />
<br />
===Level 3: Encounter Attack Power===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Coldwing's Grasp (4e Power)}}<br />
{{:Searing Flame (4e Power)}}<br />
{{:Toban's Jolt (4e Power)}}<br />
<br />
===Level 4: Ability Score Increase===<br />
Your constant training hones your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 5: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
{{:Ephemeral Grasp (4e Power)}}<br />
{{:Force Weapon (4e Power)}}<br />
{{:Explosion (4e Power)}}<br />
{{:Game of Stones (4e Power)}}<br />
<br />
===Level 6: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Azuric's Able-Portal (4e Power)}}<br />
{{:Fusion Leash (4e Power)}}<br />
{{:Ethereal Wind (4e Power)}}<br />
{{:Pirion's Shroud (4e Power)}}<br />
<br />
===Level 7: Encounter Attack Power ===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Freezing Ray (4e Power)}}<br />
{{:Mindshock Strike (4e Power)}}<br />
{{:Quaren's Torch (4e Power)}}<br />
<br />
===Level 8: Ability Score Increase===<br />
You reap the reward of constant challenge by increasing your physical and mental well-being.<br><br />
'''Benefit:''' You increase two ability scores of your choice by 1.<br />
<br />
===Level 9: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
{{:Arcane Blast (4e Power)}}<br />
{{:Mystic Weapon (4e Power)}}<br />
{{:Veil of Fire (4e Power)}}<br />
<br />
===Level 10: Utility Power===<br />
'''Benefit:''' You gain one of the following powers.<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Mystic_Weapon_(4e_Power)&diff=669970Mystic Weapon (4e Power)2014-07-20T13:46:43Z<p>Biral: </p>
<hr />
<div>{{4e Class Power<br />
|name=Mystic Weapon<br />
|usage=Daily<br />
|owner=Class<br />
|flavor=You split and transform one of your Mystic Orbs into two Mystic Weapons and direct their attacks.<br />
|class=Warmage<br />
|type=Attack<br />
|level=9<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=15<br />
|target=One creature adjacent to a Mystic Weapon<br />
|attack=Intelligence<br />
|attackextra=two attacks<br />
|defense=AC<br />
|hit=1[W] + Intelligence modifier damage<br />
|sustainaction=Minor<br />
|sustain=When you sustain the Mystic Weapons, they attack again.<br />
|special=The Mystic Orb used for this power is transformed into two, separate Mystic Weapons. The Mystic Weapons are controlled exactly like Mystic Orbs, but they cannot be Empowered by the Empower Mystic Orb ability nor may they be the targets of any attack that can use Mystic Orbs as targets. These Mystic Weapons last until the end of your next turn.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=669968Warmage (4e Class)2014-07-20T13:33:29Z<p>Biral: /* Level 7: Encounter Attack Power */</p>
<hr />
<div>{{needsbalance|Some minor issues, see talk page.}}<br />
{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your more physical powers. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Weapon Focus|Weapon Focus]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases any physical damage your powers may inflict. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
==Heroic Warmage ==<br />
{|class="4e" style="text-align: left;" border="1"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1||1||Arcane Implement Specialization<br>Arcane Affinity<br>Mystic Orb<br>Empowered Orbs<br>At-Will Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10||+1|| Utility Power<br />
|}<br />
<br />
===Level 1: Arcane Implement Specialization===<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
====Rod of Deception====<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
====Orb of True Imposition====<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
====Mystic Weapon Mastery====<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
===Level 1: Arcane Affinity===<br />
'''Benefit''': You gain the ''arcane affinity'' power.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the chosen keyword includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
|special1=At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.<br><li>'''Acid'''</li><li>'''Cold'''</li><li>'''Fire'''</li><li>'''Force'''</li><li>'''Lightning'''</li><br />
}}<br />
<br />
===Level 1: Mystic Orb===<br />
Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br><br />
'''Benefit:''' You gain the ''mystic orb'' power.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. <br>'''11th Level:''' The maximum amount of orbs created by this power you may have under your control increases to four.<br>'''21st Level:''' The maximum increases to five.<br />
}}<br />
<br />
===Level 1: Empowered Orbs===<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br><br />
'''Benefit:''' You gain the ''empower orb'' power. In addition, choose either ''power of the force magi'' or ''power of the phase magi''.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
====Power of the Force Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
====Power of the Phase Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
===Level 1: At-Will Powers===<br />
From the very first days of your training, you felt arcane power come alive within you. In combat, you protect yourself now with that power, unleashing attacks as deadly as any weapon.<br><br />
'''Benefit:''' You gain two of the following powers.<br />
<br />
{{:Arcane Strike (4e Power)}}<br />
{{:Force Strike (4e Power)}}<br />
{{:Mystic Strike (4e Power)}}<br />
{{:Arcane Weapon (4e Power)}}<br />
{{:Mystic Blast (4e Power)}}<br />
<br />
===Level 1: Encounter Power===<br />
Your at-will attack powers are the most accessible part of your arcane arsenal. However, they represent only a small portion of your increasing power.<br><br />
'''Benefit''': You gain one of the following powers.<br />
{{:Faultline (4e Power)}}<br />
{{:Frostshade (4e Power)}}<br />
{{:Mystic Torrent (4e Power)}}<br />
{{:Phase Strike (4e Power)}}<br />
{{:Surefire Flame (4e Power)}}<br />
<br />
===Level 1: Daily Power===<br />
Your most potent exploits drain you each time they are channeled and released. These are your daily attack powers&mdash;arcane magic so devastating that only an extended rest can replenish it. <br />
{{:Cindershards (4e Power)}}<br />
{{:Implosion (4e Power)}}<br />
{{:Stormsphere (4e Power)}}<br />
{{:Zone of Frost (4e Power)}}<br />
<br />
===Level 2: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Arcane Tyrant (4e Power)}}<br />
{{:Ephemeral Pulse (4e Power)}}<br />
{{:Ethereal Riposte (4e Power)}}<br />
<br />
===Level 3: Encounter Attack Power===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Coldwing's Grasp (4e Power)}}<br />
{{:Searing Flame (4e Power)}}<br />
{{:Toban's Jolt (4e Power)}}<br />
<br />
===Level 4: Ability Score Increase===<br />
Your constant training hones your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 5: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
{{:Ephemeral Grasp (4e Power)}}<br />
{{:Force Weapon (4e Power)}}<br />
{{:Explosion (4e Power)}}<br />
{{:Game of Stones (4e Power)}}<br />
<br />
===Level 6: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Azuric's Able-Portal (4e Power)}}<br />
{{:Fusion Leash (4e Power)}}<br />
{{:Ethereal Wind (4e Power)}}<br />
{{:Pirion's Shroud (4e Power)}}<br />
<br />
===Level 7: Encounter Attack Power ===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Freezing Ray (4e Power)}}<br />
{{:Mindshock Strike (4e Power)}}<br />
{{:Quaren's Torch (4e Power)}}<br />
<br />
===Level 8: Ability Score Increase===<br />
You reap the reward of constant challenge by increasing your physical and mental well-being.<br><br />
'''Benefit:''' You increase two ability scores of your choice by 1.<br />
<br />
===Level 9: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 10: Utility Power===<br />
'''Benefit:''' You gain one of the following powers.<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Quaren%27s_Torch_(4e_Power)&diff=669967Quaren's Torch (4e Power)2014-07-20T13:33:20Z<p>Biral: </p>
<hr />
<div>{{4e Class Power<br />
|name=Quaren's Torch<br />
|usage=Encounter<br />
|owner=Class<br />
|flavor=Flames burst from your weapon and dance towards your target, bathing it in its heat before moving on to the next victim.<br />
|class=Warmage<br />
|type=Attack<br />
|level=7<br />
|keyword1=Arcane<br />
|keyword2=Fire<br />
|keyword3=Implement<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=20<br />
|target=One creature.<br />
|attack=Intelligence<br />
|defense=Reflex<br />
|hit=2d6+Intelligence modifier fire damage.<br />
|secondarytarget=One creature within 5 squares of the primary target.<br />
|secondaryattack=Intelligence<br />
|secondarydefense=Reflex<br />
|secondaryhit=1d6+Intelligence modifier fire damage.<br />
|special=Any of your Mystic Orbs may be targets of this ability's primary or secondary attack. If a Mystic Orb is targeted, it does not make a saving throw and is destroyed, exploding and dealing half of the attack's damage to all enemies within 5 squares of the Mystic Orb.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Mindshock_Strike_(4e_Power)&diff=669966Mindshock Strike (4e Power)2014-07-20T13:17:28Z<p>Biral: Changed from Str/Dex to Int.</p>
<hr />
<div>{{4e Class Power<br />
|name=Mindshock Strike<br />
|usage=Encounter<br />
|owner=Class<br />
|flavor=You strike your opponent as fierce bolts of lightning emanate from your weapon, shocking the minds of nearby foes.<br />
|class=Warmage<br />
|type=Attack<br />
|level=7<br />
|keyword1=Arcane<br />
|keyword2=Lightning<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|target=One creature<br />
|attack=Intelligence<br />
|defense=Reflex<br />
|hit=1[W]+Intelligence modifier damage. The target is stunned until the start of your next turn. Make a secondary attack.<br />
|miss=The target is dazed until the start of your next turn. Make a secondary attack.<br />
|secondarytarget=Each creature within 3 squares of the target<br />
|secondaryattack=Intelligence<br />
|secondarydefense=Will<br />
|secondaryhit=1d6+Intelligence modifier lightning damage and the target is dazed until the start of your next turn.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Pirion%27s_Shroud_(4e_Power)&diff=669963Pirion's Shroud (4e Power)2014-07-20T13:13:59Z<p>Biral: </p>
<hr />
<div>{{4e Class Power<br />
|name=Pirion's Shroud<br />
|usage=Daily<br />
|owner=Class<br />
|flavor=You shroud yourself in arcane energy, becoming nigh indiscernible from your surroundings.<br />
|class=Warmage<br />
|type=Utility<br />
|level=6<br />
|keyword1=Arcane<br />
|keyword2=Illusion<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Until the end of the encounter, you gain a power bonus to your AC and Reflex defense equal to your Wisdom modifier and enemies 3 or more squares away from you cannot sense you.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=669962Warmage (4e Class)2014-07-20T13:13:38Z<p>Biral: /* Level 6: Utility Power */</p>
<hr />
<div>{{needsbalance|Some minor issues, see talk page.}}<br />
{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your more physical powers. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Weapon Focus|Weapon Focus]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases any physical damage your powers may inflict. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
==Heroic Warmage ==<br />
{|class="4e" style="text-align: left;" border="1"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1||1||Arcane Implement Specialization<br>Arcane Affinity<br>Mystic Orb<br>Empowered Orbs<br>At-Will Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10||+1|| Utility Power<br />
|}<br />
<br />
===Level 1: Arcane Implement Specialization===<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
====Rod of Deception====<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
====Orb of True Imposition====<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
====Mystic Weapon Mastery====<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
===Level 1: Arcane Affinity===<br />
'''Benefit''': You gain the ''arcane affinity'' power.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the chosen keyword includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
|special1=At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.<br><li>'''Acid'''</li><li>'''Cold'''</li><li>'''Fire'''</li><li>'''Force'''</li><li>'''Lightning'''</li><br />
}}<br />
<br />
===Level 1: Mystic Orb===<br />
Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br><br />
'''Benefit:''' You gain the ''mystic orb'' power.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. <br>'''11th Level:''' The maximum amount of orbs created by this power you may have under your control increases to four.<br>'''21st Level:''' The maximum increases to five.<br />
}}<br />
<br />
===Level 1: Empowered Orbs===<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br><br />
'''Benefit:''' You gain the ''empower orb'' power. In addition, choose either ''power of the force magi'' or ''power of the phase magi''.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
====Power of the Force Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
====Power of the Phase Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
===Level 1: At-Will Powers===<br />
From the very first days of your training, you felt arcane power come alive within you. In combat, you protect yourself now with that power, unleashing attacks as deadly as any weapon.<br><br />
'''Benefit:''' You gain two of the following powers.<br />
<br />
{{:Arcane Strike (4e Power)}}<br />
{{:Force Strike (4e Power)}}<br />
{{:Mystic Strike (4e Power)}}<br />
{{:Arcane Weapon (4e Power)}}<br />
{{:Mystic Blast (4e Power)}}<br />
<br />
===Level 1: Encounter Power===<br />
Your at-will attack powers are the most accessible part of your arcane arsenal. However, they represent only a small portion of your increasing power.<br><br />
'''Benefit''': You gain one of the following powers.<br />
{{:Faultline (4e Power)}}<br />
{{:Frostshade (4e Power)}}<br />
{{:Mystic Torrent (4e Power)}}<br />
{{:Phase Strike (4e Power)}}<br />
{{:Surefire Flame (4e Power)}}<br />
<br />
===Level 1: Daily Power===<br />
Your most potent exploits drain you each time they are channeled and released. These are your daily attack powers&mdash;arcane magic so devastating that only an extended rest can replenish it. <br />
{{:Cindershards (4e Power)}}<br />
{{:Implosion (4e Power)}}<br />
{{:Stormsphere (4e Power)}}<br />
{{:Zone of Frost (4e Power)}}<br />
<br />
===Level 2: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Arcane Tyrant (4e Power)}}<br />
{{:Ephemeral Pulse (4e Power)}}<br />
{{:Ethereal Riposte (4e Power)}}<br />
<br />
===Level 3: Encounter Attack Power===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Coldwing's Grasp (4e Power)}}<br />
{{:Searing Flame (4e Power)}}<br />
{{:Toban's Jolt (4e Power)}}<br />
<br />
===Level 4: Ability Score Increase===<br />
Your constant training hones your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 5: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
{{:Ephemeral Grasp (4e Power)}}<br />
{{:Force Weapon (4e Power)}}<br />
{{:Explosion (4e Power)}}<br />
{{:Game of Stones (4e Power)}}<br />
<br />
===Level 6: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Azuric's Able-Portal (4e Power)}}<br />
{{:Fusion Leash (4e Power)}}<br />
{{:Ethereal Wind (4e Power)}}<br />
{{:Pirion's Shroud (4e Power)}}<br />
<br />
===Level 7: Encounter Attack Power ===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
<br />
===Level 8: Ability Score Increase===<br />
You reap the reward of constant challenge by increasing your physical and mental well-being.<br><br />
'''Benefit:''' You increase two ability scores of your choice by 1.<br />
<br />
===Level 9: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 10: Utility Power===<br />
'''Benefit:''' You gain one of the following powers.<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=669959Warmage (4e Class)2014-07-20T13:08:38Z<p>Biral: /* Level 5: Daily Attack Power */</p>
<hr />
<div>{{needsbalance|Some minor issues, see talk page.}}<br />
{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your more physical powers. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Weapon Focus|Weapon Focus]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases any physical damage your powers may inflict. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
==Heroic Warmage ==<br />
{|class="4e" style="text-align: left;" border="1"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1||1||Arcane Implement Specialization<br>Arcane Affinity<br>Mystic Orb<br>Empowered Orbs<br>At-Will Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10||+1|| Utility Power<br />
|}<br />
<br />
===Level 1: Arcane Implement Specialization===<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
====Rod of Deception====<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
====Orb of True Imposition====<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
====Mystic Weapon Mastery====<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
===Level 1: Arcane Affinity===<br />
'''Benefit''': You gain the ''arcane affinity'' power.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the chosen keyword includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
|special1=At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.<br><li>'''Acid'''</li><li>'''Cold'''</li><li>'''Fire'''</li><li>'''Force'''</li><li>'''Lightning'''</li><br />
}}<br />
<br />
===Level 1: Mystic Orb===<br />
Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br><br />
'''Benefit:''' You gain the ''mystic orb'' power.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. <br>'''11th Level:''' The maximum amount of orbs created by this power you may have under your control increases to four.<br>'''21st Level:''' The maximum increases to five.<br />
}}<br />
<br />
===Level 1: Empowered Orbs===<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br><br />
'''Benefit:''' You gain the ''empower orb'' power. In addition, choose either ''power of the force magi'' or ''power of the phase magi''.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
====Power of the Force Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
====Power of the Phase Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
===Level 1: At-Will Powers===<br />
From the very first days of your training, you felt arcane power come alive within you. In combat, you protect yourself now with that power, unleashing attacks as deadly as any weapon.<br><br />
'''Benefit:''' You gain two of the following powers.<br />
<br />
{{:Arcane Strike (4e Power)}}<br />
{{:Force Strike (4e Power)}}<br />
{{:Mystic Strike (4e Power)}}<br />
{{:Arcane Weapon (4e Power)}}<br />
{{:Mystic Blast (4e Power)}}<br />
<br />
===Level 1: Encounter Power===<br />
Your at-will attack powers are the most accessible part of your arcane arsenal. However, they represent only a small portion of your increasing power.<br><br />
'''Benefit''': You gain one of the following powers.<br />
{{:Faultline (4e Power)}}<br />
{{:Frostshade (4e Power)}}<br />
{{:Mystic Torrent (4e Power)}}<br />
{{:Phase Strike (4e Power)}}<br />
{{:Surefire Flame (4e Power)}}<br />
<br />
===Level 1: Daily Power===<br />
Your most potent exploits drain you each time they are channeled and released. These are your daily attack powers&mdash;arcane magic so devastating that only an extended rest can replenish it. <br />
{{:Cindershards (4e Power)}}<br />
{{:Implosion (4e Power)}}<br />
{{:Stormsphere (4e Power)}}<br />
{{:Zone of Frost (4e Power)}}<br />
<br />
===Level 2: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Arcane Tyrant (4e Power)}}<br />
{{:Ephemeral Pulse (4e Power)}}<br />
{{:Ethereal Riposte (4e Power)}}<br />
<br />
===Level 3: Encounter Attack Power===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Coldwing's Grasp (4e Power)}}<br />
{{:Searing Flame (4e Power)}}<br />
{{:Toban's Jolt (4e Power)}}<br />
<br />
===Level 4: Ability Score Increase===<br />
Your constant training hones your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 5: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
{{:Ephemeral Grasp (4e Power)}}<br />
{{:Force Weapon (4e Power)}}<br />
{{:Explosion (4e Power)}}<br />
{{:Game of Stones (4e Power)}}<br />
<br />
===Level 6: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
<br />
===Level 7: Encounter Attack Power ===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
<br />
===Level 8: Ability Score Increase===<br />
You reap the reward of constant challenge by increasing your physical and mental well-being.<br><br />
'''Benefit:''' You increase two ability scores of your choice by 1.<br />
<br />
===Level 9: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 10: Utility Power===<br />
'''Benefit:''' You gain one of the following powers.<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=669958Warmage (4e Class)2014-07-20T13:04:09Z<p>Biral: /* Level 3: Encounter Attack Power */</p>
<hr />
<div>{{needsbalance|Some minor issues, see talk page.}}<br />
{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your more physical powers. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Weapon Focus|Weapon Focus]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases any physical damage your powers may inflict. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
==Heroic Warmage ==<br />
