The Warmage

Hit Point Rate: 6

Class Skills: Athletics, Concentration, Craft, Diplomacy, Endurance, Insight, Intimidate, Knowledge (arcana), Knowledge(dragons), Perception, Profession, Ride

Skill Points: 2 + Int per level

Level BAB Fort Will Ref Class Features
1 0 0 +2 -2 Spellcasting, Spellbattle Escalation, Lesser Archetype Power
2 +1 +1 +3 -1 Watchful Spirit, Lesser Racial Power
3 +2 +2 +4 0 Eclectic Learning, Moderate Archetype Power
4 +3 +3 +5 +1 Tactician, Moderate Racial Power
5 +4 +4 +6 +2 Close-Quarter-Efficiency
6 +5 +5 +7 +3 Capstone SLA, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: The warmage is proficient with light armor, medium armor, simple weapons and martial weapons. He does not suffer arcane spell failure from light or medium armors. Weapons do not prohibit a warmage from casting even if both hands are occupied.

Spellcasting: The warmage casts arcane spells from a specialized list, which is included below. The warmage prepares spells as a cleric (All spells from his list are known to him). He requires eight hours of rest to refresh his spells. His sole casting stat is Intelligence, which dictates both the DC of his spells and his bonus spells.

Spell list: As the Warmage from the d20 miniature handbook.

Spells per day
Level0123
1st54--
2nd65--
3rd663-
4th664-
5th6653
6th6664

Spellbattle Escalation: The Warmage receives the ability to sacrifice prepared spells for his benefit. The effects all last until the start of the Warmages next turn and are considered being a transmutation spells with the same spell level as the sacrificed spell. This has different implications, e.g., you may learn feats as arcane thesis, spellcaster items provide bonuses to pierce spell resistance and it can be dispelled via dispel magic. As a swift action the Warmage can sacrifice a prepared spell to receive one of the following bonuses. The bonus depends on the level of the sacrificed spell:

Spell infused strike: The Warmages improves one of his weapons until the end of the round (only one half of a double weapon can be enchanted this way you munchkin): 1st: Bonuses to spell damage as your primary ability modifier are added to the weapon damage. 2nd: In addition to the previous bonuses, the Warmage receive a +2 bonus to attack rolls. 3rd: In addition to the previous bonuses, the Warmage ignores concealment and deals force damage with his weapon attacks. The spell battle escalation receives the force descriptor and spell resistance applies to this damage.

Spell infused defense: The Warmage receives 10 x (1 + half their level) x spell level + their intelligence modifier shield points for one turn.

Spell infused blast: The Warmage receives the spell level as bonus caster level that also increases caster level caps of his spells.

Watchful Spirit: The warmage does not provoke attacks of opportunity when casting spells in melee.

Additionally, the Warmage receives +2 on concentration and perception checks.

Eclectic Learning: At level 3 and 6, the warmage can add a new spell to his list. The spell must be a wizard spell. If the spell is not a evocation spell, the spells level is considered as one higher, e.g. a level 6 warmage could learn invisibility as a third level spell.

Tactician: Whenever the warmage gains a bonus to attack rolls from a tactical action as flanking/fighting from above or similar the bonus improves by +2.

In addition, your touch spells also receive the same bonuses from as normal attacks would receive. E.g. they can be used to flank.

Close-Quarter-Efficiency: When using melee touch spells as a standard or full-round action and another or multiple other abilities that require sacrifice of spells to enhance that attack, you only have to expend the highest spell slot. Though price in actions must still be paid.

Capstone SLA: The warmage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is based on his Intelligence modifier.

Feats: Capstone Specialization, Capstone Spell Specialization, Combat Ability Focus, Elemental Infused Strikes, Epic Combat School, Epic Melee Mage, Magic Repellent Layer

Archetypes

Arcane Archer

Bonus Spells:

  • 1:Guided Shot, but with duration 1 turn per level(SpC); Hunters Mercy
  • 2:Ricochet Shot (pfsrd)
  • 3:Curse of Arrow Attraction (SpC)
  • Capstone SLA:Arrow Storm (SpC)

Lesser Archetype Power: An Arcane Archer can use his class abilities and feats that improve melee attacks with both ranged and melee attacks.

The arcane archer learns the arcane strike feat and may use it with ranged attacks.

Moderate Archetype Power: The Arcane Archer receives the chopping ability feat.

The Arcane Archer may use the chopping ability with ranged attacks and any spell, not just touch spells. The target is the center of the spell. If the attack hits, the creature hit does not receive a saving throw to reduce damage. Saving throws that negate other effects are still allowed.

