Raumathiri Battlemage [Archive] - Wizards Community

Post/Author/DateTimePost
Duedaine

03-03-07, 05:04 PM
What is the soonest that a human paladin 1/ monk 1/ sorceror X become a Raumathiri Battlemage? Also, anyone that's played one, how was it? Any RP info would be good as well as some cool features or whatever. Thanks in Advance!
EytanBernstein

03-04-07, 07:32 AM
There should be a bit more information on Raumathari battlemages in an upcoming project.
Valgard

03-04-07, 07:33 AM
I don't recall the Raumathari battlemage class prerequisites, but I don't think that prestige class is a good way to focus a paladin's path. Probably, such a character would be a good example of an ex-paladin without becoming a servitor of evil.
Empirate

03-05-07, 04:50 AM
Hope you have high ability scores ONLY, otherwise this combination might feel underpowered after a while. There doesn't seem to be too much synergy in class abilities here (except for saving throws and benefits of high charisma).

Raumathari Battlemages need Combat Casting, EWP (Bastard Sword) and one Metamagic Feat. He also needs to cast 3rd level arcane spells and needs some language skills. He needs to be proficient with Martial Weapons. This means that you can become one being a Paladin 1 / Monk 1 / Sorcerer 6. EWP (Bastard Sword) should be your first level feat, it's a good weapon. If Human, take anything else that you want at this level, Spellcasting Prodigy might be a good choice here, or Luck of Heroes; these have to be taken at 1st character level, so now's the only chance. At 3rd level, take what you want. Improved Toughness comes to mind, as you'll be very low on HP otherwise for a melee-oriented caster. At 6th level (4th Sorcerer), take a Metamagic Feat like Extend Spell - always useful, and you can already take advantage from it right now. Combat Casting is an inferior Feat that you just need to take to fulfill the prereqs. Take it as your 9th level feat right when you take the first level in Raumathari Battlemage - feats gained based on character level can be chosen before choosing a class level. Your Sorcerer spells should be chosen with the restrictions of Channelling in mind. Namely, you can only channel rays, touch spells or spells that specify one or more creatures as targets.

But you asked for RP advice - this depends largely on your back story. You'd almost certainly be an ex-Paladin as well as ex-Monk in this combination, so the char is likely either hard to satisfy or very whimsical.
I could imagine a character who feels bound to reach the highest pinnacle of skill in everything he starts. He wants to be challenged to the utmost of his ability. He likes to feel he has picked the hardest way there was, and still came out on top.
Becoming a Paladin was less a calling than it was a conscious choice. He thought that the strict code and morale implied by his order must strengthen that in him which was best while peeling away the flaws. After a little while, though, he realized that obedience and humility even in drudge service wasn't for him: he was destined for something bigger, more complete, more singular. Joining a monastic order came as another conscious effort to rinse away imperfections and become all that he could. But the quiet and meditative way didn't satisfy his deep-seated urge to do and to make, to direct his energies outward.
He withdrew and, after long and tortuous studies of his being, discovered a way to power that involved only his inner self. By finding the magic hidden in his soul, he finally understood why he had felt so special, even unique, all the time. But still, he longed for more than pure magic (which is not uncommon, after all). After years of searching, he found a teacher that taught him an ancient, almost forgotten art of blending magic with swordplay. Fighting came naturally to him, as just another way of projecting his endless inner energies outward, and channelling his personal brand of magic through his personal style of fighting might have been difficult to learn - but it also sated his deep longing to succeed where all others must surely fail.

Hope you like my suggestion - in fact, all of a sudden, I'd like to play this character myself!
Suin Bahhar

03-05-07, 06:35 PM
Love the class, especially the anti demon weapons these bladelords used to wield (blades of dismissal) smiting succubi and vrocks back to their realms with a single blow to engage the greater demons on the battlefield. Very nice to be able to channel so much power through any focused bastardsword. Very nice to ignore spell resistance of demons...
Empirate

03-06-07, 04:22 AM
I can't see how playing a Raumathari Battlemage makes a player more likely to find a Dismisser weapon... nor can I see how RBs can ignore the Spell Resistance of Demons.

Explain, please. :confused: :confused:
Duedaine

03-06-07, 04:46 PM
I am flexible about the actual build. I just had paladin for the martial weapon req. and the monk for the added speed. What would work better?
If I did stick with the original build, Id be mighty tempted to use the rp advicelisted above. Thanks alot!
Empirate

03-07-07, 01:50 PM
In a build not inspired by RP concerns but rather by "what works well rule-wise", I'd take a Paladin 1/Sorcerer 6 (for the Charisma synergy) without the Monk level, or a Barbarian 1/Sorcerer 6 (slightly more HP, and you get the fast speed you want), or a Fighter 1/Sorcerer 6 (for the Bonus Feat that can then be spent on EWP: Bastard Sword). The latter only in case you don't play a Human. If you do, you have enough feats already so you don't need to play a Fighter.
You might also consider taking a Ranger 1/Wizard 5. This gets you there one level earlier and earns you many more skillpoints that can be put in useful wilderness skills, as well as a decent Listen and Spot. The same holds true, in a lesser way, for a Barbarian 1/Wizard 5, although it's a bit strange to imagine an illiterate taking up Wizard levels...

