The Blastshaper Exemplar, A Warmage PrC (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
chiasticslide

08-01-07, 06:00 PM
The Warmage, I believe, is one of least-useful base classes in D&D. Sure, when properly played a Warmage can be a blaster par excellence, but a Warmage gains little in the way of tangible benefits over a comparably-oriented Sorcerer. Since the other "Sorcerer-esque" base classes, the Beguiler and the Dread Necromancer, tended to have more unique abilities, I figured that instead of overhauling the Warmage from the ground-up I would create a fun PrC for Warmages and Warmages alone.

N.B. - A spell that is "sacrificed" by the Blastshaper Exemplar is removed from his class list for the day, and a slot of the appropriate level is likewise lost for the day as if the spell had been cast. Sacrificed spells cannot be affected by metamagic feats.

N.B. 2 - I know that Warmages don't exactly have the broadest school selection, but I decided to include all schools in the Imbue Spell Essence ability due to the Warmage's ability to add to his or her spell list, through class features like Advanced Learning, Eclectic Learning, or other sources.


Blastshaper Exemplar

Requirements:
Skills: Concentration 8 ranks, Spellcraft 8 ranks
Feats: Extra Edge.

HD: d6
Class skills: Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge
(arcana)(Int), Knowledge (history)(Int), Profession (Wis), and Spellcraft
(Int).

Skill Points at Each Level: 2 + Int modifier.

Lvl BAB F/R/W Ability Casting
--- --- ----- ------- -------
1 +0 0 0 2 Wield Spell, Extra Edge -
2 +1 0 0 3 Hammerblast +1 warmage
3 +2 1 1 3 Skewerspell +1 warmage
4 +3 1 1 4 Spellshield +1 warmage
5 +3 1 1 4 Edgeslasher +1 warmage
6 +4 2 2 5 Liberate Spell Energy +1 warmage
7 +5 2 2 5 Improved Spellshield +1 warmage
8 +6 2 2 6 Blaster's Puissance +1 warmage
9 +6 3 3 6 Imbue Spell Essence +1 warmage
10 +7 3 3 7 Improved Wielding +1 warmage


Weapon and Armor Proficiency: Blastshaper exemplars gain no proficiency with any weapons or armor.

Spells per Day/Spells Known: At each level past 1st, a blastshaper exemplar gains new spells per day as if he had also gained a level in the warmage class. He does not, however, gain any other benefit a warmage would have gained (extra feats, class abilities, and so on).

Extra Edge - The Blastshaper exemplar counts as the Warmage class for the purposes of the Extra Edge feat.

Wield Spell - As a swift action, a blastshaper exemplar of 1st level or higher can sacrifice a spell to create one-handed weaponlike mass that deals 1d6 damage per two spell levels, plus his warmage edge, on a successful attack. If the sacrificed spell dealt energy damage, the weapon deals the same type and deals an extra 1 point per spell level; otherwise, it deals untyped damage. If the sacrificed spell dealt multiple types of damage, only one can be chosen when wielding the spell. If a creature attacked with a wielded spell has spell resistance, the blastshaper exemplar must overcome it with a caster level check or else the attack is wasted; resolve a new caster level check for each attack. The wielded spell does not gain any benefit from a high strength score, but it can benefit from feats such as Power Attack and Combat Expertise, and it can also benefit from feats or class features that add other (non-strength) ability scores to damage rolls. The wielded spell cannot be thrown, disarmed, dropped, etc. but it can be dismissed as a free action. The wielded spell lasts for 1 minute per class level.

Hammerblast - A Blastshaper exemplar of 2nd level or higher may designate up to three spells per encounter to become Hammerblast spells; this does not increase their casting time. A Hammerblast spell deals an extra 1d6 bludgeoning damage per two levels of the spell (rounded up), plus his warmage edge, to one target either in the path of the spell or in the spell's area of effect. Only spells that deal damage may be designated as Hammerblast spells. If the spell ordinarily deals nonlethal damage, the extra damage from Hammerblast is also nonlethal.

Skewerspell - A Blastshaper exemplar of 3rd level or higher may designate up to two spells per encounter to become Skewerspells; this does not increase their casting time. A Skewerspell deals an extra 1d6 piercing damage per two levels of the spell (rounded up), plus his warmage edge, to one target (who must also be the target of the spell or in the spell's area of effect); if the spell allowed a reflex save, that creature is at -2 for that save; a spell that affects an area must detonate in one corner of that creature's square (or one of its squares, if it occupies more than one square). Only spells that deal damage may be designated as Skewerspells.

