Battlemage (3.5e Prestige Class)
From D&D Wiki
|Rating:||9 out of 20|
|Power:||2 out of 5 by 1 user|
|Wording:||2 out of 5 by 1 user|
|Formatting:||2 out of 5 by 2 users|
|Flavor:||3 out of 5 by 1 user|
|Editing:||Constructive edits welcome|
|“||You want to know my secret, the secret to meld might and magic in perfect harmony? The secret to truly wield sword and spell while in armor? The secret to match the strong-armed warrior or the well-learned mage in combat? I guess I can tell you.||”|
|—Mathias Firewind, Half-Elf Battlemage|
The Battlemage is a special kind of spellcaster, one who has uncovered powerful arcane secrets. For the Battlemage has mastered the art of melding might and magic into one deadly art, one that allows them to match, or even best, both Fighters and spellcasters in one-on-one combat.
NOTE: Edited for physical feasibility and continuity of form; a wizard/fighter wouldn't suddenly spike to a d12 HD, and Armor is still a little too unlikely to be flexible enough for proper Somatic activity, so I moderated all "Armored Mage" (unbalanced) abilities into a mix of Competence and Mastery of each Armor type, coming at certain levels. As a side note for those who are grumbling about their plate armor, Mithral/Mithril plate is considered to be medium armor....just saying ;-)
To qualify to become an battlemage, a character must fulfill all of the following criteria.
- Skills: Concentration 6 ranks, Knowledge (arcana) 6 ranks, Spellcraft 6 ranks, Intimidate 4 ranks
- Feats: Toughness, Skill Focus, Spell Focus in Evocation, Abjuration, or Transmutation
- Special: Ability to cast 2nd level Arcane Spells
- Weapon Proficiency: Must be proficient with all simple and martial weapons
- Armor Proficiency: Must be proficient with light, medium, and Heavy Armor, plus shields (Tower Shield Proficiency optional)
- Base Attack Bonus: +4
|Special||Class/Spells per Day/Spells Known|
|1st||+1||+2||+0||+2||Light Armor Competence, Bonus Feat, School Specialization||+1 level of existing martial, and +1 existing arcane class|
|2nd||+2||+3||+0||+3||Medium Armor Competence||+1 level of existing martial, and +1 existing arcane class|
|3rd||+3||+3||+1||+3||Light Armor Mastery, Damage Reduction 1, Bonus Feat||+1 level of existing martial, and +1 existing arcane class|
|4th||+4||+4||+1||+4||Combat Casting, Shield Competence||+1 level of existing martial, and +1 existing arcane class|
|5th||+5||+4||+1||+4||Bonus Feat, Medium Armor Mastery||+1 level of existing martial, and +1 existing arcane class|
|6th||+6||+5||+2||+5||Advanced Learning, Damage Reduction 2, Shield Mastery||+1 level of existing martial, and +1 existing arcane class|
|7th||+7||+5||+2||+5||Bonus Feat, Heavy Armor Competence||+1 level of existing martial, and +1 existing arcane class|
|8th||+8||+6||+2||+6||Heavy Armor Mastery||+1 level of existing martial, and +1 existing arcane class|
|9th||+9||+6||+3||+6||Damage Reduction 3, Bonus Feat||+1 level of existing martial, and +1 existing arcane class|
|10th||+10||+7||+3||+7||Advanced Learning, Ability Boost (All +4)||+1 level of existing martial, and +1 existing arcane class|
Class Skills (2 + Int modifier per level)
All of the following are Class Features of the Battlemage prestige class.
Hit Die: d6
Weapon and Armor Proficiency: Battlemages are proficient by prerequisite with all simple and martial weapons, all armor types, and shields (including Tower Shields).
Bonus Spells: Battlemages gain spell levels as they gain levels in this prestige class, as if from gaining another level in the arcane spell class.
If a character has more than one spellcasting class, he must decide to which class he adds each spell level as it is gained. Once a level has been applied, it cannot be shifted.
Bonus Levels: Battlemages gain the abilities of their martial and arcane classes (due to the balance between martial and arcane aspects) each level as if they had leveled-up their classes. Such abilities include rage/day, bonus feats from fighter levels, monk abilities, rogue sneak attacks, BAB and saves are all learned through the bonus level. A battlemage may not learn the abilities of two arcane classes (one for the martial level, and one for the arcane level), and a battle mage may not learn two levels of a spellcasting class if it be the only class s/he has.
Armor Competency and Mastery (Ex): At 1st level, the battlemage begins to achieves what other caster/melee hybrids have failed, the ability to avoid spell failure up to and from heavy armor. At 1st level, s/he gains competence in Light Armor (reduce ASF penalty by 50% when wearing Light armor). At 2nd level, s/he gains competence in Medium Armor (reduce ASF penalty by 50% when wearing Medium armor.) At 3rd level, he s/he gains mastery in Light Armor (reduce original ASF penalty by 75% when wearing Light Armor.) This proceeds to Medium Armor Mastery at 5th level, Heavy Armor Competence at 7th level, and Heavy Armor Mastery at 8th level (while wearing the appropriate armor type). The most a Battlemage will thus reduce his ASF% penalty with any type of armor is 75% of the original (if ASF% was 20%, with Competence it will be 10% and with Mastery it will be 5%).
At 4th and 6th level, this competence (4th) and mastery (6th) extends to all light and heavy shields, but NOT including tower shields. If the character has already learned how to ignore spell failure while wearing heavy shields, they will still NOT learn to avoid it while wearing Tower Shields. NOTE: A battlemage must still retain one free hand in order to cast spells with a somatic component - either a melee weapon/staff and a free hand, or a shield and a free hand, or two free hands.
Bonus Feats: At every odd level of the class, (1,3,5, etc), the Battlemage gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, Spell Mastery feat, or a combat-related feat from the Fighter bonus feats list. The battlemage must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from normally advancing levels. The battlemage is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these normal feats.
Damage Reduction: At 3rd level, a battlemage gains damage reduction. Subtract 1 point from the damage the battlemage takes each time he is dealt damage. At 6th and 9th level, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Combat Casting: At 4th level, the Battlemage gains Combat Casting as a bonus feat.
Advanced Learning: At 6th, 8th, and 10th level, a Battlemage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a wizard spell of the Battlemage's chosen school, and of a level no higher than the highest level spell the battlemage knows. If the battlemage has not chosen a school in which to specialize, s/he may choose any spell which s/he logically knows of, or is aware of from experience or exposure. Once that spell is selected, it is forever added to the battlemage's spell list or spell book and can be cast just like any other spell on the battlemage's spell list or book.
School Specialization If desired, a battlemage may specialize in one school of magic (see below). Specialization allows a battlemage to cast extra spells from his chosen school, but he then never learns to cast spells from some other schools. A specialist battlemage can prepare one additional spell of his specialty school per spell level each day. He also gains a +2 bonus on Spellcraft checks to learn the spells of his chosen school.
The battlemage must choose whether to specialize and, if he does so, choose his specialty at 1st level. At this time, he must also give up two other schools of magic (unless he chooses to specialize in divination; see below), which become his prohibited schools.