{|class="4e" style="text-align: left;" border="1"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1||1||Arcane Implement Specialization<br>Arcane Affinity<br>Mystic Orb<br>Empowered Orbs<br>At-Will Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10||+1|| Utility Power<br />
|}<br />
<br />
===Level 1: Arcane Implement Specialization===<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
====Rod of Deception====<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
====Orb of True Imposition====<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
====Mystic Weapon Mastery====<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
===Level 1: Arcane Affinity===<br />
'''Benefit''': You gain the ''arcane affinity'' power.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the chosen keyword includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
|special1=At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.<br><li>'''Acid'''</li><li>'''Cold'''</li><li>'''Fire'''</li><li>'''Force'''</li><li>'''Lightning'''</li><br />
}}<br />
<br />
===Level 1: Mystic Orb===<br />
Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br><br />
'''Benefit:''' You gain the ''mystic orb'' power.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. <br>'''11th Level:''' The maximum amount of orbs created by this power you may have under your control increases to four.<br>'''21st Level:''' The maximum increases to five.<br />
}}<br />
<br />
===Level 1: Empowered Orbs===<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br><br />
'''Benefit:''' You gain the ''empower orb'' power. In addition, choose either ''power of the force magi'' or ''power of the phase magi''.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
====Power of the Force Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
====Power of the Phase Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
===Level 1: At-Will Powers===<br />
From the very first days of your training, you felt arcane power come alive within you. In combat, you protect yourself now with that power, unleashing attacks as deadly as any weapon.<br><br />
'''Benefit:''' You gain two of the following powers.<br />
<br />
{{:Arcane Strike (4e Power)}}<br />
{{:Force Strike (4e Power)}}<br />
{{:Mystic Strike (4e Power)}}<br />
{{:Arcane Weapon (4e Power)}}<br />
{{:Mystic Blast (4e Power)}}<br />
<br />
===Level 1: Encounter Power===<br />
Your at-will attack powers are the most accessible part of your arcane arsenal. However, they represent only a small portion of your increasing power.<br><br />
'''Benefit''': You gain one of the following powers.<br />
{{:Faultline (4e Power)}}<br />
{{:Frostshade (4e Power)}}<br />
{{:Mystic Torrent (4e Power)}}<br />
{{:Phase Strike (4e Power)}}<br />
{{:Surefire Flame (4e Power)}}<br />
<br />
===Level 1: Daily Power===<br />
Your most potent exploits drain you each time they are channeled and released. These are your daily attack powers&mdash;arcane magic so devastating that only an extended rest can replenish it. <br />
{{:Cindershards (4e Power)}}<br />
{{:Implosion (4e Power)}}<br />
{{:Stormsphere (4e Power)}}<br />
{{:Zone of Frost (4e Power)}}<br />
<br />
===Level 2: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Arcane Tyrant (4e Power)}}<br />
{{:Ephemeral Pulse (4e Power)}}<br />
{{:Ethereal Riposte (4e Power)}}<br />
<br />
===Level 3: Encounter Attack Power===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
{{:Coldwing's Grasp (4e Power)}}<br />
{{:Searing Flame (4e Power)}}<br />
{{:Toban's Jolt (4e Power)}}<br />
<br />
===Level 4: Ability Score Increase===<br />
Your constant training hones your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 5: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 6: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
<br />
===Level 7: Encounter Attack Power ===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
<br />
===Level 8: Ability Score Increase===<br />
You reap the reward of constant challenge by increasing your physical and mental well-being.<br><br />
'''Benefit:''' You increase two ability scores of your choice by 1.<br />
<br />
===Level 9: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 10: Utility Power===<br />
'''Benefit:''' You gain one of the following powers.<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=669957Warmage (4e Class)2014-07-20T12:55:18Z<p>Biral: /* Level 2: Utility Power */</p>
<hr />
<div>{{needsbalance|Some minor issues, see talk page.}}<br />
{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your more physical powers. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Weapon Focus|Weapon Focus]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases any physical damage your powers may inflict. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
==Heroic Warmage ==<br />
{|class="4e" style="text-align: left;" border="1"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1||1||Arcane Implement Specialization<br>Arcane Affinity<br>Mystic Orb<br>Empowered Orbs<br>At-Will Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10||+1|| Utility Power<br />
|}<br />
<br />
===Level 1: Arcane Implement Specialization===<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
====Rod of Deception====<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
====Orb of True Imposition====<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
====Mystic Weapon Mastery====<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
===Level 1: Arcane Affinity===<br />
'''Benefit''': You gain the ''arcane affinity'' power.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the chosen keyword includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
|special1=At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.<br><li>'''Acid'''</li><li>'''Cold'''</li><li>'''Fire'''</li><li>'''Force'''</li><li>'''Lightning'''</li><br />
}}<br />
<br />
===Level 1: Mystic Orb===<br />
Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br><br />
'''Benefit:''' You gain the ''mystic orb'' power.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. <br>'''11th Level:''' The maximum amount of orbs created by this power you may have under your control increases to four.<br>'''21st Level:''' The maximum increases to five.<br />
}}<br />
<br />
===Level 1: Empowered Orbs===<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br><br />
'''Benefit:''' You gain the ''empower orb'' power. In addition, choose either ''power of the force magi'' or ''power of the phase magi''.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
====Power of the Force Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
====Power of the Phase Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
===Level 1: At-Will Powers===<br />
From the very first days of your training, you felt arcane power come alive within you. In combat, you protect yourself now with that power, unleashing attacks as deadly as any weapon.<br><br />
'''Benefit:''' You gain two of the following powers.<br />
<br />
{{:Arcane Strike (4e Power)}}<br />
{{:Force Strike (4e Power)}}<br />
{{:Mystic Strike (4e Power)}}<br />
{{:Arcane Weapon (4e Power)}}<br />
{{:Mystic Blast (4e Power)}}<br />
<br />
===Level 1: Encounter Power===<br />
Your at-will attack powers are the most accessible part of your arcane arsenal. However, they represent only a small portion of your increasing power.<br><br />
'''Benefit''': You gain one of the following powers.<br />
{{:Faultline (4e Power)}}<br />
{{:Frostshade (4e Power)}}<br />
{{:Mystic Torrent (4e Power)}}<br />
{{:Phase Strike (4e Power)}}<br />
{{:Surefire Flame (4e Power)}}<br />
<br />
===Level 1: Daily Power===<br />
Your most potent exploits drain you each time they are channeled and released. These are your daily attack powers&mdash;arcane magic so devastating that only an extended rest can replenish it. <br />
{{:Cindershards (4e Power)}}<br />
{{:Implosion (4e Power)}}<br />
{{:Stormsphere (4e Power)}}<br />
{{:Zone of Frost (4e Power)}}<br />
<br />
===Level 2: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
{{:Arcane Tyrant (4e Power)}}<br />
{{:Ephemeral Pulse (4e Power)}}<br />
{{:Ethereal Riposte (4e Power)}}<br />
<br />
===Level 3: Encounter Attack Power===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
<br />
===Level 4: Ability Score Increase===<br />
Your constant training hones your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 5: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 6: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
<br />
===Level 7: Encounter Attack Power ===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
<br />
===Level 8: Ability Score Increase===<br />
You reap the reward of constant challenge by increasing your physical and mental well-being.<br><br />
'''Benefit:''' You increase two ability scores of your choice by 1.<br />
<br />
===Level 9: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 10: Utility Power===<br />
'''Benefit:''' You gain one of the following powers.<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Implosion_(4e_Power)&diff=669956Implosion (4e Power)2014-07-20T12:50:07Z<p>Biral: Changed wording to clarify movement and effect.</p>
<hr />
<div>{{needsbalance|You can't pull a target into another target (see forced movement, p. 286, "clear movement") so the effect needs rewording.}}<br />
{{4e Class Power<br />
|name=Implosion<br />
|usage=Daily<br />
|owner=Class<br />
|flavor=You destroy one of your Mystic Orbs, collapsing it in upon itself and crashing nearby enemies into each other.<br />
|class=Warmage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Implement<br />
|keyword3=Mystic Orb<br />
|actiontype=Standard Action<br />
|range=Area<br />
|rangemod=burst 3 within 10 squares<br />
|target=Each creature within burst<br />
|attack=Intelligence<br />
|defense=Reflex<br />
|hit=Target is pulled 3 squares towards the burst's origin.<br />
|miss=Target is pulled one square toward the burst's origin.<br />
|effect=If a target's destination square would be inhabited by another target either before, during, or after the pull, both suffer 1d6 damage per square pulled and are knocked prone in a random square within burst.<br />
|special=The Mystic Orb used for this power is destroyed.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Talk:Warmage_(4e_Class)&diff=669798Talk:Warmage (4e Class)2014-07-18T21:01:19Z<p>Biral: /* Feedback */</p>
<hr />
<div>==Suggestions==<br />
Opening up the discussion page for suggestions and general thoughts about the class in general. I think this class has a lot of potential, being unique in its features and offering a diverse set of abilities. I would like to see this class grow to more than what it is in my mind, however, and would greatly appreciate any suggestions to its growth. --[[User:Biral|Biral]] 01:52, 18 February 2009 (EST)<br />
<br />
<br />
I've been working with additional ideas of skills and abilities for this class, and will update it by the end of the month with some new powers. But I've yet to decide on a well-defined course to pursue. I'll be convening with some friends of mine for a more substantial look at prospective powers.<br />
--[[User:Biral|Biral]] 10:26, 05 July 2009 (EST)<br />
<br />
<br />
Just an update, since I've seriously neglected this page: I'm currently revising most of my ideas posted here and will be updating the whole class as soon as I can pry myself away from my studies in school. I have quite a few changes that will end up revamping some of the baseline powers this class has, as well as opening it up for future manipulation by introducing some storyline and lore behind it to better guide its progress. As always, feedback is more than welcome. --[[User:Biral|Biral]] 13:29, 16 November 2011 (EST)<br />
<br />
Wow, it has been a long time. Over the past few months, I've been adding plenty of new skills and abilities for the Warmage to use and hopefully the class can be reviewed for completion within the next few weeks. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 17:33, 23 February 2013 (MST)<br />
<br />
It's always a long time before I get back to fix up some things. Sorry about that! Real life just keeps chugging away and I don't make time to do awesome things like this as much as I'd like to. I went ahead and addressed Marasmusine's points, valid as they were, in my recent changes to the class's main page and applicable power pages. And yes, Dylan, that's pretty much spot on with my intent, thanks for the support! --[[User:Biral|Biral]] ([[User talk:Biral|talk]]) 01:03, 7 April 2014 (MDT)<br />
<br />
==Feedback==<br />
*Arcane Affinity - "You are required to perform a saving throw against a hostile spell." - monster statblocks do not identify attacks as "spells", and I can't think of any that ask for an immediate saving throw. You might be thinking of (save ends) conditions, but these are made on your turn, so you can't do an immediate reaction against it.<br />
*Mystic Orb - How long do the orbs last for? Is it expected that the warmage creates them all before an encounter starts, or is the intention that they are created during a battle?<br />
*Empower Orb - make the bonus a power bonus to make it clear that it doesn't stack. The level 21 bonus is the same as the level 11 bonus. It's a standard action, but I don't think it's worth losing an attack for the sake of an attack bonus.<br />
*[[Force Strike (4e Power)]] - This is accurate (weapon vs. NAD) ''and'' can push more than 1 square.<br />
*[[Arcane Weapon (4e Power)]] - What ''kind'' of attacks gets the 1d4 bonus damage? All weapon attacks, or just warmage weapon attacks? How long does the bonus last for?<br />
*I'll look at the encounter and daily powers another time. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:34, 16 August 2013 (MDT)<br />
<br />
I can answer a few of your questions. When he means hostile spells he's talking about enemy attacks that have anything to do with arcana energies. This could be anything from a magic missile to a simple wack from a enchanted sword. Warmages are very in tune with arcana, more than most mages. Second, Mystic orbs most likely stick around a long as time until you lose concentration and they just puff. Though I think there should be a limit to how many you can have. Third, I actually like the Empowered Mystic Orb At-Will power since it gives you the ability to charge and than release one over powered attack that can kill anything, it fits a Warmage very well. For Force Strike I don't see what your talking about, it's not a basic attack so it would run off of your Strength or Dexterity (Whichever is higher). Though I do have to say it should be Implement not Weapon just so it would make sense. Arcane Weapon would only work on his Implement Weapon and it would last until an extended rest when most other buffs ware off. Over all I like the Warmage class so far. >Dylan<br />
<br />
:Let's tackle these one at a time then.<br />
:'''Arcane Affinity''' - "Once per day, when you are the target of an attack with the Arcane keyword," so as written this doesn't do anything, since monster attacks never have the Arcane keyword, nor do they have anything like "spell" or "arcana". It could fall to DM fiat, which makes a weak design. Is the Royal Mummy's ''plague chant'' an arcane power or a divine power? It could be either or both. So how to handle this? You need to use the keywords that the game ''does'' use. There is a 4e feat that is supposed to represent arcane defense, and it's keyed on being hit by a Close or Area attack (since they are most likely to be spell-like attacks). Or it could be based on the type of damage the attack causes, or what defense it targets, or if it inflicts a certain condition, ongoing damage, save ends, which are all likely spell-like effects.<br />
:<s>Next, it is "once per day" and it is a triggered response, so it is actually a daily power and should be formatted as such. </s> I see further down it is written out as a power, that's confusing, I'll reformat it. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:11, 7 April 2014 (MDT)<br />
:Okay, I've reformatted using the newer style. The powers can be transcluded into this new list, rather than in a separate powers list. I can do this if you're not sure how. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:30, 7 April 2014 (MDT)<br />
::Hey there Marasmusine, I'd love it if you transcluded those powers into the new list. I've been super-busy with my work, so I've not had the time to dedicate to developing the Warmage as much as I should. I'm investigating the rewording of '''Arcane Affinity''', even if that would be able to be reworded effectively in 4th edition, and still debating to scrap it for a spell choice instead (Fire, Cold, Lightning, Force, etc); in fact, I'll probably do that right now. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 16:58, 17 July 2014 (MDT)<br />
::Just edited Arcane Affinity, so now it should be a lot more balanced. Instead of being an intended blanket ability to counter spells, it's only a specific type of damage (traditionally associated with the most common wizard spells) now, chosen by the player. Hopefully this makes each Warmage feel more like a unique character, instead of a static barrier for a group of adventurers (nothing stopping five people from rolling one of each type, though). Let me know if it could be reworded better. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 17:57, 17 July 2014 (MDT)<br />
:::I've done the at-will powers. I noticed that none of the powers use Wisdom in any way, so I'm not sure what the "Warmage Magister" build is for. I also don't think that many people will pick the Str/Dex powers, since Int ''always'' has to be the prime ability for daily powers to be effective. There's some other issues as well but I'll have to go into them later. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:03, 18 July 2014 (MDT)<br />
::::Good point. I'll revisit them today if I can get time, replace the Strength and Dexterity for Wisdom for the movement effects and Intelligence for the damage effects. Simplify and redesign. The Magister should be focused on moving enemies around the battlefield, the Spellblade on doing the most damage possible, and the Warder on being personally mobile. [[Special:Contributions/50.105.13.220|50.105.13.220]] 06:57, 18 July 2014 (MDT)<br />
:::::I would have Intelligence as the principle ability for all the powers, and have the secondary abilities as the "kickers" if that makes sense. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:14, 18 July 2014 (MDT)<br />
::::::Makes perfect sense. I just changed the two non-Int Level 1 abilities to Int, will review the others and compile the listings for the rest of the levels following your example there. Thanks a ton =) [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 15:01, 18 July 2014 (MDT)</div>Biralhttps://www.dandwiki.com/w/index.php?title=Force_Strike_(4e_Power)&diff=669796Force Strike (4e Power)2014-07-18T20:59:16Z<p>Biral: Changed Str/Dex to just Int; may revisit to differentiate it from "normal" attack further</p>
<hr />
<div>{{4e Class Power<br />
|name=Force Strike<br />
|usage=At-Will<br />
|owner=Class<br />
|flavor=Arcane power flows through your strike and into your opponent, pushing them away.<br />
|class=Warmage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Force<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|target=One creature<br />
|attack=Intelligence<br />
|defense=Fortitude<br />
|hit=1[W]+Intelligence modifier damage and you push the target one square.<br />
|extra=Increase damage caused to 2[W]+Intelligence modifier damage at 21st level.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Arcane_Strike_(4e_Power)&diff=669794Arcane Strike (4e Power)2014-07-18T20:55:16Z<p>Biral: Changed Str/Dex to just Int; may revisit to make it different from just an accurate attack</p>
<hr />
<div>{{4e Class Power<br />
|name=Arcane Strike<br />
|usage=At-Will<br />
|owner=Class<br />
|flavor=You channel the arcane into your attack, accurately pummeling your foe with its force.<br />
|class=Warmage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Force<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|target=One creature<br />
|attack=Intelligence +2<br />
|defense=AC<br />
|hit=1[W] + Intelligence modifier force damage.<br />
|extra=Increase damage caused to 2[W] + Intelligence modifier force damage at 21st level.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Talk:Warmage_(4e_Class)&diff=669653Talk:Warmage (4e Class)2014-07-17T23:58:50Z<p>Biral: /* Feedback */</p>
<hr />
<div>==Suggestions==<br />
Opening up the discussion page for suggestions and general thoughts about the class in general. I think this class has a lot of potential, being unique in its features and offering a diverse set of abilities. I would like to see this class grow to more than what it is in my mind, however, and would greatly appreciate any suggestions to its growth. --[[User:Biral|Biral]] 01:52, 18 February 2009 (EST)<br />
<br />
<br />
I've been working with additional ideas of skills and abilities for this class, and will update it by the end of the month with some new powers. But I've yet to decide on a well-defined course to pursue. I'll be convening with some friends of mine for a more substantial look at prospective powers.<br />
--[[User:Biral|Biral]] 10:26, 05 July 2009 (EST)<br />