Greater Archetype Power: Once per turn, the arcane archer may use chopping spell as part of a full-round attack. For example, an arcane archer could use rapid shot to make two attacks. The first is a chopping spell and the second a normal iterative attack.

Feats: None.

Argent Savant

Bonus Spells:

  • 1: Magic Missile, Shield
  • 2: Battering Ram (MoF), Scourge of Force (CoR)
  • 3: Many Jaws, Halt
  • Capstone SLA:Wall of Force

Lesser Archetype Power: An Argent Savant has an always active mage hand as the 0 level spell, but the effective strength of the hand is the Argent Savants intelligence and its size is small and thus might be able to lift items with a higher weight than 5 pounds. Concentrating on that mage hand is a free action and does not break when taking damage. The argent savant may attack with this mage hand using the normal rules for fighting with a one handed weapon in melee. Only one hand at a time can be used that way.

Once per turn as a swift action when casting a force spell, the Argent Savant may choose a specific direction. When an any opponent fails a fortitude save the Argent Savant pushes the opponent by 1.5m per spell level in the specified direction. This movement does not provoke attacks of opportunity. Special: When you improve a spell that already pushes your opponent, the distance is added and targets that fail their saving throw provoke an attack of opportunity.

Moderate Archetype Power: An Argent Savant gains +4 bonus on attack rolls using mage hand and force spells. They deal two additional points per dice with force spells.

Furthermore, any strength score of a spell can be substituted by the Argent Savants intelligence modifier.

Greater Archetype Power: The Argent Savant may cast first level force spells as a move action.

Protective force spells, which give bonus to armor class share the enchantment bonus of a spellcasting item with the matching spell school.

Feats: Force Bull

Hyperborean

Bonus Spells:

  • 1: Ice Slick, Winter's Chill (SpC), Ice armor
  • 2: Creeping Cold (SpC), Snowball (Pf)
  • 3: Arctic Haze (FB), Icelance (SpC)
  • Capstone SLA: Ice Storm or Wall of Ice
The hyperborean receives proficiency with the Ice Armor from the homonymous spell.

Lesser Archetype Power: Attacks from the hyperborean and their summons deal 1d6 points of bonus cold damage at the first level which improves by 1d6 every odd level therafter.

Additionally, when the hyperborean prepares spells, instead of preparing a normal ice armor spell, he may touch an armor to prepare an ice armor spell that creates a copy of the touched armor. The armor type is kept. Armors have at least 4 points of base armor class and at most 4 points of base maximum dexterity modifier. Also the spells duration increases to 24h.

Moderate Archetype Power: Anytime a hyperborean deals damage to an opponent with a [cold] spell the opponent receives a fortitude saving throw or is slowed for one turn. If the spell has already a fortitude saving throw it is shared. A successful save protects the creature from other attempts for one turn.

The hyperborean ice armor cannot be destroyed and provides 4+the hyperboreans level points of fire and cold resistance. The hyperborean may use the ice armor spell on a target that already wears an armor to solely provide the resistances.

Greater Archetype Power: Enemies that have cold immunity are still affected by the hyperboreans spells and moderate archetype power. The hyperborean may also convert his cold damage to physical damage.

When the hyperborean copies an armor the enchantment bonus and special abilities can be copied. This only affects enchantment special qualities (those usually have an enchantment bonus equivalent or can be added for a specific amount of gold to any item), such as light fortification, but not unique abilities from special magic items.

Feats: Blizzard, Energy Aptitude, Frost Armor, Frost Wall, Ice Sculptor

Mage Smith

Bonus Spells:

  • 1:Backbiter (SpC), Shieldbearer
  • 2:Body Blades (SpC)
  • 3:Bands of Steel (SpC), Heart of the Metal (Pathfinder)
  • Capstone SLA:Metal Melt (SpC) or Stoneskin (Looks like brass)

Lesser Archetype Power: A magesmith gains proficiency with heavy armor and shields, and does not suffer from arcane spell failure while wearing equipment from those categories.And he counts as having all spells available to him for the purpose of crafting magical armors and weapons.

Moderate Archetype Power: Once per day, a magesmith may imbue any weapon he is holding with any combination of enchantment up to a +2 bonus, if the weapon was already enchanted the higher bonus applies. These bonuses last twenty-four hours, or until the magesmith no longer possesses the weapon. At 6th level, he may imbue his weapon in such a way up to a +3 bonus or improve an already enchanted weapon with a single +1 or +2 enchantment.