I'd not take a Monk level coz those are only good if you take more than one. Actually, they're best if you take almost nothing but. Monk 1 gets you good saves, but your BAB suffers, which you don't want happening.

A really good build would probably involve a bit of Eldritch Knight, which I can't tell you too much about as I'm running a 3.0 campaign.

One thing to keep in mind is your low HP, which will be a big liability if you ever hope to channel a spell through your sword. You absolutely have to do something about this, which is why I proposed Barbarian level(s). Consider Improved Toughness, and get yourself a high Constitution.
Myer Lynk

03-07-07, 02:41 PM
Unless your playing a game where the DM does not focus on the RP side, which usualy is not the case, I would suggest rethinking the class approach.

Both Paladin and Monk can be seen as classes that take years of training to enter, unlike sorcerer; spontaneous casters are great becuase it can manifest anytime. Maybe simplify things by taking two levels of fighter before your spells start to manifest themselves, maybe end up with a Fighter 2/ Sorcerer 6 before entering the PrC. This will still leave 2 levels open for whatever later on, I would recomment spellsword; being able to wear a mithral shirt with no penalty is super :D.

I also noticed you were worried about speed, two words "expeditious retreat" or even one word "haste".
dragonheart

03-07-07, 08:05 PM
Given that there is no alignment requirement for the battlemage I see no real reason why they could not be lawful good and maintain both/either monk /paldin status as well as battle mage. granted it may force a very different path to try to do so. As a battle spell caster you still don't want to be a front line fighter - maybe a flank fighter but not one of the tanks in the middle. given that a lawful neutral or lawful good monk 2/ranger 2/sorceror 6 might not be that bad a road to follow. you get improved unarmed combat, flurry of blows (not that your likely to use it but ...), IMproved Grapple/Stunning Fist, Evasion, Combat reflexes/deflect arrows and decent saves across the board (+3 +3 +3)from monk (you don't get the unarmored speed bonus till level 3 so if that is your main goal its not worth it).
From Ranger you get favored enemy (demons if you want), track, wild empathy, and two weapon fighting (sword and bare hand) feats (for a human) would probably be:
Level 1(M1):Spell Casting Prodigy, EWP (Bastard sword - make it a family heirloom
Level 1B (monk bonus): Improved Grapple
Level 2(M2): (monk bonus): Combat Reflexes
Level 3(R1): Ascetic Hunter ( allows ranger levls to count for monk levels as far as unarmed combat damage goes so unarmed will end up 1d8)
Level 4(R2):
Level 5(S1):
Level 6(S2): Somatic weaponry (lets you weild your weapon to complete teh somatic components of your spells)
Level 7(S3):
Level 8(S4):
Level 9(S5):Empower Spell
Level 10(S6):
Level 11(RBM1):
Level 12(RBM2): Practiced Spellcaster
You would have 4 D8 + 8D4 at 12th level (32 HP - a little low but...)
Saves of 8 across the board (only a pure monk matches), 1 attack a round (+4) for 1D8 Plus a spell or 3 (+4/+4/-1) if no spells cast.
but yoru going to have to compete for the bracers and such for armour protection or learn mage armor as one of yoru basic spells (and advanced mage armor latter)
Given that the Ramathari are forfatehrs of the Rashemen and theskians it might make for an interesting background. for a real twist make the character a female from Rashemen and mix in some Hathran levels latter :D
XunValDorl of HouseKilsek

03-07-07, 08:13 PM
What book is the Battlemage in?
XunValDorl of HouseKilsek

03-07-07, 08:18 PM
Nevermind...Is it just me, or is the picture of the Battlemage a horrid one?
Dark Wizard

03-07-07, 08:56 PM
No one ever said a Battlemage had to be pretty. ;)
Myer Lynk

03-08-07, 12:29 AM
No they did not, but he could at least put on a shirt... :eek:
Empirate

03-08-07, 09:48 AM
Some of the art in Unapproachable East is horrible... just look at the Runescarred Berserker! Those guys are supposed to be Rashemi Humans, not monsters! Actually, they're more sophisticated than your standard barbarian and even need a middle to high Wisdom.
The Battlemage is even worse. Is that a ring in his nose? Do I play a master of the ancient art of magic swordplay or a friggin' OX?
Even the Master of the Yuirwood art sucks. Doesn't look like an "Elf or Half-Elf" to me...
Duedaine

03-08-07, 10:33 AM
As I said, I'm flexible on the actual build. I would like to improve that hp, though. Nix the monk. Favored Enemy would be cool from ranger. The speed boost and hp from barbarian would be nice. :confused: I dunno.
Myer Lynk

03-08-07, 01:38 PM
As I said, I'm flexible on the actual build. I would like to improve that hp, though. Nix the monk. Favored Enemy would be cool from ranger. The speed boost and hp from barbarian would be nice. :confused: I dunno.