<br />
<br />
Just an update, since I've seriously neglected this page: I'm currently revising most of my ideas posted here and will be updating the whole class as soon as I can pry myself away from my studies in school. I have quite a few changes that will end up revamping some of the baseline powers this class has, as well as opening it up for future manipulation by introducing some storyline and lore behind it to better guide its progress. As always, feedback is more than welcome. --[[User:Biral|Biral]] 13:29, 16 November 2011 (EST)<br />
<br />
Wow, it has been a long time. Over the past few months, I've been adding plenty of new skills and abilities for the Warmage to use and hopefully the class can be reviewed for completion within the next few weeks. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 17:33, 23 February 2013 (MST)<br />
<br />
It's always a long time before I get back to fix up some things. Sorry about that! Real life just keeps chugging away and I don't make time to do awesome things like this as much as I'd like to. I went ahead and addressed Marasmusine's points, valid as they were, in my recent changes to the class's main page and applicable power pages. And yes, Dylan, that's pretty much spot on with my intent, thanks for the support! --[[User:Biral|Biral]] ([[User talk:Biral|talk]]) 01:03, 7 April 2014 (MDT)<br />
<br />
==Feedback==<br />
*Arcane Affinity - "You are required to perform a saving throw against a hostile spell." - monster statblocks do not identify attacks as "spells", and I can't think of any that ask for an immediate saving throw. You might be thinking of (save ends) conditions, but these are made on your turn, so you can't do an immediate reaction against it.<br />
*Mystic Orb - How long do the orbs last for? Is it expected that the warmage creates them all before an encounter starts, or is the intention that they are created during a battle?<br />
*Empower Orb - make the bonus a power bonus to make it clear that it doesn't stack. The level 21 bonus is the same as the level 11 bonus. It's a standard action, but I don't think it's worth losing an attack for the sake of an attack bonus.<br />
*[[Force Strike (4e Power)]] - This is accurate (weapon vs. NAD) ''and'' can push more than 1 square.<br />
*[[Arcane Weapon (4e Power)]] - What ''kind'' of attacks gets the 1d4 bonus damage? All weapon attacks, or just warmage weapon attacks? How long does the bonus last for?<br />
*I'll look at the encounter and daily powers another time. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:34, 16 August 2013 (MDT)<br />
<br />
I can answer a few of your questions. When he means hostile spells he's talking about enemy attacks that have anything to do with arcana energies. This could be anything from a magic missile to a simple wack from a enchanted sword. Warmages are very in tune with arcana, more than most mages. Second, Mystic orbs most likely stick around a long as time until you lose concentration and they just puff. Though I think there should be a limit to how many you can have. Third, I actually like the Empowered Mystic Orb At-Will power since it gives you the ability to charge and than release one over powered attack that can kill anything, it fits a Warmage very well. For Force Strike I don't see what your talking about, it's not a basic attack so it would run off of your Strength or Dexterity (Whichever is higher). Though I do have to say it should be Implement not Weapon just so it would make sense. Arcane Weapon would only work on his Implement Weapon and it would last until an extended rest when most other buffs ware off. Over all I like the Warmage class so far. >Dylan<br />
<br />
:Let's tackle these one at a time then.<br />
:'''Arcane Affinity''' - "Once per day, when you are the target of an attack with the Arcane keyword," so as written this doesn't do anything, since monster attacks never have the Arcane keyword, nor do they have anything like "spell" or "arcana". It could fall to DM fiat, which makes a weak design. Is the Royal Mummy's ''plague chant'' an arcane power or a divine power? It could be either or both. So how to handle this? You need to use the keywords that the game ''does'' use. There is a 4e feat that is supposed to represent arcane defense, and it's keyed on being hit by a Close or Area attack (since they are most likely to be spell-like attacks). Or it could be based on the type of damage the attack causes, or what defense it targets, or if it inflicts a certain condition, ongoing damage, save ends, which are all likely spell-like effects.<br />
:<s>Next, it is "once per day" and it is a triggered response, so it is actually a daily power and should be formatted as such. </s> I see further down it is written out as a power, that's confusing, I'll reformat it. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:11, 7 April 2014 (MDT)<br />
:Okay, I've reformatted using the newer style. The powers can be transcluded into this new list, rather than in a separate powers list. I can do this if you're not sure how. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:30, 7 April 2014 (MDT)<br />
::Hey there Marasmusine, I'd love it if you transcluded those powers into the new list. I've been super-busy with my work, so I've not had the time to dedicate to developing the Warmage as much as I should. I'm investigating the rewording of '''Arcane Affinity''', even if that would be able to be reworded effectively in 4th edition, and still debating to scrap it for a spell choice instead (Fire, Cold, Lightning, Force, etc); in fact, I'll probably do that right now. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 16:58, 17 July 2014 (MDT)<br />
::Just edited Arcane Affinity, so now it should be a lot more balanced. Instead of being an intended blanket ability to counter spells, it's only a specific type of damage (traditionally associated with the most common wizard spells) now, chosen by the player. Hopefully this makes each Warmage feel more like a unique character, instead of a static barrier for a group of adventurers (nothing stopping five people from rolling one of each type, though). Let me know if it could be reworded better. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 17:57, 17 July 2014 (MDT)</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=669652Warmage (4e Class)2014-07-17T23:48:09Z<p>Biral: Changed Warmage Spellblade Suggested Feat from defunct Mysticism to Weapon Focus</p>
<hr />
<div>{{needsbalance|Some minor issues, see talk page.}}<br />
{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your more physical powers. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Weapon Focus|Weapon Focus]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases any physical damage your powers may inflict. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
==Heroic Warmage ==<br />
{|class="4e" style="text-align: left;" border="1"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1||1||Arcane Implement Specialization<br>Arcane Affinity<br>Mystic Orb<br>Empowered Orbs<br>At-Will Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10||+1|| Utility Power<br />
|}<br />
<br />
===Level 1: Arcane Implement Specialization===<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
====Rod of Deception====<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
====Orb of True Imposition====<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
====Mystic Weapon Mastery====<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
===Level 1: Arcane Affinity===<br />
'''Benefit''': You gain the ''arcane affinity'' power.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the chosen keyword includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
|special1=At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.<br><li>'''Acid'''</li><li>'''Cold'''</li><li>'''Fire'''</li><li>'''Force'''</li><li>'''Lightning'''</li><br />
}}<br />
<br />
===Level 1: Mystic Orb===<br />
Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br><br />
'''Benefit:''' You gain the ''mystic orb'' power.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. <br>'''11th Level:''' The maximum amount of orbs created by this power you may have under your control increases to four.<br>'''21st Level:''' The maximum increases to five.<br />
}}<br />
<br />
===Level 1: Empowered Orbs===<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br><br />
'''Benefit:''' You gain the ''empower orb'' power. In addition, choose either ''power of the force magi'' or ''power of the phase magi''.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
====Power of the Force Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
====Power of the Phase Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
===Level 1: At-Will Powers===<br />
'''Benefit:''' You gain two of the following powers.<br />
<br />
===Level 2: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
<br />
===Level 3: Encounter Attack Power===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
<br />
===Level 4: Ability Score Increase===<br />
Your constant training hones your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 5: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 6: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
<br />
===Level 7: Encounter Attack Power ===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
<br />
===Level 8: Ability Score Increase===<br />
You reap the reward of constant challenge by increasing your physical and mental well-being.<br><br />
'''Benefit:''' You increase two ability scores of your choice by 1.<br />
<br />
===Level 9: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 10: Utility Power===<br />
'''Benefit:''' You gain one of the following powers.<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=669651Warmage (4e Class)2014-07-17T23:38:51Z<p>Biral: /* Warmage */</p>
<hr />
<div>{{needsbalance|Some minor issues, see talk page.}}<br />
{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your more physical powers. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mysticism (4e Feat)|Mysticism]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases any physical damage your powers may inflict. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
==Heroic Warmage ==<br />
{|class="4e" style="text-align: left;" border="1"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1||1||Arcane Implement Specialization<br>Arcane Affinity<br>Mystic Orb<br>Empowered Orbs<br>At-Will Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10||+1|| Utility Power<br />
|}<br />
<br />
===Level 1: Arcane Implement Specialization===<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
====Rod of Deception====<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
====Orb of True Imposition====<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
====Mystic Weapon Mastery====<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
===Level 1: Arcane Affinity===<br />
'''Benefit''': You gain the ''arcane affinity'' power.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the chosen keyword includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
|special1=At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.<br><li>'''Acid'''</li><li>'''Cold'''</li><li>'''Fire'''</li><li>'''Force'''</li><li>'''Lightning'''</li><br />
}}<br />
<br />
===Level 1: Mystic Orb===<br />
Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br><br />
'''Benefit:''' You gain the ''mystic orb'' power.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. <br>'''11th Level:''' The maximum amount of orbs created by this power you may have under your control increases to four.<br>'''21st Level:''' The maximum increases to five.<br />
}}<br />
<br />
===Level 1: Empowered Orbs===<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br><br />
'''Benefit:''' You gain the ''empower orb'' power. In addition, choose either ''power of the force magi'' or ''power of the phase magi''.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
====Power of the Force Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
====Power of the Phase Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
===Level 1: At-Will Powers===<br />
'''Benefit:''' You gain two of the following powers.<br />
<br />
===Level 2: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
<br />
===Level 3: Encounter Attack Power===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
<br />
===Level 4: Ability Score Increase===<br />
Your constant training hones your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 5: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 6: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
<br />
===Level 7: Encounter Attack Power ===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
<br />
===Level 8: Ability Score Increase===<br />
You reap the reward of constant challenge by increasing your physical and mental well-being.<br><br />
'''Benefit:''' You increase two ability scores of your choice by 1.<br />
<br />
===Level 9: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 10: Utility Power===<br />
'''Benefit:''' You gain one of the following powers.<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=669650Warmage (4e Class)2014-07-17T23:17:21Z<p>Biral: /* Level 1: Mystic Orb */</p>
<hr />
<div>{{needsbalance|Some minor issues, see talk page.}}<br />
{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Primary weapon<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your more physical powers. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mysticism (4e Feat)|Mysticism]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases any physical damage your powers may inflict. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
==Heroic Warmage ==<br />
{|class="4e" style="text-align: left;" border="1"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1||1||Arcane Implement Specialization<br>Arcane Affinity<br>Mystic Orb<br>Empowered Orbs<br>At-Will Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10||+1|| Utility Power<br />
|}<br />
<br />
===Level 1: Arcane Implement Specialization===<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
====Rod of Deception====<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
====Orb of True Imposition====<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
====Mystic Weapon Mastery====<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
===Level 1: Arcane Affinity===<br />
'''Benefit''': You gain the ''arcane affinity'' power.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the chosen keyword includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
|special1=At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.<br><li>'''Acid'''</li><li>'''Cold'''</li><li>'''Fire'''</li><li>'''Force'''</li><li>'''Lightning'''</li><br />
}}<br />
<br />
===Level 1: Mystic Orb===<br />
Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br><br />
'''Benefit:''' You gain the ''mystic orb'' power.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. <br>'''11th Level:''' The maximum amount of orbs created by this power you may have under your control increases to four.<br>'''21st Level:''' The maximum increases to five.<br />
}}<br />
<br />
===Level 1: Empowered Orbs===<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br><br />
'''Benefit:''' You gain the ''empower orb'' power. In addition, choose either ''power of the force magi'' or ''power of the phase magi''.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
====Power of the Force Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
====Power of the Phase Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
===Level 1: At-Will Powers===<br />
'''Benefit:''' You gain two of the following powers.<br />
<br />
===Level 2: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
<br />
===Level 3: Encounter Attack Power===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
<br />
===Level 4: Ability Score Increase===<br />
Your constant training hones your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 5: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 6: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
<br />
===Level 7: Encounter Attack Power ===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
<br />
===Level 8: Ability Score Increase===<br />
You reap the reward of constant challenge by increasing your physical and mental well-being.<br><br />
'''Benefit:''' You increase two ability scores of your choice by 1.<br />
<br />
===Level 9: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 10: Utility Power===<br />
'''Benefit:''' You gain one of the following powers.<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=669649Warmage (4e Class)2014-07-17T23:13:55Z<p>Biral: /* Level 1: Arcane Affinity */</p>
<hr />
<div>{{needsbalance|Some minor issues, see talk page.}}<br />
{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Primary weapon<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your more physical powers. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mysticism (4e Feat)|Mysticism]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases any physical damage your powers may inflict. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Powers===<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
==Heroic Warmage ==<br />
{|class="4e" style="text-align: left;" border="1"<br />
!Level!!Feats Known!!Class Features and Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1||1||Arcane Implement Specialization<br>Arcane Affinity<br>Mystic Orb<br>Empowered Orbs<br>At-Will Powers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6||+1||Utility Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7|| ||Encounter Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8||+1||Ability score increase<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9|| ||Daily Attack Power<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10||+1|| Utility Power<br />
|}<br />
<br />
===Level 1: Arcane Implement Specialization===<br />
You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br><br />
'''Benefit''': Choose one of the following specializations.<br />
====Rod of Deception====<br />
Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
====Orb of True Imposition====<br />
Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
====Mystic Weapon Mastery====<br />
Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
===Level 1: Arcane Affinity===<br />
'''Benefit''': You gain the ''arcane affinity'' power.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the chosen keyword includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
|special1=At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.<br><li>'''Acid'''</li><li>'''Cold'''</li><li>'''Fire'''</li><li>'''Force'''</li><li>'''Lightning'''</li><br />
}}<br />
<br />
===Level 1: Mystic Orb===<br />
Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br><br />
'''Benefit:''' You gain the ''mystic orb'' power.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest. <br>11th Level: The maximum amount of orbs created by this power you may have under your control increases to four.<br>21st Level: The maximum increases to five. <br />
}}<br />
<br />
===Level 1: Empowered Orbs===<br />
Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br><br />
'''Benefit:''' You gain the ''empower orb'' power. In addition, choose either ''power of the force magi'' or ''power of the phase magi''.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
====Power of the Force Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
====Power of the Phase Magi====<br />
'''Benefit:''' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
===Level 1: At-Will Powers===<br />
'''Benefit:''' You gain two of the following powers.<br />
<br />
===Level 2: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
<br />
===Level 3: Encounter Attack Power===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
<br />
===Level 4: Ability Score Increase===<br />
Your constant training hones your body and mind.<br><br />
'''Benefit''': You increase two ability scores of your choice by 1.<br />
<br />
===Level 5: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 6: Utility Power===<br />
'''Benefit''': You gain one of the following utility powers.<br />
<br />
===Level 7: Encounter Attack Power ===<br />
'''Benefit:''' You gain one of the following encounter attack powers.<br />
<br />
===Level 8: Ability Score Increase===<br />
You reap the reward of constant challenge by increasing your physical and mental well-being.<br><br />
'''Benefit:''' You increase two ability scores of your choice by 1.<br />
<br />
===Level 9: Daily Attack Power===<br />
'''Benefit''': You gain one of the following daily attack powers.<br />
<br />
===Level 10: Utility Power===<br />
'''Benefit:''' You gain one of the following powers.<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Talk:Warmage_(4e_Class)&diff=669647Talk:Warmage (4e Class)2014-07-17T22:59:11Z<p>Biral: /* Feedback */</p>
<hr />
<div>==Suggestions==<br />
Opening up the discussion page for suggestions and general thoughts about the class in general. I think this class has a lot of potential, being unique in its features and offering a diverse set of abilities. I would like to see this class grow to more than what it is in my mind, however, and would greatly appreciate any suggestions to its growth. --[[User:Biral|Biral]] 01:52, 18 February 2009 (EST)<br />