Greater Archetype Power: A magesmith's effective caster level gains a bonus equal to his level for the purposes of crafting magical weapons or armor, to a maximum of 12th level.

Additionally the mage smith can bind one single buff spell with a duration of at least one turn per level to an weapon or armor. The wearer gains the bonuses. The magesmith may only have one of such items and he does not need to have this spell on his spell list.

Feats: Magic Shield Defense

Mirage Knight

Mirage (su): The Mirage Knight receives the supernatural ability to create form duplicates of themselves. A Mirage is distinguishable from the Mirage Knight themselves as it flickers in and out of reality. All positive and negative effects are shared with the Mirage Knight, except those that rely on position.

The Mirage Knight does not suffer or benefit multiple times from the same multi target / area ability, such as a fireball that hits all of them.

A Mirage is for most cases just like the character themselves, e.g., performing and provoking attacks of opportunity, providing auras. The mirages have their own actions, but may only use actions to move, e.g., run, climb, jump. They may not use abilities that combine moving with other actions, such as attacking with spring attack.

When a Mirage moves out of line of sight and is further than 30m away from the Knight, it vanishes.

At the start of each turn of the Mirage Knight, may swap their positon with one of their Mirages.

Lesser Archetype Power: A Mirage Knight may summon a Mirage adjacent to them as a swift action. A Mirage knight may only have one Mirage at a time. After suffering a death effect or taking more than 5 points of damage per level in a single instance, the Mirage vanishes and the Mirage Knight only takes 5 points of damage per level instead.

Moderate Archetype Power: The Mirage Knight receives an additional immediate/swift action each turn and may perform immediate actions from the position of one of their Mirages.

Greater Archetype Power: The Mirage Knight receives an additional use for they ultimate ability:

Legion: Use this at the start the turn as a swift action. Each Mirage and the Mirage Knight can a standard attack action + a move action or a full-attack action. Each Mirage and the Mirage Knight must choose separate targets.

Feats: Cup Game

Pyromancer

Bonus Spells:

The pyromancer adds all fire summoning spells on his spell list.

Lesser Archetype Power: The Pyromancer adds her level to any fire damage dealt and to spells with the fire descriptor.

The Pyromancer may use full-round action spells with the fire descriptor as standard action.

Moderate Archetype Power: The Pyromancer may cast buff spells in a special way, i.e., burning it. If the duration is at least one turn per level, the Pyromancer may reduce their duration to one single turn. All numerical effects of the buff are doubled. Except (direct or indirect) bonuses to DCs. E.g. haste would not create two attacks but a +2 bonus to AC, reflex saves and AR.

When a Pyromancer uses a fire spell against an opponent with spell resistance, she may do a pierce spell resistance check to try to remove the spell resistance. If it succeeds the spell resistance turns of for 1 minute.

Greater Archetype Power: The Pyromancer may apply one level of metamagic for free to spells with the fire descriptor. This bonus stacks with the those from the fire attunement feat.

When a Pyromancer uses a single target, single instance fire spell against a creature under the effect of a temporary spell effect, the Pyromancer may dispel the effect as a targeted dispel magic spell would.

Feats: Energy Aptitude, Epic Pyromancy, Fire Attunement, Fire Elemental Specialization, Hot Elementals

Thunder Caller

Bonus Spells:

Lesser Archetype Power: The Thunder Caller receives the chopping ability feat and may even use it with ranged attacks. He may convert any sonic or lightning spell into a touch spell: To do so he makes a touch attack for the target in the center or the first target hit by the spell. If the target is hit with the touch attack, it does not receive a saving throw to avoid the damage. However, secondary effects can be resisted. And secondary targets are affected as normal.

If the Thunder Caller does not use the chopping ability his lightning spells arc and hit one additional target.

Moderate Archetype Power: Whenever the Thunder Caller's weapon attacks deal sonic damage, they ignore material based damage reduction. Whenever his weapon attacks deal lightning damage, they receive a +4 bonus on attack rolls.

When casting a hostile spell that deals no damage, the Thunder Caller may choose to deal 1d6 points of sonic damage two per levels to the spells effect. However, this cannot be used together with the touch spell conversions.

Greater Archetype Power: When casting buff spells on allies or summoning creatures, the thunder caller adds a small buff granting 3m movement speed, +2 to reflex saves and evasion for 3 turns.

After casting a spell and while channeling Primordial Storm the Thunder Caller may fly 1.5m per spell level instead of doing a 1.5m step and levitates until the end of his next turn.

Feats: Energy Aptitude, Fast As Lightning