Spellshield - As wield spell, but the sacrificed spell becomes a shield-like plane that grants a +1 shield bonus to AC for every two levels of the sacrificed spell; if the spell dealt typed damage, gain ER 3 vs. that type per two levels of the spell; if untyped, the shield bonus to AC increases by 2. This is treated as a light shield with no arcane spell failure, armor check penalty, or maximum dex modifier. Like a wielded spell, the shield cannot be dropped, disarmed, or thrown, but it can be dismissed as a free action. Lasts for 1 minute per class level.

Edgeslasher - A blastshaper exemplar of 5th level or higher may designate up to one spell per encounter to become an Edgeslasher spell; this does not increase its casting time. An Edgeslasher spell deals an extra 1d6 slashing damage per three levels of the spell (rounded up), plus his warmage edge, to all creatures in a line from the target of the spell, or the center of a spell that affects an area, to the caster. Only spells that deal damage may be designated as Edgeslasher spells.

Liberate Spell Energy - A Blastshaper exemplar of 6th level or higher can liberate energy stored in a wielded spell or a spellshield, unleashing a blast of arcane power. As a standard action, a blastshaper exemplar can voluntarily relinquish either a wielded spell or a spellshield; he may then make a ranged touch attack against a creature within 60'. If he hits, he deals 1d6 damage per level of the sacrificed spell used to make either the wielded spell or the spellshield, plus his warmage edge; this damage is of the same type of damage that the wielded spell dealt or spellshield resisted.

Improved Spellshield - A Blastshaper exemplar of 7th level or higher can create a more potent spellshield. Any spellshield created by a blastshaper exemplar has a shield bonus to AC of +3 per 2 levels of the sacrificed spell; if the spell dealt energy damage, the spellshield has ER 5 vs. that type per 2 levels of the spell; if untyped, the shield bonus to AC increases by 4. These bonuses replace the original bonuses of the spellshield.

Blaster's Puissance - The BAB of a blastshaper exemplar of 8th level or higher is increased by an amount equal to his warmage edge, up to a maximum of his caster level or his HD (whichever is lower) but only for the purposes of damaging spells that use attack rolls and the wield spell ability.

Imbue Spell Essence - A Blastshaper exemplar of 9th level or higher can add some properties of the sacrificed spell into a wielded spell, depending on the spell's school, at the time the spell is sacrificed. If a spell belonged to two or more schools, only one essence can be chosen for the wielded spell.
::Abjuration - The wielded spell casts a targeted Dispel Magic on a struck creature at the blastshaper exemplar's caster level upon scoring a critical hit.
::Conjuration - The wielded spell ignores SR.
::Divination - The blastshaper exemplar gains a +1 insight bonus on attack rolls with the wielded spell per two levels of the sacrificed spell.
::Enchantment - The wielded spell imbues a -5 penalty to the next will save made by a struck creature upon scoring a critical hit. If the creature does not make a will save within one minute, the penalty is lost.
::Evocation - The wielded spell may strike an additional target within 10' of a struck creature, dealing one-half the damage dealt by the original strike.
::Illusion - The wielded spell dazes a struck creature for 1 round upon scoring a critical hit.
::Necromancy - The wielded spell bestows a negative level to a struck creature upon scoring a critical hit.
::Transmutation - The wielded spell imbues a cumulative -1 penalty to AC to a struck creature. This penalty lasts for 2 rounds.
::Universal - The wielded spell deals an extra point of damage per level of the sacrificed spell upon scoring a critical hit.

Improved Wielding - A Blastshaper exemplar of 10th level may choose to wield a spell as a two-handed melee weapon with reach instead of a one-handed weapon. This deals 1d6 damage per level of the spell sacrificed, plus one-and-a-half times his warmage edge. If the sacrificed spell dealt a specific type of energy damage, the wielded spell deals damage of that type and deals an additional 3 points of damage per 2 spell levels (rounded up); otherwise, the wielded spell deals untyped damage. This ability is otherwise identical to wield spell.

---------

If you have any suggestions or recommendations for this, please share your thoughts; if anything is unclear (I hastily transcribed this from shorthand, so it may have some errors), again, please let me know. Hopefully I'll get a chance to playtest this sometime soon and work out any kinks.
Ultima0071

08-01-07, 11:24 PM
Amazing prestige class for a War Mage! This makes the War Mage up there with the Sorceror...maybe even better!
Saedar

08-02-07, 01:55 AM
Blaster's Puissance - The Blastshaper exemplar's BAB is increased by an amount equal to his warmage edge, up to a maximum of his caster level, but only for the purposes of damaging spells that use attack rolls and the wield spell ability.


