| Post/Author/DateTime | Post |
|---|---|
| the_icon03-11-07, 01:06 AM | Well I'm fairly new to the game and I was wondering if any of you could give me any suggestions as to the feats I should be taking as a Warmage? I have a few ideas, and any input as to the quality (or lack thereof) of my choices would also be appreciated. Lv1: Magical Aptitude - +2 to Spellcraft and Use Magical Device (Party paid to train me) Brew Potion - Create Potions of known spells up to 3rd level Lv 3:Extra Edge - +1 to Warmage Edge and +1 per 4 Warmage levels Lv 6: Extra Spell - [Mage Armor] +4 to AC for 1 hour/Level Edit: MAke that "Brew Potion" a "Scribe Scroll". Thanks, guys. |
| cwslyclgh03-11-07, 01:16 AM | brew potion has a prerequisite of caster level 3rd, meaning you can't take it as a 1st level character... if you plan on using a lot of the orb type spells that war mages get, point blank shot and precise shot would be good choices of feats to work in there. |
| runestar03-11-07, 01:54 AM | Extra spell does not work on warmages, though I suppose it will not be game breaking if used with moderation. Maybe some metamagic feats like empower spell? |
| The Simbul03-11-07, 03:37 AM | A feat that lets your spells deal subdual damage, so that you can do something when the party encounters a situation that requires something other than killing or inflicting real harm on another creature or object. By itself I personally have real issues with the Warmage class, as it just doesn't fit the role or the needed/expected tasks of a traditional spellcaster in D&D, specifically in overcoming obstacles that cannot be overtaken by physical attacks or mundane skills.....I mean even a class as simple as the Fighter can at least grapple someone when your goal isn't to kill them. |
| cwslyclgh03-11-07, 03:49 AM | By itself I personally have real issues with the Warmage class, as it just doesn't fit the role or the needed/expected tasks of a traditional spellcaster in D&Dyep because everybody should have to fill a traditional role, no exceptions allowed :P |
| Baron Rod03-11-07, 05:08 AM | It all depends on what books you are using. In my campaign we use whatever books we can get our hands on. If you are using the Unearthed Arcana then you can get two extra feats at 1st level. We are also using the Planar Handbook and Races of Faerun. Here is my 6th level Human Warmage. 1.Bloodline of Fire (+2 Caster level Fire Based spells) 1.Sudden Widen 1.Elemental Spellcasting (+1 CL Fire based spells) 1.Energy Substitution (Fire) 3.Sudden Enlarge 6.Transdimensional Spell Baron Rod |
| the_icon03-11-07, 01:30 PM | By itself I personally have real issues with the Warmage class, as it just doesn't fit the role or the needed/expected tasks of a traditional spellcaster in D&D, specifically in overcoming obstacles that cannot be overtaken by physical attacks or mundane skills.....I mean even a class as simple as the Fighter can at least grapple someone when your goal isn't to kill them. But also keep in mind that there are other spellcasters in our party, and that my character takes much of the offensive weight off of them, and instead lets them focus more on those types of non-combat skills. (I also disliked the idea of having to spend a whole lot of time choosing/preparing my spells, when I knew full well that if I'd taken a sorcerer or wizard class, my spell list would have ended up looking just like the warmage one anyway. Versatility is great and all, but my character was built solely to be a key offensive fixture for the party.) |
| AllisterH03-12-07, 12:28 PM | I wouldn't bother with Scribe Scroll either. Scrolls tend to be best used for a) utility spells not likely to be learnt and b) extra firepower. You have enough firepower already since you have the slots and you don't get any utility spells anyway on your list so that's right out. |
| the_icon03-12-07, 02:10 PM | I wouldn't bother with Scribe Scroll either. Scrolls tend to be best used for a) utility spells not likely to be learnt and b) extra firepower. You have enough firepower already since you have the slots and you don't get any utility spells anyway on your list so that's right out. So then, what feats would you suggest instead? |
| Merestil Haye03-12-07, 02:46 PM | Lv1: Magical Aptitude - +2 to Spellcraft and Use Magical Device (Party paid to train me) Brew Potion - Create Potions of known spells up to 3rd level Lv 3:Extra Edge - +1 to Warmage Edge and +1 per 4 Warmage levels Lv 6: Extra Spell - [Mage Armor] +4 to AC for 1 hour/Level Edit: MAke that "Brew Potion" a "Scribe Scroll".Seriously, throw out all four and start again. By 6th level you should have at least +11 on Spellcraft. You don't need to boost it much further; just keep up the skillpoint each level for a class skill. UMD is useful for items that you can't use but it's not a class skill for you without multiclassing. Scribe Scroll is a waste for a Warmage - if its on your list you'll rarely run out. Also, devices have much lower saves than spells characters cast, and don't benefit in any way from things like your Edge. You cant take Extra Edge at third level! Take it at 6th. Extra Spell is a waste because you can't use it to learn a spell you don't already know. I allow it as an additional use of the Advanced Learning class feature with the penalty of learning a spell of no higher than one spell less than the maximum you could normally learn (so the earliest you could take a Bull's Str would actually be 9th level) but that's my houserule. You could take Mage Armour at 6th, but what's the point? You can already cast in light armour without ASF, and that goes up to medium at 8th level. My immediate suggestions would be Point-Blank Shot and Precise Shot at first level, Empower Spell at third and Extra Edge at sixth. Remember that Empower affects the variable result including constants like your Warmage Edge. Might be useful to use multiple times per day (you get Sudden Empower at 7th but that's only 1 use per day). |