I agree with what was said before about taking improved toughness, bottom line is that you are a primary caster. Even the main abilities of the PrC accent being just that. I like this PrC and have looked at many different builts to see just what would work the best. Being a sorcerer to get into the battlemage class was my choice too, at the end of the day you still have at least 16 levels with a D4 hit die; play smart, not hard. If you want to be a nitty gritty battlecaster, be a spellsword and pimp that mithral fullplate (you can get the sudden metamagic feats from complete arcane)

Think about races too, catfolk is fun and gets you some natural armor, speed (40ft base), and +4 to Dex and +2 to Cha!
Ramar Aulinvox

03-08-07, 11:23 PM
One thing you might want to consider if you are using Unearthed Arcana is using the Battle Sorcerer varient from there to get some extra hp, light armor usage, and better attack bonus. You give up some spells but you get a lot of benefits on the side.

One Impiltur campaign concept I had was a group composed of:
mh Pal 3/Clr 15 of Ilmater
fh Pal 3/Sorc 6/Eldritch Knight 8/Raumathari BM 1 of Torm
tiefling Pal 4/Rog 4/Slayer of Domiel 7 (Torm)
mh Pal 11/Triadic Knight 7 of Tyr

As a boon, I let each chacter keep one Paladin benefit (clr & knight kept mount, sorc took smite, & rogue took lay on hands). You might consider talking to your DM about this. They were all Impiltur knights and the group were just knights specializing in certain areas.
Tevin Kevlak

03-09-07, 02:42 AM
Why did they lose some of their paladin abilities? None of those class combinations cannot be achieved as a LG character as far as I know.
The_Shaman

03-09-07, 07:24 AM
Is it just me, or are the average BAB and poor HD of the RB a bit of a problem?
Ramar Aulinvox

03-10-07, 08:13 PM
Why did they lose some of their paladin abilities? None of those class combinations cannot be achieved as a LG character as far as I know.

I wasn't saying that they lost all but one of their paladin abilities. What I ment is that I allowed them to use their levels in one other class to stack to determine how affective one of their paladin abilities were.
dragonheart

03-11-07, 06:34 PM
THe D4 hitpoints each level really do make the RBM a poorman's spellsword. if you wanted to beef it up you might think about granting it the feats ( or varioations on the feats): Draconic Armour, Draconic Vigor (Dragons of Faerun), Improved Toughness (CW - Gain an extra HP for each HD), or the 3.0 feats: Dwarf's Toughness (+6 HP), Giant's Toughness (+9 HP) and Dragon's Toughness (+12 HP) from Masters of the Wild as a set of overlapping class powers to boost teh RBM's HP and Defenses.
The_Shaman

03-12-07, 12:18 PM
It's not even a poor man's spellsword, just look at the prerequisites... I like the idea, but I can't think that the class needs a lot and gives quite little.
Empirate

03-20-07, 10:42 AM
As opposed to Spellsword, the RBM offers almost a full casting progression, as well as the middling BAB progression. This is actually a very powerful combination. It only sucks because of the low HD.
One PrC one should definitely consider to amend this is the Master of the Yuirwood: It gets full spellcasting, middling BAB, and d8. It doesn't specify whether spellcasting abilities have to be divine or arcane (although it seem to be intended for Rangers or Druids). So you could basically play a wizard/sorcerer that can also fight and doesn't die that easily in melee. All you need is some pesky low-value feats like Track and Endurance, and some wilderness skills. A few levels of Ranger can take care of that, or you just take it cross-class, either way you end up with a kick-ass spellslinger!

Dunno if there are official Errata that nix this nice concept, though. I'd imagine there ought to be.
feraltibbit

03-20-07, 12:04 PM
You just answered it yourself, my friend: SR. If the character is high enough, as well as feats like greater spell resistance, sooner or later SR will be met or the enemy's saving throw will fail.
Krash

03-20-07, 10:38 PM
One Impiltur campaign concept I had ....

Words that warm this old heart ... :)

-- George Krashos
Ramar Aulinvox

03-21-07, 08:58 AM
Words that warm this old heart ... :)

-- George Krashos

Yea, the inserts on Impiltur in Champions of Ruin and Champions of Valor really brought back some old campaign ideas. The article in Dragon was really good too; still having trouble getting all the lords straight though.
Krash

03-21-07, 09:06 AM
As the guy who had to torturously get those Lords whipped into shape, I know how that feels.:)

-- George Krashos