<br />
<br />
I've been working with additional ideas of skills and abilities for this class, and will update it by the end of the month with some new powers. But I've yet to decide on a well-defined course to pursue. I'll be convening with some friends of mine for a more substantial look at prospective powers.<br />
--[[User:Biral|Biral]] 10:26, 05 July 2009 (EST)<br />
<br />
<br />
Just an update, since I've seriously neglected this page: I'm currently revising most of my ideas posted here and will be updating the whole class as soon as I can pry myself away from my studies in school. I have quite a few changes that will end up revamping some of the baseline powers this class has, as well as opening it up for future manipulation by introducing some storyline and lore behind it to better guide its progress. As always, feedback is more than welcome. --[[User:Biral|Biral]] 13:29, 16 November 2011 (EST)<br />
<br />
Wow, it has been a long time. Over the past few months, I've been adding plenty of new skills and abilities for the Warmage to use and hopefully the class can be reviewed for completion within the next few weeks. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 17:33, 23 February 2013 (MST)<br />
<br />
It's always a long time before I get back to fix up some things. Sorry about that! Real life just keeps chugging away and I don't make time to do awesome things like this as much as I'd like to. I went ahead and addressed Marasmusine's points, valid as they were, in my recent changes to the class's main page and applicable power pages. And yes, Dylan, that's pretty much spot on with my intent, thanks for the support! --[[User:Biral|Biral]] ([[User talk:Biral|talk]]) 01:03, 7 April 2014 (MDT)<br />
<br />
==Feedback==<br />
*Arcane Affinity - "You are required to perform a saving throw against a hostile spell." - monster statblocks do not identify attacks as "spells", and I can't think of any that ask for an immediate saving throw. You might be thinking of (save ends) conditions, but these are made on your turn, so you can't do an immediate reaction against it.<br />
*Mystic Orb - How long do the orbs last for? Is it expected that the warmage creates them all before an encounter starts, or is the intention that they are created during a battle?<br />
*Empower Orb - make the bonus a power bonus to make it clear that it doesn't stack. The level 21 bonus is the same as the level 11 bonus. It's a standard action, but I don't think it's worth losing an attack for the sake of an attack bonus.<br />
*[[Force Strike (4e Power)]] - This is accurate (weapon vs. NAD) ''and'' can push more than 1 square.<br />
*[[Arcane Weapon (4e Power)]] - What ''kind'' of attacks gets the 1d4 bonus damage? All weapon attacks, or just warmage weapon attacks? How long does the bonus last for?<br />
*I'll look at the encounter and daily powers another time. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:34, 16 August 2013 (MDT)<br />
<br />
I can answer a few of your questions. When he means hostile spells he's talking about enemy attacks that have anything to do with arcana energies. This could be anything from a magic missile to a simple wack from a enchanted sword. Warmages are very in tune with arcana, more than most mages. Second, Mystic orbs most likely stick around a long as time until you lose concentration and they just puff. Though I think there should be a limit to how many you can have. Third, I actually like the Empowered Mystic Orb At-Will power since it gives you the ability to charge and than release one over powered attack that can kill anything, it fits a Warmage very well. For Force Strike I don't see what your talking about, it's not a basic attack so it would run off of your Strength or Dexterity (Whichever is higher). Though I do have to say it should be Implement not Weapon just so it would make sense. Arcane Weapon would only work on his Implement Weapon and it would last until an extended rest when most other buffs ware off. Over all I like the Warmage class so far. >Dylan<br />
<br />
:Let's tackle these one at a time then.<br />
:'''Arcane Affinity''' - "Once per day, when you are the target of an attack with the Arcane keyword," so as written this doesn't do anything, since monster attacks never have the Arcane keyword, nor do they have anything like "spell" or "arcana". It could fall to DM fiat, which makes a weak design. Is the Royal Mummy's ''plague chant'' an arcane power or a divine power? It could be either or both. So how to handle this? You need to use the keywords that the game ''does'' use. There is a 4e feat that is supposed to represent arcane defense, and it's keyed on being hit by a Close or Area attack (since they are most likely to be spell-like attacks). Or it could be based on the type of damage the attack causes, or what defense it targets, or if it inflicts a certain condition, ongoing damage, save ends, which are all likely spell-like effects.<br />
:<s>Next, it is "once per day" and it is a triggered response, so it is actually a daily power and should be formatted as such. </s> I see further down it is written out as a power, that's confusing, I'll reformat it. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:11, 7 April 2014 (MDT)<br />
:Okay, I've reformatted using the newer style. The powers can be transcluded into this new list, rather than in a separate powers list. I can do this if you're not sure how. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:30, 7 April 2014 (MDT)<br />
::Hey there Marasmusine, I'd love it if you transcluded those powers into the new list. I've been super-busy with my work, so I've not had the time to dedicate to developing the Warmage as much as I should. I'm investigating the rewording of '''Arcane Affinity''', even if that would be able to be reworded effectively in 4th edition, and still debating to scrap it for a spell choice instead (Fire, Cold, Lightning, Force, etc); in fact, I'll probably do that right now. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 16:58, 17 July 2014 (MDT)</div>Biralhttps://www.dandwiki.com/w/index.php?title=User_talk:Marasmusine&diff=661276User talk:Marasmusine2014-04-07T07:31:07Z<p>Biral: /* I'm Back! */ new section</p>
<hr />
<div>*[[User talk:Marasmusine\Archive1]]<br />
*[[User talk:Marasmusine\Archive2]]<br />
<br />
== Blacklight ==<br />
[[SRD:Blacklight]] is not actually part of the SRD. I can't fix this because it's protected, like all SRD material. Can you move Blacklight to a non-SRD section? [[User:Vadskye|Vadskye]] ([[User talk:Vadskye|talk]])<br />
:It seems it is from the Spell Compendium, so I've removed it. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:31, 26 March 2014 (MDT)<br />
<br />
== On uploaded pictures ==<br />
<br />
Hey, new guy on the wiki ahoy. I've been working on my 3.5e setting (thanks for correcting the name, btw) and when my uploaded pictures failed to load, blamed the interwebs. I just noticed you've been deleting them on basis of copyright violation - oy vey. I'm assuming most of my uploaded images (used in [[Years of Gold]]) are in violation too, I'll be looking them through. Sorry for the foolishness and thanks for cleaning up after me :) [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 10:08, 22 March 2014 (MDT)<br />
<br />
:On the subject of pictures: how would I go about embedding a picture with an external link? I never edited wiki's before and the tutorials I'm using are way unclear... [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 11:01, 22 March 2014 (MDT)<br />
<br />
::I think I got how the images work now. I'll delete the copyright-offending pictures and replacing them with better alternatives. Thanks for your help, you're awesome! [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 11:20, 22 March 2014 (MDT)<br />
<br />
== Stupid Question ==<br />
I feel pretty dumb having to ask this :I Since it feels like Im one of the people who are constantly complaining about people editing my classes and what-not, but how does one request that a page be locked from editing? lol<br />
:Let me know what you would like locking. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:13, 18 January 2014 (MST)<br />
<br />
== Quick Question ==<br />
:Hello Marasusine, I know that you are quite busy with all the various things you do around the dandwiki and not to mention the rest of your life. But there are several things I would like your opinion on before moving on with them (ie Starting or continuing), and I was wondering how I can make it easier or more convenient for you? --[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 18:12, 17 December 2013 (MST)<br />
::Sure, just point me in the direction of what you would like me to harshly criticize :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:58, 18 December 2013 (MST)<br />
<br />
:Ok first things first with the regards to the Biotic source power since they don't have weapons how dose this sound (note i'm just copying what was in the disscution but since that also lists the classes it would be hard to find)<br />
<br />
::since the Biotic classes (in most cases) would have no weapon or implement each time they level they could gain an attribute each level (choses from a list) these possible attributes could have the requirement of past attributes and be specific from either level to level or per tier like feats.<br />
<br />
:Also here are three creature idea's that in terms of mechanics are unconventional, all of them are on "the new world" page with a brief description of each.<br />
<br />
::Harbingers Some attack have solder like accuracy with brute like damage and are ranged but these attack deal damage and or weaken themselves.<br />
<br />
::Destructs Many at-will attacks but they have a cool down to them (Roll a die and that’s how many turns it will take) they may use them pre-emptively but it can disable that attack and or cause damage not to mention an extended cool down.<br />
<br />
::Vol-Kin When they die they have a chance (and a high one at that) to create a powerful burst attack (1-3 turns after their death) possibly with shrapnel.<br />
:--[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 08:13, 18 December 2013 (MST)<br />
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If a class can't benefit from weapons or implements, they could use an inherent bonus. More information on this in ''DMG2'', but basically they would get a +1 bonus to attack and damage rolls made with their powers at levels 2, 7, 12, 17, 22 and 27. You'll also have to give them something to make up for the versatility and customization that magic items bring. You could instead make their attacks Implement, and give them a symbolic implement like the ki focus, or make it similar to grandmaster training or a divine boon (''DMG2'', again, lots of ideas in there for alternatives to magic items).<br />
<br />
The harbringers would be Artillery (accuracy is the same for all roles, see http://blogofholding.com/?p=512 for the "Monster Manual 3 on a business card"). Extra damage in exchange for self-weaken sounds fine to me, those damned Players deserve everything they get.<br />
<br />
At-will attacks with a cool-down: why not use Encounter powers with a Recharge? Avoid round-counting.<br />
<br />
Vol-Kin: I am all for exploding enemies. Again, to avoid round-counting, the DM can roll a die every turn to see if the corpse explodes. 10+ on a d20 would give you about 1-3 rounds.<br />
<br />
Let me know if you need help making their statblocks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:13, 18 December 2013 (MST)<br />
<br />
General I will need help editing the stats block but with the deciving harbinger I think i actualy did a pretty good job with the stats but a quick look over it all would be greatly apriciated. --[[User:Aitharious|Aitharious]] ([[User talk:Aitharious|talk]]) 06:40, 21 February 2014 (MST)<br />
<br />
:Cool, I'll take a look later today. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 06:57, 21 February 2014 (MST)<br />
<br />
== Honkhonk ==<br />
I'm just gonna take this moment to unnecessarily clutter your talk page and say that you're a pretty chill person and I like the way you think. I do however have nothing vaguely constructive or site-related on my tongue today. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 20:15, 4 January 2014 (MST)<br />
:Happy new year! (Unless you're on the Discordian calender or something) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:08, 5 January 2014 (MST)<br />
::Happy new nondiscordian year~ I'm sure you'd notice and respond if you wanted to anyway, but if you have any thoughts on [[http://www.dandwiki.com/wiki/User_talk:Green_Dragon#Transcribing_Pathfinder_content]], I'd enjoy 'em. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 15:13, 8 January 2014 (MST)<br />
<br />
== Page-related request ==<br />
<br />
You recently deleted a page (the Unarmed Fighter class) which I was using for a game and lost in my most recent Chrome restart. Is there any way at all you can find what was there and get me a copy to reference? Also, is there a better way to privately message you or anyone else about this sort of thing?<br />
<br />
<Accidental double-post><br />
<br />
:I have temporarily restored it, it's at [[Unarmed Fighter (3.5e Class)]]. When you are on my userpage, you should see a link to the left under "tools" called "Email this user", you can privately contact me or other users this way. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:49, 18 January 2014 (MST)<br />
<br />
== Formatting ==<br />
<br />
Could you help me clean up the image formatting on [[User:DigiDuncan/Paradoxes (3.5e Race)]]? The photo looks weird where it is. I give you free reign to edit that page to your likings.<br />
<br />
EDIT: Also, you deleted my deity as well! Right after my race, I swear, you have it out for my campaign! Could you move the old "Barundee (3.5e Deity)" to my userspace, by chance?<br />
<br />
:You'll find it at [[User:DigiDuncan/Barundee (3.5e Deity)]]. Is this the right one? It doesn't have any actual content, and your name isn't in the edit history. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:08, 5 February 2014 (MST)<br />
<br />
::-It-may-be-at-Barundee-then,-I-thought-the-content-was-moved.- ''I would actually cross this out, but HTML doesn't work, so I can't use the <strikethrough> tag.''<br />
<br />
::EDIT: No no no wait, that is the right content! I know I didn't edit it ever, but I was using it in my campaign, and planned to help spruce up the page before it was outright deleted. Thanks for moving it.<br />
:::<s>You're welcome</s> [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:26, 5 February 2014 (MST)<br />
<br />
== Paradoxes Part III: Revenge of the Paradoxes ==<br />
<br />
Could you look at the Paradox page in my userspace yet again? I'm doing balancing and pretty much changing the entire backstory, and thus many racial changes have occurred and most of the original content from before the pages removal from normal space is either gone or overwritten.<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 11:00, 5 February 2014 (MST)<br />
<br />
== Pronunciation ==<br />
<br />
I say your name "mɛr-ɛs-muː-sɪn-e" (mare iss moo sin ay). Is that right? Maybe it's "mɑr ahz mu sin i"? Or maybe "mɑ rɑ smoos een i"? I need help here!<br />
<br />
[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 09:06, 6 February 2014 (MST) (dih dʒi dən kɪn)<br />
<br />
:Hahah :) It's [http://dictionary.reference.com/browse/marasmus muh-raz-muhs] with -ine suffix (as though it were a medicine) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:54, 6 February 2014 (MST)<br />
<br />
== City Guide/Generating ==<br />
<br />
As you can see here at [[A Magical Medieval City Guide (DnD Other)/Generating]], I have redone the horrendous formatting to "Wikify" the article. I am hesitant to remove the "Formatting Issues" template, as I'm not sure if the article still require further edits. Could you please give it a once-over and tell me what, if anything, needs to be altered about the page? [[User:Jkat718|Jkat718]] P.S. In the future, I would like to fix the other sections of the Magical Medieval City Guide. If you are willing to give it, any help would be greatly appreciated. ([[User talk:Jkat718|talk]]) 21:07, 6 February 2014 (MST)<br />
:So...I just found the actual book ''A Magical Medieval City Guide'', and made it look g as close to the book as I could without it losing the "wiki" feel.<br />
::That's good work, it looks fine. A further refinement could be arranging some of the smaller tables into two or three columns (so there's less scrolling). I'll give that a try later. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:01, 7 February 2014 (MST)<br />
:::After much hard work (aka. looking through Wikipedia tutorials) I got three of the Tables to be in the same line. It's less to scroll through, but it doesn't look very good... Maybe if the space in between the tables was reduced? [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 23:45, 9 February 2014 (MST)<br />
::::Hmm, on my screen there's six columns. I'll have a go. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:03, 10 February 2014 (MST)<br />
:::::I was talking about tables IV.6, IV.7, and IV.8. The tables in IV.11 are in six columns, yes. [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 06:51, 10 February 2014 (MST)<br />
::::::Three columns looks fine. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:58, 10 February 2014 (MST)<br />
:::::::Thanks. Should I remove the template for Formatting Issues? [[User:Jkat718|Jkat718]] ([[User talk:Jkat718|talk]]) 09:59, 10 February 2014 (MST)<br />
::::::::Yep! Thanks for your work on that, tables are such a bore. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:37, 10 February 2014 (MST)<br />
==Race Check==<br />
Can You Look at My 3.5 Race? [[Lost men (3.5e Race)]] and maybe my god? [[DeMon-ic]] I think I screwed Some thing up on him...<br />
And if you have the time [[Terror Wine]] this one is '''!!!SERIOUSLY SCREWED!!!'''<br />
[[User:Crazyabe|Crazyabe]] ([[User talk:Crazyabe|talk]]) 21:20, 16 February 2014 (MST)<br />
:Okay. Gosh. Not sure where to begin.<br />
:That bit at the top of [[Lost men (3.5e Race)]] is a template that provides information for the index (it's hidden on the actual page). When you have finished designing your race, you'll need to fill that in. Similarly you'll need to complete the categories at the bottom.<br />
:I will leave further feedback in a "needs balance" message on the page itself. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:41, 17 February 2014 (MST)<br />
thanks! also feel free to edit, as i am not that good with that stuff. '''you have FREE REIGN TO EDIT!!!!''' [[User:Crazyabe|Crazyabe]] ([[User talk:Crazyabe|talk]]) 10:42, 17 February 2014 (MST)<br />
==Quick Question==<br />
What Do you think a intelligent cactus whould fall under Beast or animate if it was natural? --[[User:Crazyabe|Crazyabe]] ([[User talk:Crazyabe|talk]]) 13:16, 20 February 2014 (MST)<br />
:You probably want Animate, like a shambling mound. It could be Humanoid like a vine horror if you've got two arms and two legs. It could be Beast if it has an animal shape, and you wanted it to be affected by a Nature skill animal handling check. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:32, 21 February 2014 (MST)<br />
===junk drop===<br />
<br />
I have put a page that deserves to be removed hear --[[User:Crazyabe|Crazyabe]] ([[User talk:Crazyabe|talk]]) 15:12, 18 February 2014 (MST) <br />
If You didnt get this message I CANT FIGER OUT HOW TO REMOVE THIS PEACE OF JUNK!<br />
[[Kobold Solider]]<br />
<br />
==Ataxia II==<br />
I tried your game BUT it had one big problem, '''!!!computer players never fail!!!''' Yes thats the problem i had with your game.--[[User:Crazyabe|Crazyabe]] ([[User talk:Crazyabe|talk]]) 20:18, 20 February 2014 (MST)<br />
:Ha :) It's more the case that they know what order to cast spells in. To cast a difficult Chaos spell, they cast several easier Chaos spells first to raise the local Chaos level. It's been 5 years since I worked on the game, perhaps I should have another look. I know that the game window doesn't fit on smaller screens, so that needs fixing :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:20, 21 February 2014 (MST)<br />
<br />
One summoned a fire giant immediately, so ya...--[[User:Crazyabe|Crazyabe]] ([[User talk:Crazyabe|talk]]) 11:14, 21 February 2014 (MST)<br />
:Maybe it was an illusion. Try using the Disbelieve spell! Of course sometimes they're just lucky. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:41, 21 February 2014 (MST)<br />
==MY POSTS==<br />
hmm i just saw under your 4e stuff that you have moved some of my things to be under there, are you trying to steal my things?--[[User:Crazyabe|Crazyabe]] ([[User talk:Crazyabe|talk]]) 11:30, 2 March 2014 (MST)<br />
:For example, with [[Heart Burst Spider (4e Creature)]] I rewrote literally every part of it. I want to link to a statblock I wrote. The original concept is yours, of course. I've added a link to your userpage for those items. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:37, 2 March 2014 (MST)<br />
<br />
== Hello Moderator Man ==<br />
<br />