My only concern is that this ability might be able to be subject to similar abuse like that of the Divine Power for high damage spells that might be usable a number of times per casting without a per round maximum. I understand that this is probably neglibable as there are very few such spells (I can't think of one off the top of my head but I know I've seen at least a few.) but might it be more prudent to simply increase your Attack Bonus rather than your BAB. Also, would this ability allow you to have more than 4 iterative attacks, assuming a fairly high intelligence and other things, such as Extra Edge? I just think that boosting BAB is a fairly powerful ability and should be weighed carefully.

Other than that, it seems like a very flavorful class that can actually be used. I like it.
chiasticslide

08-02-07, 10:41 AM
My only concern is that this ability might be able to be subject to similar abuse like that of the Divine Power for high damage spells that might be usable a number of times per casting without a per round maximum. I understand that this is probably neglibable as there are very few such spells (I can't think of one off the top of my head but I know I've seen at least a few.) but might it be more prudent to simply increase your Attack Bonus rather than your BAB. Also, would this ability allow you to have more than 4 iterative attacks, assuming a fairly high intelligence and other things, such as Extra Edge? I just think that boosting BAB is a fairly powerful ability and should be weighed carefully.

Other than that, it seems like a very flavorful class that can actually be used. I like it.

Initially, I had the BAB set to your caster level instead of being increased up to your caster level by an amount equal to your edge. I realized that was a little too much to be had for free, as it were, and decided on this. I wanted to increase BAB, and therefore iterative attacks, so that a Warmage using the wield spell ability could be somewhat competitive with other melee-oriented classes. Of course, like anyone's BAB, even if it increases beyond 20 it does not grant more than four iterative attacks.

EDIT: I changed it so that it now caps BAB at your CL or your HD, whichever is lower, so it will never be above 20 pre-epic.
Saedar

08-02-07, 04:11 PM
Nifty, looks good then. Gratz on a fun and interesting creation. I would be interested in hearing about someone playtesting it.
chiasticslide

08-02-07, 11:08 PM
BUMP for modifications. Any suggestions, ideas, insights, questions, etc?
Eldritch_Lord

09-30-07, 09:04 PM
::Enchantment - The wielded spell imbues a -5 penalty to the next will save made by a struck creature upon scoring a critical hit. If the creature does not make a will save within one minute, the penalty is lost.

Why only on a critical hit? The others (except universal) activate on all attacks. I'd suggest making it a -2 penalty which can be multiplied with a crit.

Otherwise, I really like it. I might have found a class that could actually make me play a direct-damage caster. :thumbsup:
chiasticslide

10-03-07, 11:46 PM
Why only on a critical hit? The others (except universal) activate on all attacks. I'd suggest making it a -2 penalty which can be multiplied with a crit.

If you double-check, the Abjuration, Illusion, and Necromancy effects also activate on criticals only; I think a Will Save penalty is very situational for a Blaster-oriented caster, so a minor penalty is not worth much. However, a large penalty could be easily abused if it could be reliably applied. Therefore, I opted to apply a large penalty, but only on occasion.

Still, thanks to you (and everyone else) on the positive feedback! If I had any free time anymore I'd love to playtest this sucker.
Eldritch_Lord

10-04-07, 12:26 AM
If you double-check, the Abjuration, Illusion, and Necromancy effects also activate on criticals only; I think a Will Save penalty is very situational for a Blaster-oriented caster, so a minor penalty is not worth much. However, a large penalty could be easily abused if it could be reliably applied. Therefore, I opted to apply a large penalty, but only on occasion.

Ah. Misread it, then. I still think that a small, consistent bonus that can increase on a crit is better than a crit-only ability. Look at the energy weapon abilities: _____ burst adds damage on a crit, yes, but adds a lesser amount to every hit; if they were crit-only, would someone want the ability. Even if a lesser ability wouldn't work (the Necromancy one, for example), even a chance of having it take effect would be nice.

Just my :twocents:.
Jaxgaret

10-04-07, 12:29 AM
This class seems like pure awesome for Warmages.

No way the DM in the game I am running a Warmage will allow it, though.

Alack! :)