| Roxlimn03-12-07, 04:17 PM | I would say Improved Initiative for one. Many of the feats spellcasters usually get have no use for you because you either have that kind of functionality built in (energy substitution) or it doesn't really impact you much (scribe scroll). Improved Initiative is good for a spellcaster because you usually have a large amount of impact, and whoever impacts first in an ecnounter could win it outright. I might also suggest Improved Counterspell segueing into Reactive Counterspell. Improved Counterspell doesn't do much for you since you should have whatever spell you need for countering purposes, but the odd non-evocation spell on your list should expand your counterspell repertoire a bit with the IC feat. Reactive Counterspell is much better as it allows a Warmage to counter most evoc effects whenever you choose to, as an immediate action. Point Blank Shot and Precise Shot are excellent choices as well. Improved Toughness could be beneficial if you're the type who likes throwing short range evocation effects. Alternatively, you could choose Run if you focus on relatively long range effects. |
| Kaelaru03-12-07, 04:53 PM | I am currently playing a warmage, and I agree that Improved Initiative is a very good feat. If I can take out one or more of the bad guys before they get to act, it improves the party's chance to make it without any deaths. Improved Initiative is the first feat I took for my warmage. For flavor, I took the Familiar feat at 3rd level, and my hawk familiar can deliver touch attacks if needed (although I admit that at 6th level I've never used this ability). The familiar can be more of a liability than a benefit (since I have to make sure it doesn't get killed), but it does add a little more flavor to playing my character. If you don't want a normal familiar, the Item Familiar feat is another interesting flavor option. You can find specifics on the Item Familiar in the d20 SRD. (Get a 10% bonus to XP, plus you can get some extra bonuses to skills. If you pick an item familiar, make it out of something very sturdy.) |
| Ian Demagi03-12-07, 11:10 PM | I am playing one now and improved initiative rocks. My war mage has used a lot of Meta Magic: Empower, Twin Spell, Maximize. Also of critcal importance is suviveability, and war mages can wear a big bulleye. Really consider: Mirror Image, Improved Invisibility, & Greater Blink for your Advanced /Eclectic Learning stuff. My warmage has winged boots, And is usually, Flying, Greater Invisible, Mirror Imaged, and Greater Blinking because my party does not always protect me. Unlike a normal wizard, I do not have limitless options, so the ones I have have got to work. Also, teleport is a great idea. It works differently in my DM's world, so I really did not need to take it, but otheriwse I would have it. There is also another general wizard in the party. Ian. |
| ibayboy03-13-07, 12:23 AM | I am also playing a lvl8 Warmage at the moment, we are doing the Savage Tide adventure path. I took Imp Init, Skill Focus; Concentration, then the Storm Bolt reserve feat. Next i am taking 2 lvls in Swordsage, with Practised Spellcaster for the feat at 9th, then onto Jade Phoenix Mage at 11th. Still not sure what my 12lvl feat should be. I took Imp Init at first along with a campaign specific bonus feat, and i am consistantly first or second in the init order. |
| Saxis03-13-07, 12:48 PM | I played a Warmage in a campaign a while ago, and I did a big spellcaster no-no, by losing some caster levels. I took a 2 level dip of Paladin for Cha to Saves, and then into Eldritch Knight. I made it to Warmage 8/Pally 2/EK 7. I took Pt Blank Shot, Precise Shot, Arcane Preparation, Practised Spellcaster, Empower Spell, Maximize Spell, Quicken Spell, and Improved Initiative for my EK bonus feat. I had full caster levels, but only 7th level spells at 17th. On the other hand, I used Mithril Breastplate and had insanely high saves and BAB 13. With Arcane Preparation, I memed alot of spells with metamagic, and had an abundance of metamagic rods also. The Orb and Lesser Orb spells were my bread and butter. Lots of damage... |
| runestar03-13-07, 09:44 PM | Scribe scroll is not a bad feat, or any other item creation feat, since you can always have another spellcaster provide the requisite spellcasting needed to craft said item. It is a fair way of distributing the burden of item creation evenly around the entire party, so no one gets stuck having to pay all the item creation xp costs.:) The cleric can take craft magic arms/armour, paladin can take brew potion etc... Of course, it is useless if there is already a wizard in your party. |