You might be interested in this: An IP was throwing up multiple ratings on a page, back to back. [[Talk:Viking_(3.5e_Class)]]. Figured it might do well to report it, in case this is repeated vandalism. [[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 05:54, 14 March 2014 (MDT)<br />
:Looks like good faith edits, poor guy couldn't figure out why his comments weren't visible. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:29, 14 March 2014 (MDT)<br />
<br />
== i've done a bad thing ==<br />
<br />
i've destroyed the page of barbarian, tome while a triying to make better the class and balancing, can you restore that, because i'm a dumb and i don't know how i can fix that T.T<br />
:I've reverted it. If you ever need to go back to an earlier revision, click on the "History" tab, then the date of the revision you want to go back to, then "Edit" and save. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 03:34, 18 March 2014 (MDT)<br />
<br />
== a little help ==<br />
<br />
Hey man, i'm new i trying to balance barbarian, tome, but it's hard and the dungeon master here wants that balanced on D&D WIKI, to a play barbarian, tome. He respects very hard this site and the classes who's need balance he don't allow to play. can you help me to make this class better balance without withdraw many things or make the class weak ? can you say to me what (in your opinion), i can do ?<br />
<br />
thanks for the attention o///////<br />
<br />
(sorry for my english)<br />
<br />
:The Tome classes are not balanced for vanilla D&D. They are part of a sourcebooks created by [[User:Frank and K]], in this case [[Races of War (3.5e Sourcebook)]]. It has various variant rules and feats work differently. Your DM should look at this to decide if he wants to allow it. I personally have never used them, so I could not say how to balance this barbarian. Anything wrong with using the Barbarian from the Player's Handbook? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:33, 18 March 2014 (MDT)<br />
<br />
I like to play barbarian but, i thing the basic barbarian isn't very strong than should be, am i wrong? or i missing something ?<br />
:Well, it has more hit points and is faster than any other class, and can go into a rage that boosts his Strength and Constitution. Also, no dead levels. That's good, isn't it? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:38, 19 March 2014 (MDT)<br />
::If it helps, I use Frank and K classes and rules in my own campaign, but with some alterations to make them less cheese and ridiculous, where appropriate. It may not be quite what you're looking for, but see if [[Barbarian, Tirr (3.5e Class)|this barbarian]] meets your needs. It is essentially the Tome Barbarian, but with some key alterations which give it a few more limitations and detriments to balance its benefits. [[Special:Contributions/24.49.156.145|24.49.156.145]] 02:22, 19 March 2014 (MDT)<br />
<br />
thanks, it helps me, but my dude will "nerf" in his gam, because he is basically invencible kkkkk<br />
thanks for the attention guys you're very cool :)<br />
<br />
:If it helps, try to point out the following to your gamemaster: Fast Healing is now restricted to raging, and can only heal damage taken while raging. They are no longer immune to critical hits. They do not get the [[Command (3.5e Feat)|Command]] feat, but now only get the [[SRD:Leadership|Leadership]] feat with the same restrictions. There's more, as well, as I went through and added limits to a number of properties, or re-wrote them for my own campaign. It is true that the class is meant for medium to high power campaigns, but at the same time, this alteration can hardly be called invincible, anymore. Still, best of luck! I hope it helps, some! [[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 17:57, 22 March 2014 (MDT)<br />
<br />
== Picture Content Question ==<br />
<br />
Hey, Hey, Mr. Moderator Man. Can you point me to any and all standing policies on content for pictures that would be related to the inclusion of nudity or similar subjects? I know we reserve a template in order to warn persons if imagery is used that is questionable, as it was used on [[Catfolk, Tirr (3.5e Race)|Catfolk]] by [[User:Green Dragon|Green Dragon]], I believe, and that came from another race that got wrapped into my campaign races. <br />
<br />
I only have one picture that I recently secured the use of that would really apply. It's tasteful, really, by my own standards and mostly obscured, but considering it has the smallest something of a case of "nip-slip", as the cruder lingo goes, I'm trying to be cautious. [[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 05:50, 27 March 2014 (MDT)<br />
<br />
:Go for it. I'm personally only concerned about putting down a template for (or just disallowing) pictures that are clearly sexual in nature. GD is the ultimate arbiter though. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:40, 27 March 2014 (MDT)<br />
<br />
== I'm Back! ==<br />
<br />
Hey Marasmusine! I just started up a campaign with a friend of mine and went to show him my class and remembered that there were a few changes that needed to be made since my last login. Life's been progressing further and further into complexity and I've just now found the time to get back into the swing of things and update the [[Warmage_(4e_Class)]]. I've taken a look at the things you pointed out back in August (it's been too long!) and done some corrections and would love any feedback you have. I'm hoping to do some live testing with this class with my campaign group over the next month or so, so I'll update if I find out it doesn't quite work as well as I'd hoped. Anywho, thought I'd drop you a line and say thanks for all the attention and care you've given my page in my absence! --[[User:Biral|Biral]] ([[User talk:Biral|talk]]) 01:31, 7 April 2014 (MDT)</div>Biralhttps://www.dandwiki.com/w/index.php?title=Warmage_(4e_Class)&diff=661272Warmage (4e Class)2014-04-07T07:15:11Z<p>Biral: </p>
<hr />
<div>{{needsbalance|Some minor issues, see talk page.}}<br />
{{x0<br />
|description=Think Wizard and add in armor and a Fighter's flair for the blunt.<br />
}}<br />
== Warmage ==<br />
<br />
[[Image:Dndwarmage.jpg|thumb|Warmage from 3.5 Supplement, Complete Arcane]]<br />
<br />
{{quote<br />
|'''''My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.'''''<br />
|orig=<!--Origin (speaker or author)--><br />
|src=<!--Source (publication or speaking engagement)--><br />
}}<br />
<br />
{{4e Class Traits<br />
|role=[[4e Index (4e Other)#Controller|Controller]]<br />
|role_fluff=You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.<br />
|power_source=Arcane<br />
|power_source_fluff=You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.<br />
|abilities=[[4e Index (4e Other)#Ability Scores|Intelligence]], [[4e Index (4e Other)#Ability Scores|Wisdom]], [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Strength]]<br />
|armor=[[4e Index (4e Other)#Cloth armor|Cloth]], [[4e Index (4e Other)#Leather armor|leather]], [[4e Index (4e Other)#Hide armor|hide]], [[4e Index (4e Other)#chainmail|chainmail]]<br />
|weapons=[[4e Index (4e Other)#simple weapons|Simple melee]], [[4e Index (4e Other)#military Weapon|military melee]]<br />
|implements=Primary weapon<br />
|defense=+1 [[4e Index (4e Other)#Reflex defense|Reflex]], +1 [[4e Index (4e Other)#Will defense|Will]]<br />
|level_1_hp=12<br />
|hp_per_level=5<br />
|healing_per_day=6<br />
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]]<br />
|#_of_skills=3<br />
|skills= [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#History skill|History]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
|builds=[[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], [[#Warmage Warder|warmage warder]]<br />
|features=[[#Arcane Affinity|Arcane Affinity]], [[#Empowered Orbs|Empowered Orbs]], [[#Mystic Orb|Mystic Orb]]<br />
}}<br />
<br />
Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.<br />
<br />
As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.<br />
<br />
Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?<br />
<br />
{{4e Class Overview<br />
|name=Warmage<br />
|characteristics=You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.<br />
|religion=Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.<br />
|races=Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.<br />
}}<br />
<br />
===Creating a Warmage===<br />
<br />
[[Image:Ei_warmage_med.jpg|thumb|Epic Warmage]]<br />
<br />
Warmages have an array of focused abilities, most of which are categorized into one of three character builds: [[#Warmage Magister|Warmage magister]], [[#Warmage Spellblade|warmage spellblade]], and [[#Warmage Warder|warmage warder]]. Every warmage relies upon [[4e Index (4e Other)#Ability Scores|Intelligence]] for the majority of their damage, with secondary emphasis on [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] or [[4e Index (4e Other)#Ability Scores|Wisdom]], primarily based on character build and power choice.<br />
<br />
=====Warmage Magister=====<br />
<br />
Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. [[4e Index (4e Other)#Ability Scores|Wisdom]] amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. [[4e Index (4e Other)#Ability Scores|Intelligence]] increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]], as it increases the damage of your more physical powers. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[4e Index (4e Other)#Improved Initiative|Improved Initiative]] (Human Feat: [[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Diplomacy skill|Diplomacy]] ([[4e Index (4e Other)#Ability scores|Cha]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Mystic Blast (4e Power)|Mystic Blast]]'', ''[[Mystic Strike (4e Power)|Mystic Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Faultline (4e Power)|Faultline]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Zone of Frost (4e Power)|Zone of Frost]]''<br />
<br />
=====Warmage Spellblade=====<br />
<br />
Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. [[4e Index (4e Other)#Ability Scores|Intelligence]] is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]]; increasing the throughput of even non-magical abilities is very important. [[4e Index (4e Other)#Ability Scores|Wisdom]] pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high [[4e Index (4e Other)#Ability Scores|Intelligence]] score work wonders for you.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mysticism (4e Feat)|Mysticism]] (Human Feat: [[4e Index (4e Other)#Action Surge|Action Surge]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#Ability scores|Con]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Strike (4e Power)|Arcane Strike]]'', ''[[Force Strike (4e Power)|Force Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Mystic Torrent (4e Power)|Mystic Torrent]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Cindershards (4e Power)|Cindershards]]''<br />
<br />
=====Warmage Warder=====<br />
<br />
You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. [[4e Index (4e Other)#Ability Scores|Intelligence]] affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your [[4e Index (4e Other)#Ability Scores|Wisdom]] score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. [[4e Index (4e Other)#Ability Scores|Strength]] or [[4e Index (4e Other)#Ability Scores|Dexterity]] should be your third highest, as it increases any physical damage your powers may inflict. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.<br />
<br />
:'''Suggested [[4e Index (4e Other)#Feat|Feat]]:''' [[Mobility_(Warmage)_(4e_Feat)|Mobility (Warmage)]] (Human Feat:[[4e Index (4e Other)#Human Perseverance|Human Perseverance]])<br />
:'''Suggested [[4e Index (4e Other)#Skill checks|Skills]]:''' [[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#Ability scores|Int]]), [[4e Index (4e Other)#Athletics skill|Athletics]] ([[4e Index (4e Other)#Ability scores|Str]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#Ability scores|Wis]]), [[4e Index (4e Other)#Perception skill|Perception]] ([[4e Index (4e Other)#Ability scores|Wis]])<br />
:'''Suggested [[4e Index (4e Other)#at-will powers|At-Will Powers]]:''' ''[[Arcane Weapon (4e Power)|Arcane Weapon]]'', ''[[Mystic Blast (4e Power)|Mystic Blast]]''<br />
:'''Suggested [[4e Index (4e Other)#encounter powers|Encounter Power]]:''' ''[[Phase Strike (4e Power)|Phase Strike]]''<br />
:'''Suggested [[4e Index (4e Other)#daily powers|Daily Power]]:''' ''[[Implosion (4e Power)|Implosion]]''<br />
<br />
====Implements====<br />
Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any [[4e Index (4e Other)#Orb|orb]], [[4e Index (4e Other)#Rod|rod]], or [[4e Index (4e Other)#Staff|staff]] they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.<br />
<br />
===Warmage Class Features===<br />
<br />
All Warmages share these class features.<br />
<br />
:;Arcane Implement Specialization<br />
:You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.<br />
::;Rod of Deception:<br />
::Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.<br />
::;Orb of True Imposition:<br />
::Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.<br />
::;Mystic Weapon Mastery:<br />
::Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.<br />
<br />
:;Arcane Affinity<br />
:Once per day, when you are the target of an attack with the '''Arcane''' keyword, you may add your Intelligence modifier to your defense. Should you successfully defend, you may completely nullify the attack's effects and any damage it may have caused by redirecting its energies into one of your Mystic Orbs, Empowering it as if you had used the Empower Mystic Orb class feature.<br />
<br />
:;Mystic Orb<br />
:Using the ''mystic orb'' ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.<br />
<br />
:;Empowered Orbs<br />
:Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.<br />
::Choose one of the following options:<br />
:::''Power of the Force Magi:'' After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.<br />
:::''Power of the Phase Magi:'' After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.<br />
<br />
;Warmage Powers<br />
Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.<br />
;Class Features<br />
The warmage's ''arcane affinity'' class feature works like a power and is presented below.<br />
{{4e Power<br />
|name=Arcane Affinity<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=Daily<br />
|flavor=You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.<br />
|keyword1=Arcane<br />
|trigger=An attack with the keyword '''Arcane''' includes you as a target.<br />
|actiontype=Immediate Reaction<br />
|range=Personal<br />
|effect=Gain a power bonus to each of your defenses equal to your Intelligence modifier until the beginning of your next turn. While affected by this bonus, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.<br />
}}<br />
The warmage's ''mystic orb'' class feature works like a power and is presented below.<br />
{{4e Power<br />
|name=Mystic Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=With a wave of your hand you conjure a Mystic Orb to float about you.<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=15<br />
|effect=Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. At level 11, the maximum amount of orbs created by this power you may have under your control increases to four. At level 21, this maximum increases to five. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest.<br />
}}<br />
The warmage's ''empower orb'' class feature works like a power and is presented below.<br />
{{4e Power<br />
|name=Empower Orb<br />
|owner=Class Feature<br />
|class=Warmage<br />
|usage=At-Will<br />
|flavor=Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.<br />
|keyword1=Arcane<br />
|actiontype=Standard Action<br />
|range=Personal<br />
|effect=Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.<br />
}}<br />
<br />
===Warmage Powers===<br />
<br />
Whether trained or innate, the [[Warmage Powers (4e Power List)|Warmage's powers]] leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.<br />
<br />
<br />
----<br />
{{4e Classes Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Controller]]</div>Biralhttps://www.dandwiki.com/w/index.php?title=Talk:Warmage_(4e_Class)&diff=661270Talk:Warmage (4e Class)2014-04-07T07:03:01Z<p>Biral: </p>
<hr />
<div>==Suggestions==<br />
Opening up the discussion page for suggestions and general thoughts about the class in general. I think this class has a lot of potential, being unique in its features and offering a diverse set of abilities. I would like to see this class grow to more than what it is in my mind, however, and would greatly appreciate any suggestions to its growth. --[[User:Biral|Biral]] 01:52, 18 February 2009 (EST)<br />
<br />
<br />
I've been working with additional ideas of skills and abilities for this class, and will update it by the end of the month with some new powers. But I've yet to decide on a well-defined course to pursue. I'll be convening with some friends of mine for a more substantial look at prospective powers.<br />
--[[User:Biral|Biral]] 10:26, 05 July 2009 (EST)<br />
<br />
<br />
Just an update, since I've seriously neglected this page: I'm currently revising most of my ideas posted here and will be updating the whole class as soon as I can pry myself away from my studies in school. I have quite a few changes that will end up revamping some of the baseline powers this class has, as well as opening it up for future manipulation by introducing some storyline and lore behind it to better guide its progress. As always, feedback is more than welcome. --[[User:Biral|Biral]] 13:29, 16 November 2011 (EST)<br />
<br />
Wow, it has been a long time. Over the past few months, I've been adding plenty of new skills and abilities for the Warmage to use and hopefully the class can be reviewed for completion within the next few weeks. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 17:33, 23 February 2013 (MST)<br />
<br />
It's always a long time before I get back to fix up some things. Sorry about that! Real life just keeps chugging away and I don't make time to do awesome things like this as much as I'd like to. I went ahead and addressed Marasmusine's points, valid as they were, in my recent changes to the class's main page and applicable power pages. And yes, Dylan, that's pretty much spot on with my intent, thanks for the support! --[[User:Biral|Biral]] ([[User talk:Biral|talk]]) 01:03, 7 April 2014 (MDT)<br />
<br />
==Feedback==<br />
*Arcane Affinity - "You are required to perform a saving throw against a hostile spell." - monster statblocks do not identify attacks as "spells", and I can't think of any that ask for an immediate saving throw. You might be thinking of (save ends) conditions, but these are made on your turn, so you can't do an immediate reaction against it.<br />
*Mystic Orb - How long do the orbs last for? Is it expected that the warmage creates them all before an encounter starts, or is the intention that they are created during a battle?<br />
*Empower Orb - make the bonus a power bonus to make it clear that it doesn't stack. The level 21 bonus is the same as the level 11 bonus. It's a standard action, but I don't think it's worth losing an attack for the sake of an attack bonus.<br />
*[[Force Strike (4e Power)]] - This is accurate (weapon vs. NAD) ''and'' can push more than 1 square.<br />
*[[Arcane Weapon (4e Power)]] - What ''kind'' of attacks gets the 1d4 bonus damage? All weapon attacks, or just warmage weapon attacks? How long does the bonus last for?<br />
*I'll look at the encounter and daily powers another time. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:34, 16 August 2013 (MDT)<br />
<br />
I can answer a few of your questions. When he means hostile spells he's talking about enemy attacks that have anything to do with arcana energies. This could be anything from a magic missile to a simple wack from a enchanted sword. Warmages are very in tune with arcana, more than most mages. Second, Mystic orbs most likely stick around a long as time until you lose concentration and they just puff. Though I think there should be a limit to how many you can have. Third, I actually like the Empowered Mystic Orb At-Will power since it gives you the ability to charge and than release one over powered attack that can kill anything, it fits a Warmage very well. For Force Strike I don't see what your talking about, it's not a basic attack so it would run off of your Strength or Dexterity (Whichever is higher). Though I do have to say it should be Implement not Weapon just so it would make sense. Arcane Weapon would only work on his Implement Weapon and it would last until an extended rest when most other buffs ware off. Over all I like the Warmage class so far. >Dylan</div>Biralhttps://www.dandwiki.com/w/index.php?title=Mystic_Blast_(4e_Power)&diff=661269Mystic Blast (4e Power)2014-04-07T06:54:33Z<p>Biral: </p>
<hr />
<div>{{4e Class Power<br />
|name=Mystic Blast<br />
|usage=At-Will<br />
|owner=Base Class<br />
|flavor=You channel a blast of arcane energy towards an enemy and use its magic to alter the flow of battle.<br />
|class=Warmage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Implement<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=10<br />
|target=One creature<br />
|attack=Intelligence<br />
|defense=Fortitude<br />
|hit=1d8 + Intelligence modifier damage and choose one of the following: Push the target 1 square or shift 1 square.<br>Increase damage to 2d8 + Intelligence modifier at 21st level.<br />
|special= This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Force_Strike_(4e_Power)&diff=661267Force Strike (4e Power)2014-04-07T06:38:00Z<p>Biral: </p>
<hr />
<div>{{4e Class Power<br />
|name=Force Strike<br />
|usage=At-Will<br />
|owner=Base Class<br />
|flavor=Arcane power flows through your strike and into your opponent, pushing them away.<br />
|class=Warmage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Force<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|target=One creature<br />
|attack=Strength Vs. Fortitude or Dexterity<br />
|defense=Fortitude<br />
|hit=1[W]+Strength modifier damage or 1[W]+Dexterity modifier damage and you push the target one square.<br />
|extra=Increase damage caused to 2[W]+Strength modifier damage or 2[W]+Dexterity modifier damage at 21st level.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Mystic_Strike_(4e_Power)&diff=661266Mystic Strike (4e Power)2014-04-07T06:36:29Z<p>Biral: </p>
<hr />
<div>{{4e Class Power<br />
|name=Mystic Strike<br />
|usage=At-Will<br />
|owner=Base Class<br />
|flavor=Arcane energy flows through you, shifting your form as you strike your enemy.<br />
|class=Warmage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Weapon<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|target=One creature<br />
|attack=Intelligence<br />
|defense=AC<br />
|hit=1[W] + Intelligence modifier damage<br />
|effect=You shift one square after attacking your target.<br />
|extra=Increase damage caused to 2[W] + Intelligence modifier damage at level 21.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Mystic_Strike_(4e_Power)&diff=661265Mystic Strike (4e Power)2014-04-07T06:35:59Z<p>Biral: </p>
<hr />
<div>{{4e Class Power<br />
|name=Mystic Strike<br />
|usage=At-Will<br />
|owner=Base Class<br />
|flavor=Arcane energy flows through you, shifting your form as you strike your enemy.<br />
|class=Warmage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Weapon<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|target=One creature<br />
|attack=Intelligence<br />
|defense=AC<br />
|hit=1[W] + Intelligence modifier damage<br />
|effect=You shift one square after attacking your target.<br />
|extra=Increase damage caused to 2[W]+Intelligence modifier damage at level 21.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Arcane_Strike_(4e_Power)&diff=661264Arcane Strike (4e Power)2014-04-07T06:30:23Z<p>Biral: </p>
<hr />
<div>{{4e Class Power<br />
|name=Arcane Strike<br />
|usage=At-Will<br />
|owner=Base Class<br />
|flavor=You channel the arcane into your attack, accurately pummeling your foe with its force.<br />
|class=Warmage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Force<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|target=One creature<br />
|attack=Strength + 2 Vs. AC or Dexterity + 2<br />
|defense=AC<br />
|hit=1[W] + Intelligence modifier force damage.<br />
|extra=Increase damage caused to 2[W] + Intelligence modifier force damage at 21st level.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=Arcane_Weapon_(4e_Power)&diff=661259Arcane Weapon (4e Power)2014-04-07T05:51:11Z<p>Biral: </p>
<hr />
<div>{{4e Class Power<br />
|name=Arcane Weapon<br />
|usage=At-Will<br />
|owner=Base Class<br />
|flavor=You focus for a moment to empower your weapon with raw magic, increasing its power and releasing residual energies into your surroundings.<br />
|class=Warmage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Force<br />
|keyword3=Implement<br />
|actiontype=Standard Action<br />
|range=Close<br />
|rangemod=burst 1<br />
|target=All creatures within burst<br />
|attack=Intelligence<br />
|defense=Reflex<br />
|hit=1d6 + Intelligence modifier force damage<br>Increase damage to 2d6 + Intelligence modifier at 21st level.<br />
|effect=Enchants your equipped weapon to cause an additional 1d4 of force damage on a successful melee attack, increasing to 2d4 force damage at 21st level. This effect lasts until the end of your next turn.<br />
|sustainaction=Minor<br />
|sustain=The effect continues until the end of your next turn.<br />
}}</div>Biralhttps://www.dandwiki.com/w/index.php?title=User_talk:Marasmusine/Archive_1&diff=614894User talk:Marasmusine/Archive 12013-04-04T01:16:01Z<p>Biral: /* Warmage 4e Class Review */</p>
<hr />
<div>Hello Maramusine, thank you for the welcome to the site! My only question is now, is if there is someone or some group I would contact for review on the power balancing of something I've been working on ( while it is either a WIP, or completed work ).--[[User:Elendra|Elendra]] ([[User talk:Elendra|talk]]) 09:32, 18 July 2012 (MDT)<br />
<br />
If you're my best bet, might as well use you, eh? I don't suppose you could take a look at [[Color Bearer (4e Class)]] and [[Color Bearer Powers (4e Power List)]]? I assume they're at ''least'' somewhat poorly balanced, being my first attempt at making a class. And yes, they are both incomplete, but I did just start a couple days ago <_<;; --[[User:Elendra|Elendra]] ([[User talk:Elendra|talk]]) 09:42, 18 July 2012 (MDT)<br />
<br />
Thank you very much in advanced! c: --[[User:Elendra|Elendra]] ([[User talk:Elendra|talk]]) 09:52, 18 July 2012 (MDT)<br />
<br />
Hay, Marasmusine, could you review my homebrew template [[Unown_inscribed|Unown inscribed]] sometime? I want to improve it, and you seem to know what youre doing, based on your review of my [[Stone of 100 Rencarnations (3.5e Equipment)]].--[[User:The lost unown|The lost unown]] ([[User talk:The lost unown|talk]]) 09:01, 27 September 2012 (MDT)<br />
:Sure, I'll aim to do that but I'm not sure when yet. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:08, 27 September 2012 (MDT)<br />
<br />
== A thanks ===<br />
Hey, it's Ralcos.<br />
It's been a while since I've been here, but I must say thanks for you editing my race.<br />
I made the Modron Race that was on the 4e homebrew races, and found that my race was changed for the better<br />
(I'm not claiming credit for anyone else's work, and you can look on that page's history).<br />
I just wanted to thank you for the work. I love it more than the original design.<br />
<br />
--- Ralcos<br />
<br />
== Smilodon Maioribus Review ==<br />
<br />
Hello once again Marasmusine,<br />
<br />
It has been a while since we have spoken but I believe (having reached my new permanent duty station) that now would be an excellent time to review the Smilodon Maioribus 4e Race once again, provided you are willing to do so and have the time to make such an effort. Unfortunately I am not entirely sure what, if at all, needs to be changed at this point with the race itself (the Apex Predator 4e Class itself I am intending to overhaul entirely, based on a few mechanics I learned from others who know of DnD in the armed forces).<br />
<br />
As always, thank you for your time and dedication to DnD Wiki, and your efforts, past and present, in staying in touch and assisting me with my race and class design!<br />
<br />
--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 18:43, 9 August 2012 (MDT)<br />
<br />
:Welcome back! Since you were last here I've been a bit distracted with the birth of my daughter - I've not had much time for complicated things. For your Apex Predator overhaul, I recommend concentrating on one or two core mechanics that improve through the levels (and worry less about making lots of different powers); take a look at the Hunter or the Slayer from the Essentials books. Also try to focus on ''one role'' - I've seen too many custom classes that try to do defender/striker and end up in a mess. Hope that helps! [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:18, 10 August 2012 (MDT)<br />
<br />
::Thank you, Marasmusine, and most importantly, congratulations on the birth of your daughter to both you and your wife. I can certainly understand your crunch for time, especially with a newly born child around. For the Apex Predator class, that is still my intention of making a "specialist" class (with two separate, distinct sub-types), again focusing on criticals, grappling and stealth for its offensive "Vanquisher" variant, and with the "Challenger" deviation, a defender who relies on countering attacks and control. Seeing as the "Grabbed" and (knocked) "Prone" features work well, I have some ideas with them. I certainly don't intend for the Apex to be both, as I've begun making their choices fairly specific to each archetype.<br />
<br />
::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 17:34, 11 August 2012 (MDT)<br />
<br />
:::Hello again Marasmusine,<br />
<br />
:::I've made some significant changes to the [[Sentient, Smilodon Maioribus (4e Race)|Smilodon Maioribus race]] and the [[Apex Predator (4e Class)|Apex Predator class]], both of which I would love to get your opinion on when you have the time. I've tried to heavily relegate certain features to each subdivision of the Apex Predator class (to, in large part, make them two distinct portions). While the class design is not yet finished, it would be great to get your opinion on the re-working of a few mechanics that were present; for example, a primary mechanic of the Vanquisher is [[Seize (4e Power)|Seize], an attack that does minimal damage, but Grabs the opponent. <br />
<br />
:::Other issues lie in the scaling (I've never played nor seen endgame DnD played), so I cannot truly balance the class over the levels. I like the idea of the Apex Predator fittingly being a "niche" class, or one that excels extremely well at a few select things, but relies on its companion's classes to really augment and benefit it, and vice-versa.<br />
<br />
:::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 17:08, 18 August 2012 (MDT)<br />
<br />
::::Hello Marasmusine,<br />
<br />
::::I have just replied the design concept to the Saber Fangs and Razored Claws situation [Talk:Apex Predator (4e Class)|on this talk page] and would certainly like your opinion and possible solutions. Thank you very much for the modifications to those areas along with the Enduring Hide armor to make them more straightforward and simplified within 4E means!<br />
<br />
::::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 14:33, 22 September 2012 (MDT)<br />
<br />
== Image Deletions ==<br />
<br />
Wikipedia tells us to assume good faith. This means that images are assumed to be correct, ergo under the GNU FDL, when they state nothing in particular. This must be shown otherwise to allow the image to be deleted. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 16:03, 10 July 2012 (MDT)<br />
<br />
:Wikipedia absolutely does not assume good faith when it comes to image licensing. It gives 7 days to images without licensing/source information before they are deleted. Images that are clear copyright violations are instantly deleted. I gave [[:File:Fight-2-color.jpg]] two weeks. We can't just copy images from the internet willy nilly. I've done a Google Image search for this image now and found that it's a painting under copyright by Simon Robert. I can replace the link in [[Shekastkoré (3.5e Campaign Setting)]] with an embedded image from Robert's webpage, with correct attribution. I'll leave it up to you if you want to delete the file or not. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:06, 11 July 2012 (MDT)<br />
:Wow, sorry I came off sounding agressive. It was first thing in the morning and I hadn't had my coffee.[[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 06:11, 11 July 2012 (MDT)<br />
<br />
::Okay, then with the deletion we should provide a link to where the image is thereby not allowed, don't you think that makes sense? Thoughts on making this policy? We can leave images since their pages being here inherently state that they are under the GNU FDL v1.3 when one cannot find such a site. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:35, 16 July 2012 (MDT)<br />
:::Here are my thoughts:<br />
:::*We should make it clear that if you are uploading an image you need to say 1) Where you got the image from and who originally created it, and 2) What license it's under (note that ''we cannot use "fair use"'' for our purposes). For example, see [http://en.wikipedia.org/wiki/Special:Upload Wikipedia's upload information]. It's bad form to assume that an image doesn't have a copyright just because the uploader hasn't provided any information.<br />
:::*On the flipside, if I come to delete an image file because the above information is missing, I will make every effort to find an alternative compatible with our license, or embed the image from its original source. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 03:47, 17 July 2012 (MDT)<br />
<br />
::::By law, we do not need to do it like that so let's not. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 19:39, 17 July 2012 (MDT)<br />
:::::I need to get this straight. Here are the different kind of images we might use:<br />
:::::*Copyrighted images. We cannot use these without permission. If we can get permission, the owner would normally ask us to attribute the them and show that it's under copyright. We ''can'' use copyright work without permission where there is fair-use (e.g. book covers where we are providing information about a book), but we still need to attribute the copyright holder.<br />
:::::*Creative Commons[http://creativecommons.org/licenses/]. We ''have'' to attribute the author; if it's Sharealike we ''have'' to release it under the same license.<br />
:::::*Public Domain. We don't have to say anything: my argument is that it's good practice to provide some basic information (like I did [[:File:Vasnetsov samolet.jpg|here]]). <br />
:::::*Images the uploader created themselves. It's up to them what information they provide. Personally I credit myself for my own images. As you say, unless stated otherwise, it defaults to the GNU license.<br />
:::::If I'm understanding you correctly, you want to ''assume'' that images fall into the last two categories?<br />
<br />
::::::No. All I was saying is that the last two categorizes exist. If we find information about copyright we should delete the page with a link to the copyright location (for verification purposes). If the images is under a different license then, though, all we need to do is state that on that page of course and if we can keep the image we can keep the image (depending on the license).<br />
::::::Another thing to note is that images which are product copyright can be here if they are small enough (pretty sure). I think that is another one of their image statements in the image-related laws. If they are too big, though, they are considered (even with the different copyright categories) to infringe on product copyright (since they are images I think is the reasoning). --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 20:06, 18 July 2012 (MDT)<br />
:::::::Thanks for the clarification. With regards product copyright, here's the legal wording for fair-use: ''"the fair use of a copyrighted work, including such use by reproduction in copies or phonorecords or by any other means specified by that section, for purposes such as criticism, comment, news reporting, teaching (including multiple copies for classroom use), scholarship, or research, is not an infringement of copyright."''<br />
:::::::Basically, we ''can'' use those images when we are providing educational information. On our wiki, this only our pages about books and other publications. We ''cannot'' use them for user-generated content. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:27, 19 July 2012 (MDT)<br />
<br />
::::::::I imagine that putting them into the D&D universe is a critique of those things from other sources and do apply for fair-use. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 16:42, 19 July 2012 (MDT)<br />
:::::::::I don't understand? Fair use through ''critique'' just means you can, say, use a picture of a book or toy if you are reviewing it. It has real-world context. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:35, 20 July 2012 (MDT)<br />
:::::::::On a related note, I've spotted that WotC provide a list of WotC-copyright artwork that's been pre-approved for others to use.[http://www.wizards.com/fankit/fantoolkitdnd.html] [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:38, 20 July 2012 (MDT)<br />
<br />
::::::::::Not sure if my voice matters here, but I figure, if nothing else, it couldn't really hurt to speak up. Marasmusine is correct. Unless the purpose of the article within said images are used, is to critique the image, make a commentary on it, or otherwise review or parody it, then it does not fall under fair use. There are likely very few user generated articles and pages on this site that are dedicated to parody and review, for a commentary / educational stance. Now, for the handful wherein that IS true, than fair use would apply, but for those, such as a custom race, class, monster, campaign, that isn't actively done to review the image in some way, that isn't fair use, and permission / approval would be needed. If I were to take someone's image and put it up on a page I made, without their permission, and the image was used as an aid to help demonstrate something I had written in the page, that would be theft, unless they had otherwise stated that that image is perfectly allowed to be shared mercilessly without permission, but even then that would be limited to noncommercial things. Not that that should be a worry here. That said, the 'April Fools' articles may fall under being able to qualify 'fair use' if they are directly relevant to the image. --[[User:Elendra|Elendra]] ([[User talk:Elendra|talk]]) 09:08, 20 July 2012 (MDT)<br />
<br />
:::::::::::That all sounds right to me. So I guess, sorry, those mario images were fine to delete.<br />
:::::::::::Does the Image Deletion seem right on [[:Category:Candidates for Deletion|Candidates for Deletion]]? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 12:03, 21 July 2012 (MDT)<br />
<br />
== Barnstar ==<br />
<br />
{{Barnstar|I give you this barnstar for improving, reviewing, and removing a lot of pages. Thanks a lot for your help on those pages! --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:35, 16 July 2012 (MDT)}}<br />
<br />
Thanks! --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:35, 16 July 2012 (MDT)<br />
<br />
== Page deleted due to Copy Rights Violation ==<br />
<br />
You had deleted a page I had posted due to a copy rights violation. I was asked by a few friends in my area to post some things from the books and I was wondering it there is a way I can avoid this from occurring in the feature? Would a Legal Disclaimer at the bottom of the page stating it is from that particular book prevent this?<br />
<br />
Thanks, --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 23:23, 23 July 2012 (MDT)<br />
:We can't reprint content from copyrighted books. The only legal thing you can do is send them your book or ask them to aquire the book themselves. There's something else you can do involving a scanner, but I couldn't possibly comment on that. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:34, 24 July 2012 (MDT)<br />
::Is there anyway to use anything from any of the D&D books? Would the Legal Disclaimer work? If not, how were any of the creatures posted from the Monster Manual, Dungeon Masters Guide, and Players Handbook?--[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 18:04, 24 July 2012 (MDT)<br />
:::You can print material released under the Open Game Content. This includes WotC's System Reference Document[http://www.wizards.com/default.asp?x=d20/article/srd35] but doesn't include that class. The legal disclaimer won't work, WotC will still be unhappy that you've fleeced them out of a book sale. I'm also definitely not suggesting that your friend use a web search engine to search for the title of book that contains the class along with the words "scan" and "pdf". [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:08, 25 July 2012 (MDT)<br />
:::::If you have a chance, could you take a look at these pages. I am sure the [[Awaken Sand (3.5e Spell) | Awaken Sand (3.5e Spell)]] is, but I am not sure of the [[Mogwai (3.5e Creature) |Mogwai]] and [[Gremlin (3.5e Creature) |Gremlin]] since they are based on movie creatures... Thanks... --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 13:10, 28 July 2012 (MDT)<br />
::::::Yeah, the spell's got to go. Gremlin and Mogwai are not copyright violations, but the images used were copied from other sources. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:49, 29 July 2012 (MDT)<br />
:::::::Thanks... Want to give a creature a feat from a book, I am looking but can't seem to find the code for doing the small raised print for references to D&D books. Could you help with this? Thanks... --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 10:53, 29 July 2012 (MDT)<br />
::::::::Do you mean <sup>superscript</sup>? If you want to look like a pro, try [[User:Marasmusine/How To Use Footnotes]] (I don't think anyone's done it that way before, you could be the first!) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:07, 30 July 2012 (MDT)<br />
:::::::::I wasn't thinking of Footnotes<sup>[[User:Marasmusine/How To Use Footnotes | Marasumine's Guide]]</sup>... but that should work really nice together... Thanks :-D --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 19:07, 30 July 2012 (MDT)<br />
<br />
== Deity Stats ==<br />
<br />
I was interested in making a deity and wanted to actually make the stats. However I can't find the formula to use... I know that they are normally a 20HD outsider that have 30-50 Class levels. By that they should be a CR 40-60 depending on just that... But are there any other factors? Also Do they use the 15,14,13,12,10,8 Elite stat array?<br />
<br />
--[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 20:51, 10 August 2012 (MDT)<br />
<br />
:About 5 years ago I sat down to create a 3.5e deity and discovered the same issue - no guideline on how to set the ability scores. However, if you are giving your deity PC class levels, it should the elite stat array; if it only has NPC class levels, use the nonelite array. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 08:06, 11 August 2012 (MDT)<br />
<br />
::Can you check out this Deity and let me know what you think? [[Karura (3.5e Deity) | Karura]] Goddess of [[The Burning Wastelands (3.5e Environment) | The Burning Wastelands]]. I Used the Epic Stats, then Added the Stat upgrades for levels and feats. Then added the stat adjustments for items that she has that are listed. Her Challange rating is for her race + Her Class + her Divine Rank. --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 19:50, 18 August 2012 (MDT)<br />
<br />
<br />
== Traps ([[User:jerden|jerden]] asking) ==<br />
<br />
I was just wondering if there was a way to change the title of my traps that still don't have (4e Trap) on them. I could copy them to new pages with (4e trap) on, but that won't really help anyone as it still will have the old ones. If it's something I can't do I'm sorry, in future I'll remember to add (4e Trap) to my (4e Trap)s! Anyway, I reacon I've wrote it enough time to remember now!<br />
:Hi Jerden, you can use the "Move" tab at the top of the screen. Also you can sign your posts using four tildes (<nowiki>~~~~</nowiki>). Thanks again for your contributions - converting the 3.5e DMG traps to 4e was on the back burner of my to-do list. You may also like to look at some of the changes I made to your entries for formatting standards, etc. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:48, 8 September 2012 (MDT)<br />
:Thanks. I'll sort them out. Anyway, I apprieciate your changes, I was actually hoping someone would do that. And I haven't really done that many of the 3.5 edition traps, I mostly just converted spells into traps (it's much easier). I'll probobly do more later once I can borrow the player handbook and possibly the monster manual. [[User:Jerden|Jerden]] ([[User talk:Jerden|talk]]) 12:38, 8 September 2012 (MDT)<br />
<br />
== Sand Elemental Page Deletion ==<br />
<br />
In reguards to the [[Sand Elemental]] page, I was trying to do the same set up as the SRD Elementals. Was this in error doing this set-up or was it just a waist for time? --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 15:18, 25 September 2012 (MDT)<br />
:Hi Korminor, actually your original formatting was fine. But I'm aiming to have the sand elementals formatted in the same way as what I've done to [[Chaos Elemental, Lesser (3.5e Creature)]] and [[Chaos Elemental, Greater (3.5e Creature)]]. The reason for this is that I've made a new index of creatures at [[User Creatures]], but the table gets screwed up if there's more than one creature template in a page. The creature template itself can display 3 creatures, so that's a maximum of 3 creatures per page - hence me splitting the creatures into "Lesser" and "Greater" pages. It's not ideal - I'd rather have them all on one page - but it's the only fix I can think of to make the index work.<br />
:What I can do, if you think it's appropriate, is keep [[Sand Elemental]] as an overview page, so long as it doesn't contain a creature template. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:36, 25 September 2012 (MDT)<br />
<br />
:Also, I never did give you a reply re: [[Karura (3.5e Deity)]]. So let me say this - in my opinion ''this is what all 3.5e deity pages should look like.'' Well formatted, well written, fully statted out. I couldn't tell you if any of the numbers are off though, but it looks like you've been careful and thorough. 15:55, 25 September 2012 (MDT)<br />
<br />
::I would like to keep the [[Sand Elemental]] page as an overview page. I was planning on adding a bit to it on their history (Been a little busy with daughter starting school). Also thanks for the comments on [[Karura (3.5e Deity)]]. I started with the elite stats, then gave the increases for the levels gained (20 outsider + 30 Sandbender), then added the items used. Thanks again, --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 17:32, 25 September 2012 (MDT)<br />
<br />
== Tiberium Rising Editing ==<br />
<br />
Hey, I'm still working on the pages. If you are going to move the pages, at least leave a redirect. Thanks --[[User:Yossarian|Yossarian]] ([[User talk:Yossarian|talk]]) 14:34, 28 September 2012 (MDT)<br />
:I usually do, I guess today I did it the other way to see what the reaction would be. So there we go. But why did you move it back? Now it has the incorrect title again. 16:24, 28 September 2012 (MDT)<br />
<br />
<br />
==Billhook Revert==<br />
Hi, we've not really met. I'm Badger, and I'm an admin who has been away for a while. Either way, we can chat more about that later, if you'd like. This message is to explain why I reverted your edits to [[Billhook_(3.5e_Equipment)|the billhook]]. The page that existed before you changed it was essentially a complete page, with mechanics and a concept. Maybe the concept needs work, and the balance sure needs some attention, but it was at least a fully fleshed out idea. Your edits reduced it to little more than a re-direct. If you are going to fundamentally change a page like you did, you might as well delete it entirely, and just redirect other pages away from it. I'm open to discussion on this point, but my understanding is that we don't try to serve as an encyclopedia, but rather as a reserve of actual content. To clarify that point, any article we have should have in-game mechanics, and not simply redirect a user to another page. Let me know how you feel about this, and I look forward to working with you in the future. --[[User:Badger|Badger]] ([[User talk:Badger|talk]]) 11:57, 5 October 2012 (MDT)<br />
<br />
== Price Calculation Check ==<br />
<br />
Would you mind checking to see if I got the math correct for calculating the Market Price for [[Helm of Korminor (3.5e Equipment) | Helm of Korminor ]] for me please? I want to know if i'm doing it correct? --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 18:54, 22 October 2012 (MDT)<br />
:Sure, I'll check it out fairly soon. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:10, 24 October 2012 (MDT)<br />
<br />
== Hobbit vs. Halfling ==<br />
<br />
I'm aware that WotC uses the term Halfling to fill in for what is most assuredly a Hobbit. I was wondering if you know of any legal reason that would force this, or if we are free to use the term Hobbit without permission from the Tolkien Estate. I guess I'm just trying to stay out of trouble, but at the same time vastly prefer to use Hobbit. In the same line of thinking, we can use Orc even though Tolkien made that one up as well... --[[User:Pyper|Pyper]] 23oct12<br />
:Whilst the Tolkien Estate aggressively protect their trademark over the word "hobbit", I've only seen it happen in the cases where products are being sold. The worst that can happen is that we'll be asked to remove the page. Add a legal disclaimer at the bottom stating that the term is trademarked. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:30, 24 October 2012 (MDT)<br />
<br />
== Category:DnD ==<br />
<br />
On some pages you have been removing [[:Category:DnD]]. This category is there so D&D is separated from D20 Modern and such organizations are possible. 4e is not "new" in the sense of not having a need for Category:DnD, but rather it has not yet been added there because of the dpl's on the 3.5e pages. Unless I am missing something, please keep Category:DnD on all D&D pages. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:19, 25 October 2012 (MDT)<br />
<br />
:Since the "4e" and "3.5e" categories are sub-categories of "DnD", it seemed to me that having both was redundant. I can't see any crossovers with "D20M", it is still separate. Maybe ''I'm'' missing something. Can you give me an example of where it is causing a problem? (Also noting the reorganization I proposed at [[Talk:Main_Page#Categories]].) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:21, 25 October 2012 (MDT)<br />
<br />
::The only disadvantage to that is that is that one has to generate a dpl for all things D&D, but that still might be okay with the publication's categories anyway and not too important huh. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:42, 25 October 2012 (MDT)<br />
:::I will steadily update the dpls; I had already rewrote the 3.5 weapons index... just spotted that [[User Magical Rings]] for example needs to specify 3.5e. It will all work once I've finished pratting around (next year at this rate!) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:52, 26 October 2012 (MDT)<br />
<br />
== Template deletion ==<br />
<br />
My author template page<br />
{{author Gaelhalee<br />
|date_created=10/28/12<br />
|status=playable, if DM has a good sense of humor<br />
}}<br />
as well as [[User:Mkill|Mkills]] <br />
{{author Mkill<br />
|date_created=10/28/12<br />
|status=playable<br />
}}<br />
was deleted without any explanation that I could find. I give some history about it in [[User_talk:Gaelhalee]]. Please respond there.<br />
<br />
== Quick Question ==<br />
<br />
Regarding community additions to unfinished content, how should I deal with a power that was added by a third party which does not really fit with my class or my design intents? Should I restructure their post as I see fit or notate a different design intent or what? My initial judgment was to change the "|class=" notation in the power, but I'm unsure if doing so would be a violation of some sort. --[[User:Biral|Biral]] ([[User talk:Biral|talk]]) 16:08, 13 November 2012 (MST)<br />
:We could rewrite it for your class, rewrite it for another class (Wizard, say), or propose it for deletion (see [[Deletion Candidates]]). Which power is it? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:06, 14 November 2012 (MST)<br />
::It's Freezing Blast, added by 209.213.26.101, the same user that made that rather overpowered [[Humans Unyielding Training (4e Feat)]] that you posted on nigh two months ago. I don't think I'll keep the name, so I'd just as soon flag it for deletion. --[[User:Biral|Biral]] ([[User talk:Biral|talk]]) 15:50, 14 November 2012 (MST)<br />
<br />
== D&D 4.0 Future Oni Class ==<br />
<br />
Vanilla 4e? I don't know what that even is. The thing is, is that Enchantment bonuses should not be implemented, because, hey, this is the future. I don't plan for D&D 4e Future to deviate from D&D 4e at all. Just adding to it. I posted this reply here because I haven't been on for... two months or something longer and figured that you wouldn't see a reply in my talk section. But yes, balancing would be wonderful for all of my creations. --[[User:Axl|Axl]] ([[User talk:Axl|talk]]) 16:48, 15 November 2012 (MST)<br />
<br />
:Actually, never mind. I'm never on D&D Wiki anymore. Feel free to delete my sourcebook and all items therein. You can probably just delete my profile as well. --[[User:Axl|Axl]] ([[User talk:Axl|talk]]) 17:09, 15 November 2012 (MST)<br />
<br />
::By vanilla D&D, I mean D&D as written in the PHB and DMG. A lot of your entries might work in the context of the Future setting, but they don't work in normal 4e D&D. That's why I was changing some of the categorization. Sorry to hear that you are leaving, let me know if you ever feel like collaborating on something. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 17:26, 15 November 2012 (MST)<br />
<br />
:::Oh, okay.<br />
:::Yeah, my entries work for future, but there are currently no settings in the future that would be compatible with my works.<br />
:::All right. I'll let you know if I do feel like collaborating. --[[User:Axl|Axl]] ([[User talk:Axl|talk]]) 18:33, 16 November 2012 (MST)<br />
<br />
== Guardian of Erberus ==<br />
<br />
Hey, Marasmusine.<br />
I was looking on the Barbed Devil race and noticed that the Guardian of Erberus page shows the feat as Barbed Claws. Shall I fix it? --[[User:PokeLinkEs|PokeLinkEs]] ([[User talk:PokeLinkEs|talk]]) 07:21, 20 November 2012 (MST)<br />
:Well spotted, that's a cut and paste error. I'll fix it, thanks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:23, 20 November 2012 (MST)<br />
<br />
== Copyright Question ==<br />
<br />
Right so how do I tell what's copywritten and what's not? I'm looking at one of the images I uploaded and nowhere on it does it say it's copywritten. I'm not trying to argue or say that you're wrong b/c I have no doubt you are correct. I just want to know how to tell in the future. Thanks! --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 13:12, 20 November 2012 (MST)<br />
:With your specific images, I dragged them into Google Images (on a hunch, since they looked professionally produced) and quickly traced them back to their original artist or publisher. If the source doesn't specifically say what kind of license it has, you can assume its under copyright (and that's the case for almost any image you find at random on the internet). On a more positive note, if you've traced it back to somewhere like deviantArt or Flickr, you can at least ask the copyright holder if you can get permission to use it. <br />
:As I say, you can always embed an external image (if the source site allows it). Here's an example from Tomasz Jedruszek's portfolio:<br />
{| style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://features.cgsociety.org/gallerycrits/219459/219459_1183250462_submedium.jpg<br />
|-<br />
|[http://morano.cgsociety.org/gallery/513169/ Vale Pact 2 by Tomasz Jedruszek]<br />
|}<br />
:If you do this, it's courtesy to attribute the artist. On the downside, you can't resize the image. Hope that helps. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:20, 20 November 2012 (MST)<br />
<br />
<br />
Oh man that helps a lot! I'll probably start using embedded external images then, assuming I can get them smaller. Most of my stuff comes from DeviantArt, CG Society, or StumbleUpon so that shouldn't be an issue. Thanks a ton! --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 14:50, 20 November 2012 (MST)<br />
:I use Flickr a lot, since most images there will provide you with a link for a resized image under "Share" (although there's less fantasy art there than at other places). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:52, 20 November 2012 (MST)<br />
<br />
== Thanks for the Help! ==<br />
<br />
Thank you for your help. Would you mind telling me of what you think about the campaign?<br />
<br />
Thanks again!<br />
<br />
--[[User:Yossarian|Yossarian]] ([[User talk:Yossarian|talk]]) 16:34, 23 November 2012 (MST)<br />
:Sure, I'll check when I next get chance. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:06, 27 November 2012 (MST)<br />
<br />
== For what reason did you delete the Dragonslayer sword? Its hardly the same as the Fullblade ==<br />
<br />
<br />
Why'd you delete the Dragonslayer Sword for 3.5? It is not exactly like the fullblade whatssoever, it does a great deal more damage, gives extra feats, not to mention the fact that its both a bludgeon and slashing weapon. There is alot more "unexplained" equipment on the site then that sword. So please don't delete stuff people actually think is cool, because now im going to have a harder time getting my DM the stats for the sword so I can get it in game.<br />
:When you are including in your campaign mundane non-magical weapon that grants 4 bonus feats, an unexplained +8 bonus damage on top of excessive damage die and a 18-20/x4 crit, you've gone beyond normal game balance and may as well just make up the stats yourself. It's better than most of the more powerful magical weapons in the game, at a fraction of the cost, except, hey, you can enchant the dragonslayer as well. Oh, it had 5' and 10' reach as well like a spiked chain, egads. Sorry, it was objectively terrible.<br />
:However, if you like, I can restore the page to your userspace if you still wish to access it.[[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:01, 27 November 2012 (MST)<br />
<br />
I would really appreciate it, yes its true, it is somewhat overpowered, but my character is also at a neg 3 level multiplier and the additional feats will definitely help level the playing field. I currently play a lvl. 3 Half-Dragon Fighter that specializes in two handed large weapons and the ECL is 6, so the Dragonslayer is the perfect fit. Currently my group and I are fighting against incrediably powerful enemies that are a CR 20 roughly and currently I can't compete in deeps with either the Barbarian or the Rogue so I need something to level the playing field. Plus I assume that most characters dont have the strength reqs. that the sword needs right off the bat like I do (28 Str, with my lowest mod being +3). But if you could get me the prior info it would really be appreciated. Thank you.<br />
:Sorry I didn't reply straight away. Someone has posted (an even more ridiculous) version here: [[DragonSlayer Sword (3.5e Equipment)]]. It really makes no sense whatsoever and I reiterate that you may as well make up the stats yourself. Have it do 5d20 + 100 damage, but hey, you can "balance" that by setting the Strength requirement to whatever your strength happens to be. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:52, 12 December 2012 (MST)<br />
<br />
== Deleting abandoned unrated, 1/5, and 2/5 Campaign settings ==<br />
<br />
One thing I've noticed about the Campaign settings section is that there are a ton of frankly worthless clutter. Most of the 1/5 pages haven't been worked on since 2010 or 2009 and I suspect a lot of the 2/5 ones are the same (mine is there right now I know but I am constantly working on it). Can a lot of those old, abandoned stubs be deleted? Can I do it myself or does it have to be an admin? I suggest everything up to 2/5 because I suspect pages that made it to 3/5 have a lot of useful stuff in them although some of them could probably go too. My main point here is that is the Campaign Settings section is meant to be a resource for the DM community out there, then it really should be a useful one. I feel like people miss a lot of the good stuff that is there because of all the clutter. Just a thought, not trying to be pushy or rude to the people who started those pages. --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 22:27, 27 November 2012 (MST)<br />
:Over the year I've already deleted a bunch - ones that have been clearly abandoned and have either barely any content, or content that is uninspiring. You're probably correct that there's more to be pruned. If you feel that a campaign stub can't be improved upon, add <nowiki>"{{delete|~~~~~|Your reasons}}"</nowiki> and I'll review it in 2 weeks. If you think the campaign has an interesting seed that someone might potentially add to, add <nowiki>"{{abandoned|~~~~~}}"</nowiki> and we give it a year before deleting it. Each setting needs checking individually (rather than sweeping the whole 1/5, 2/5 category under the carpet :) Thank-you for any help in this matter. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:28, 28 November 2012 (MST)<br />
::Roger and thanks. I'd been adding the <nowiki>"{{abandoned|~~~~~}}"</nowiki> tag to any that were stubs and not touched in over a year and that was just about all of them (1/5-2/5). I'll go back through and add in the <nowiki>"{{delete|~~~~~|Your reasons}}"</nowiki> tag to those that are pretty useless. Also of the ones that are 1/5-2/5 and do have useful stuff (but still aren't stand alone), could some sort of campaign setting tools or ideas page be put together? Cause there are some with useful stuff in these categories, just not nearly enough to be stand alone. --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 07:46, 28 November 2012 (MST)<br />
:::A "campaign seeds" page would be a good idea, if the entries aren't bigger than one or two paragraphs (or can be trimmed down). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:46, 28 November 2012 (MST)<br />
<br />
== You've deleted one the most iconic swords in the history of gaming. Why??? ==<br />
<br />
The Buster Sword has long been an awesome force in the gaming community. I don't ask that you bring the page back, but just forward me the details that were on the page. I'd raised my concerns when you proposed deleting the page, frivolously, and also failed to make copy-pasta out of it :(<br />
<br />
:You can find what the page used to be [http://www.dandwiki.com/w/index.php?title=Special:Undelete&target=Buster+Sword+%283.5e+Equipment%29&timestamp=20120122053558 here]. It wasn't very good, and had been nominated for deletion since October. No one brought up any objection to the deletion, and so it was axed. As a general rule, I don't undelete things, and this isn't content worth having on the site, as far as I am concerned. The reason it was deleted is because it wasn't different enough than the full blade to warrant it's own page. If you'd like to make your own version of the sword that is demonstrably different than the fullblade, it might just stick around. --[[User:Badger|Badger]] ([[User talk:Badger|talk]]) 18:11, 11 December 2012 (MST)<br />
<br />
<br />
<br />
<br />
I've made a new version, a little hurriedly mind you, and I hope it's up to par.<br />
<br />
<br />
==Deletions==<br />
I have noticed that when I have returned from my second hiatus, that you have deleted my custom class that I'm still working on again. Can I ask you to 'undelete' it?<br />
[[User:Pyjamalama|Pyjamalama]] ([[User talk:Pyjamalama|talk]]) 12:36, 13 December 2012 (MST)<br />
:Done! Would you like it moved to your user space? That way you can work on it over any period of time and it won't get caught on one of my "propose deletion" patrols. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:02, 13 December 2012 (MST)<br />
::Yeah. That would be great... but I don't know how to do that. [[User:Pyjamalama|Pyjamalama]] ([[User talk:Pyjamalama|talk]]) 16:42, 13 December 2012 (MST)<br />
<br />
<br />
I was working on an abandoned page and it was deleted today. Can it be un-deleted or am I starting over? The Page was scrapper. I put a lot of my free time into working on fixing it to have it disappear on me. 11:06, 23 March 2013<br />
<br />
==Help, please.==<br />
I would like your help regarding one matter, I don't know how to make multiple pages of equipment connect to each other.(making them an item set.) Could you help me with that? [[User:Pyjamalama|Pyjamalama]] ([[User talk:Pyjamalama|talk]]) 15:51, 14 December 2012 (MST)<br />
:Make each item using the preload(s) at [[Add New 3.5e Equipment]]. Then all you need to do it put something like this after the description on each page:<br />
==Blah Item Set==<br />
This item is part of the Blah item set. The other items in this set are:<br />
*[[Helm of Blah (3.5e Equipment)]]<br />
*[[Sandals of Blah (3.5e Equipment)]]<br />
If you are wearing 2 items in the set, then this this and this. If you are wearing 3 items in the set, then blah blah blah.<br />
:Would that do it? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:29, 14 December 2012 (MST)<br />
::Yes, thank you. [[User:Pyjamalama|Pyjamalama]] ([[User talk:Pyjamalama|talk]]) 04:53, 15 December 2012 (MST)<br />
<br />
== Section Adoption ==<br />
<br />
I was talking to [[User:Sabre070 | User:Sabre070]] Via Email and have gotten permission to take over his [[Mechs (3.5e Other) | Mechs (3.5e Other)]] and related pages. However I noticed that I can not access the [[Add New Mech Equipment]], related templates and other pages. Is there a way that I can be able to edit these? --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 17:46, 29 December 2012 (MST)<br />
:I have rescinded the protection on [[:Add New Mech Equipment]] and the two associated preloads. If there are others, please provide me the link. Have fun, [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:02, 30 December 2012 (MST)<br />
<br />
==Thanks==<br />
<br />
I wanted to thank you for helping edit my assorted contributions. The notifications keep pulling me back to this wiki. I also thank you for the Barnstar; it means a lot to me. --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 06:01, 19 January 2013 (MST)<br />
<br />
==Helpers Page==<br />
I wanted your feedback on an idea I'm discussing with Green Dragon. I want to make a list of people who can be contacted by other users to help with any issues or questions that they might have. Inclusion would involve putting a Category on your homepage, like for example <nowiki>[[Category:Helper]] or [[Category:Barnstar]]</nowiki>. The discussion is [[User Talk:Green Dragon#Barnstar and Helper Categories|here]]. My proposed page can be found [[3.5e Helpers Page|here]]. I'm the only one on it, but once it is done we can advertise it on the main page or send people messages. Any help would be appreciated. --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #003300;">&Delta;</span>]] 08:12, 26 January 2013 (MST)<br />
<br />
:Replied on Green Dragons [[User Talk:Green Dragon|page]].--[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #003300;">&Delta;</span>]] 13:21, 29 January 2013 (MST)<br />
<br />
== Champion of the Ferine ==<br />
<br />
Hello Marasmusine,<br />
<br />
It has been some time since we had last spoken (primarily about Sentient, Smilodon Maioribus and the Apex Predator class), however a twist of fate has more or less left me in a position among a group of avid 3.5e players (two of which are min/max'ers, and all of which have at minimum 5 years experience with the system). Having played a few campaigns of 3.5e, they made mention of testing and developing homebrew classes, which I was already marginally familiar with from the wikia here; one of the most experienced individuals is monitoring and editing the progression of the homebrew [[Champion_of_the_Ferine_(3.5e_Class)|Champion of the Ferine]], adding suggestion, balance and functionality. Much of the design is based on the unofficial tiering system (put together by a notable min/max player, JaronK, regarding the relative "strength" of classes and characters in 3.5e on a near case by case basis as to how powerful they are by design). Provided you yourself are a very knowledgeable source on all things D&D, I again would love your input on the Champion of the Ferine's current design and viability; if you are familiar with JaronK's tiering concept, the Champion of the Ferine is designed to land in the high Tier 3, nearly Tier 2. Currently the most major component incomplete is the spell list, but it is worth noting it will be utility focused (spells such as Dispell Magic, Fly, etc) and not directly offensively focused.<br />
<br />
As always, thank you for the time.<br />
:--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 04:14, 4 February 2013 (MST)<br />
<br />
:Hi Argent, nice to hear from you. My ability to check 3.5e classes for balance is limited, having not played that version in a long time. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:31, 4 February 2013 (MST)<br />
<br />
::Likewise, Marasmusine, its good to hear from you and see all the activity and work you've put into the site.<br />
<br />
::That's perfectly understandable; any assistance at all, from formatting to wording, if you note any errors or conflicts in functions, I would appreciate your input and opinion. Continued, as someone outside the primary development of this class I would love to know your opinion alone and any questions at all that might arise; just so that I can attempt to rework certain issues and make it a more legitimate (almost official) design.<br />
:::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 04:37, 4 February 2013 (MST)<br />
::::Oki doki :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:38, 4 February 2013 (MST)<br />
<br />
:::::Thank you for the assessment, Marasmusine; all issues brought up were thematic choices for the sort of Paladin-Druid design, and a sort of minor focusing and balancing to some extent (along with the novelty and unusuality). All matters you brought up could be resolved in a supplement (with Alternate Class Features) at a later date, as I am certainly desiring to build other classes along a similar theme to this one and experiment with them in various 3.5e games.<br />
::::::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 15:40, 5 February 2013 (MST)<br />
<br />
== your a dead man u fucking ass ==<br />
<br />
sleep with one eye open you mother fucker because im on my way to you and when i find you im going to fucking kill everyone you love<br />
:Why? Because I deleted your utterly terrible Steampunk class, despite giving you a full two weeks notice and a chance to improve it, including giving you some suggestions on the talk page? I don't think it would have helped though, your design really was irredeemably rubbish. I'm not convinced you have seen a D&D book or even played it. Well, anyway, blocked. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:25, 10 February 2013 (MST)<br />
<br />
== Imagery Is Important To Dracomancers ==<br />
<br />
Not everyone on D&D wiki is dedicated enough to find beautiful pictures depicting their custom races and classes. I spent hours and hours finding and working images into my page that can bring my class to life for reader just like published D&D handbooks do. I believe the pictures are as important to depicting my class as the stats and attack powers are. Not every page has beautiful imagery so please do not remove it from mine.<br />
<br />
-Dragonite<br />
<br />
:Fine, I'll tag the page as unfinished until you can find images that are small enough to be aligned to the right of the screen. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:26, 12 February 2013 (MST)<br />
<br />
== Shadow Hunter ==<br />
<br />
Hello it's me it ghost boy Willie to thank you very much for the input that you gave on what was supposed to happen in 4e appreciate I was wondering however could you take a look at what might shadow Hunter class And what he could use? Thank you that would be very kind if you could do that<br />
:I'm afraid I can't make head nor tails of that class. In my opinion there's almost no need to create a new 4e class unless you have a really strong concept that none of the existing official classes can cover. You could just make a blackguard or a cleric with leanings towards stealth. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:01, 16 February 2013 (MST)<br />
<br />
== Savage Priest ==<br />
<br />
Hello Marasmusine,<br />
<br />
The [[Savage_Priest_(3.5e_Class)|Savage Priest]] class I have been working on previously is no longer going to be a Base Class, and has been refitted in concept to a Prestige Class. Is there any possible way you could delete the page as it stands now, to remove unneeded clutter on the Wiki?<br />
:--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 18:27, 20 February 2013 (MST)<br />
<br />
:Did you move the original page, or did you make a new one. If you haven't made a new page yet, just move the old page to PrC, and copy the preload from somewhere. If you have made a new page, just put the deletion template on the old page. --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #003300;">&Delta;</span>]] 18:45, 20 February 2013 (MST)<br />
<br />
::I have not moved it yet and figured I'd ask before going around making more or less duplicates and just haphazardly marking something for deletion. Provided that you put forward that particular answer, we'll go with making a new page and marking the old one for deletion.<br />
:::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 19:37, 20 February 2013 (MST)<br />
::::I'm all for prestige classes instead of base classes. I'll delete the old page in two weeks time. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:26, 21 February 2013 (MST)<br />
<br />
== Warmage 4e Class Review ==<br />
<br />
Hey Marasmusine! Thought I'd stop by and let you know that the Warmage 4e Class is nicely wrapped up. I might have a power or two more to add, but there is at least 3 abilities per power-granting level now, so I think the class qualifies to have that stub at the top of it reviewed. If you have any critique on the class or powers, let me know; I always enjoy feedback. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 17:37, 23 February 2013 (MST)<br />
<br />
:Nevermind; GreenDragon took care of it =) I'm just glad that the class' foundation is finally built. Now I can work on some extra flavor stuff for it whenever I get some free time. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 21:12, 23 February 2013 (MST)<br />
<br />
Thanks Biral, I'm sure I'll be reviewing it at some point (on my rounds). After a really quick look now, I can't see any immediate issues, and the orb mechanic looks interesting. Oh, I just thought of something. Although they can use weapons as implements, that means they are missing out on implements with interesting magical properties. Maybe they should be able to use some implements too. Staff, since that can be used as a weapon; and Orbs, since that just well seems appropriate. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:45, 24 February 2013 (MST)<br />
<br />
:Good idea, I'll look into revising it a bit to include those. I appreciate the feedback! [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 12:55, 26 February 2013 (MST)<br />
<br />
Hey Marasmusine! Thanks for reviewing my abilities and pointing out the AC bonus discrepancy in Mystic Arsenal. I got it fixed now. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 19:16, 3 April 2013 (MDT)<br />
<br />
== Champion of the Ferine 4e ==<br />
<br />
Hello Marasmusine,<br />
<br />
Regarding the edits to the Champion of the Ferine 4e; unlike many standardized classes appear to, Champions of the Ferine progress strictly through abilities they had in the past. For example, you do not choose new Encounter or Daily powers, they simply advance at an appropriate rate for the level bracket. You gain new abilities to do different things altogether, but they have a linear progression with significant emphasis on keeping features from the past (and granting them some stop-gap features to fill the elements 4e removed, such as their hybrid spell casting and melee combat).<br />
<br />
I appreciate the edits, as right now it is a mechanical problem I am working on regarding them, seeing as they need to be appropriate for what they do, whilst not losing their identity that was carved out for them in the past.<br />
:--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 02:10, 26 February 2013 (MST)<br />
::Regarding the [W] increases for encounter powers, this is standardized because of the possibility of other game mechanics that interact with a power's Level. The damage is assumed to be within a certain range at each level. I believe this is why Power Strike et al. are class features (with no level) rather than being a Level 1 power. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:18, 26 February 2013 (MST)<br />
<br />
::The issue present can be avoided all together then by marking them as Class Features, but giving them certain levels of being acquired? Otherwise it means I'm simply going to be reprinting the same abilities many, many times over with minor increases to their damage and the like. The main idea is that they scale as is; once they're unlocked through gained levels, they stay accessable.<br />
:::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 02:22, 26 February 2013 (MST)<br />
:::That's basically it. Here's how power strike looks with our template, for example.<br />
{{4e Power<br />
|flavor=By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.<br />
|name=Power Strike<br />
|actiontype=Free Action<br />
|range=Personal<br />
|owner=Class Feature<br />
|class=Ranger<br />
|usage=Encounter<br />
|type=Attack<br />
|trigger=You hit an enemy with a melee basic attack using a weapon.<br />
|target=The enemy you hit<br />
|effect=The target takes 1[W] extra damage from the triggering attack.<br>''Level 17: 2[W] extra damage.<br>Level 27: 3[W] extra damage.''<br />
}}<br />
Note that in this case, the damage increases come at mid-heroic and mid-paragon, but I guess do what you need to spread out all your features nicely. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:31, 26 February 2013 (MST)<br />
<br />
:Given the current Strikes (At-Wills, Encounters) do you believe it to be appropriate to be half way into that tier or rather retain them at 11th and 21st levels?<br />
::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 02:37, 26 February 2013 (MST)<br />
:::It's a bit more difficult to tell with the at-wills in Essentials, because they tend to be stances, movements or things that trigger on a hit, rather than attack powers. But when they do have a bonus increase, it happens at level 11 and 21. All the classes that have access to power strike have the [W] bumps at 17 and 27. I think as long as you have something cool for the player at every level (a new power, or new feature, or an additional use of an encounter class feature, or the ability score bumps at level 4, 8, etc) then that's fine. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:22, 27 February 2013 (MST)<br />
<br />
==Please Unlock==<br />
<br />
Hello Marasmusine,<br />
<br />
This is Dragonite. I understand there were some issues with the pictures but please forgive me I am still figuring out how to link them properly. I would appreciate it if you let me edit my page again since I made it and I care about it a lot. I only wanted to reduce the size of the first image and slightly increase the size of the others so that there wouldn't be one giant image and a bunch of tiny ones. I wanted better continuity on the page. I understand they were not done properly because I copied and pasted the wrong templates. You have really broken my heart since this page is my baby and I didn't think it would become such an issue for the moderators. Please show mercy and unlock the page so I can fix the pictures correctly this time. I was even going to add some feats and now I feel that I've been shut out of what I slaved over creating.<br />
<br />
-Dragonite<br />
<br />
:Okay, I've unlocked it. I felt like you had twice ignored my warnings on the talk page. Here's what we can and can't do, and possible solutions. 1) We use the Wikipedia manual of style for image placement. The lead image should not be wider than 300px, and pictures placed to go with text should not be larger than 220px, and left or right aligned with the image (this is from Wikipedia's manual of style). I don't mind if an image goes over this, but not when there's a whole bunch of them. 2) When we link externally to an image, unfortunately, there's no wiki markup that let's us resize an image. 3) If an image is under copyright, we shouldn't make a resized copy. With your desired images, that leaves us with either the originals or the thumbnails that deviantArt generates.<br />
:Possible solutions: 1) We use the thumbnails. 2) We get the artist's permission to upload a copy to this wiki, where we can resize the image using wiki markup without making a derivative. 3) We find alternate images, for example Flickr usually provides a link to a medium-sized image. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:15, 6 March 2013 (MST)<br />
<br />
Thank you for unlocking the page and providing instruction on proper imaging techniques. You are truly the merciful and all powerful moderator that D&D wiki deserves<br />
<br />
== Thanks ==<br />
<br />
Marasmusine, thanks for helping this novice with the Armorless Fighter. I really appreciate the help. :)<br />
<br />
Sir Dinadan.<br />
<br />
:No problem, hope you didn't mind the name change. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:10, 7 March 2013 (MST)<br />
<br />
Thanks once again for helping me, this time with tidying up the joldor. What does the indicator at the top of the page mean by: "needs an LA" and what should I do to fix it? Sir Dinadan, March 27, 2013<br />
<br />
:Decide if the race is more powerful than others, and if so give it a Level Adjustment. I've gone ahead and given it an LA of 0 (note the field in the x0 template, and the categories at the bottom) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:30, 28 March 2013 (MDT)<br />
<br />
== Flaws Deletions? ==<br />
<br />
So a few weeks ago I made a new character with your Hallucinations (delusional) and Ladies Man flaws. You wouldn't happen to have kept a copy of these or remember off-hand what the effects were? <br />
:Sure, I'll email you the information shortly along with the deletion rationale. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:10, 15 March 2013 (MDT)</div>Biralhttps://www.dandwiki.com/w/index.php?title=Mystic_Arsenal_(4e_Power)&diff=614893Mystic Arsenal (4e Power)2013-04-04T01:12:09Z<p>Biral: Clarified AC bonus duration.</p>
<hr />
<div>{{needsbalance|Clarify when the +2 AC bonus ends.}}<br />
{{4e Class Power<br />
|name=Mystic Arsenal<br />
|usage=Daily<br />
|owner=Base Class<br />
|flavor=Your Mystic Orbs surround you and change their form into an assortment of weaponry, the Mystic Weapons coordinating their strikes against your enemies.<br />
|class=Warmage<br />
|type=Attack<br />
|level=25<br />
|keyword1=Arcane<br />
|keyword2=Conjuration<br />
|keyword3=Implement<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=15<br />
|target=One, two, three, four, or five creatures<br />
|attack=Intelligence<br />
|attackextra=one attack per Mystic Orb used<br />
|defense=AC<br />
|hit=2[W] + Intelligence modifier damage<br />
|effect=You may choose to ready a Mystic Weapon instead of using it to attack a creature. You gain a +2 power bonus to AC until the end of your next turn for each Mystic Weapon readied in such a manner.<br />
|sustainaction=Standard<br />
|sustain=When you sustain the Mystic Arsenal, it attacks again.<br />
|special=The Mystic Orbs used for this power are destroyed.<br />
}}</div>Biral