Battlemage

Magic warriors who mix martial combat and spells as equal weapons. Battlemages use their powers in conjunction with each other, strengthening their effectiveness.

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HP / Soak

Battlemages have a Base Hit Points of 6. Battlemages increases their Soak by 1. Battlemages have Medium HP progression, and thus gain 1 HP every level except 5th, 9th, 13th, and 17th levels (except 1st).

Skills

Battlemages receive 4 Skill Ranks which can be spent to become Trained in skills.

Attack Progression

Battlemages have an Attack Progression of Medium which means they gain a bonus attack on a full-round attack at 7th, 13th, and 19th levels.

Class Progression

Level Special Abilities Magic Points
1st Spellcasting, Spellsword Training 1
2nd Arcane Style 2
3rd Mix Talent 3
4th Martial Arcana 4
5th Mixed Discipline 5
6th Mix Talent 6
7th Arcane Armor 7
8th Martial Arcana 8
9th Mix Talent 10
10th Powerful Spellsword 11
11th Brutal Spells 12
12th Martial Arcana, Mix Talent 13
13th Esoteric Fighter 14
14th Spell Blending 15
15th Pierce Weakness, Mix Talent 16
16th Martial Arcana 17
17th Mana Vortex 18
18th Mix Talent 19
19th Unfettered Dodge 20
20th Martial Arcana, Force of Destruction 24

Class Abilities

The following are class abilities of the battlemage.

Weapon and Armor Proficiency

A Battlemage is proficient with simple weapons, as well as swords, axes, and bows, and is proficient with armor.

Spellcasting

Battlemages cast Arcane spells. At 1st level, the Battlemage receives 2 + ½ Magic in spells learned. For every level beyond 1st, the Battlemage learns a new spell of a level they can cast.

Battlemages use Smarts as their Magic attribute.

Battlemages add their Magic attribute to their MP pool.

Spellsword Training

At 1st level, the Battlemage learns the basics of blending martial combat with magic combat. When making an attack roll, the Battlemage can cast a spell with a casting time of a Standard action or lower as a swift action. While doing this, any attack rolls the Battlemage makes this turn takes a -2 penalty on to-hit.

If the spell is an attack spell, the Battlemage can choose to release the power of the spell into their weapon before attacking. When doing so you add a bonus to the weapon's damage roll equal to +1k1 per level of the spell (thus, a 3rd level spell would grant +3k3). If this is done, attack rolls don't receive the -2 penalty from the above use, however only the first attack roll which hits receives this bonus damage. When using this application of the ability, you're able to use Magic in place of Strength for your weapon's damage rolls for that round.

Arcane Style

At 2nd level you learn the unique style of combat Battlemages utilize, as well as a deeper understanding of your spellcasting in general.

You do not provoke attacks of opportunity when casting spells with a range of Touch. In addition to this, if you Overcast with a spell with a range of Touch you reduce the damage you'd normally suffer by 1 (to a minimum of 1 damage).

Mix Talents

At 3rd level and every 3 levels thereafter you learn a Mix Talent. A Mix Talent allows you to choose either a Martial Talent from the Fighter, or a Spell Tampering from the Mage, using your Battlemage level as half your level in those classes for the purpose of prerequisites and effects.

Martial Arcana

At 4th level you begin studying a specific style unique to Battlemages, and at every 4th level and every 4 levels thereafter you receive abilities from these styles.

Arcane Nuke

At 4th level when making attack rolls using Spellsword Training and releasing the spell into your weapon, you add your Magic to the weapon's penetration.

At 8th level when making an attack to on a spell you can use your full Magic attribute for the keep dice instead of half. This can only be used once per day.

At 12th level if you kill an opponent with a spell (or with a weapon which has had a spell released into it) the target explodes in a burst of magical energy and deals 10 points of damage per point of your Magic attribute to all adjacent foes.

At 16th level spells you cast which have an area of effect don't harm your allies.

At 20th level choose an arcane energy type (except Corruption), you become immune to this damage type. Untyped damage even from arcane spells cannot be resisted this way.

Arcane Duelist

At 4th level you treat weapons you wield as possessing the Æther weapon quality if they don't already.

At 8th level you add a bonus to your Avoid equal to your Magic.

At 12th level you can move up to half your movement speed and make a full-round action, however this full-round action can only ever be making melee attack rolls with a weapon.

At 16th level you take no more penalties to attack rolls while using Spellsword Training. This does not however negate penalties from outside sources which may affect your attack rolls while using that ability, or the penalty you take if you use Esoteric Combat.

At 20th you are able to make Dodge attempts even if doing so would normally be impossible, such as if you're paralyzed or helpless.

Scrapper

At 4th level you no longer provoke attacks of opportunities when casting any spells.

At 8th level when casting a spell you receive +1k0 per spell level to non-spell attack and damage rolls you make until the end of your next turn.

At 12th level if you successfully hit an opponent with a non-spell attack roll you can choose not to roll damage and instead push the opponent a number of squares equal to 1d10 + your Magic in a direction of your choice.

At 16th level you can make critical hits easier to achieve for yourself. For 1d5 rounds once per day you can reduce the number of 10 results needed to critically hit by 1 (minimum of 1 result needed). Critical hits scored in this manner do not apply the critical hit effects from called shots.

At 20th level you reduce damage from effects which specify they bypass soak by 1 (to a minimum of 0 damage).

Bloodmage

At 4th level you start calculating your Hit Points by adding Endurance and Magic together. You apply this bonus HP retroactively.

At 8th level you gain a +5 bonus to damage on spells with the [Water] or [Blood] tags.

At 12th level you can spend a standard action to make an attack roll (as if this were a spell) versus Resilience against a foe within 6 squares. On a successful hit the opponent suffers from the Bleed status for a number of rounds equal to your Magic.

At 16th level you become immune to bleed, poison, and disease.

At 20th level your spells siphon blood from opponents, using this to heal you. Whenever you deal HP damage with a spell to an opponent, you heal for an amount equal to half of the damage dealt. Bleed damage however heals you for the full amount of bleed damage they take from the spell.

Time Warrior

At 4th level your body's functions begin slowing down and you receive a bonus to your Resilience equal to half of your Magic, as well as making you no longer age (thus locking you in the age category you're currently in) however you can still die from old age if you reach your species' maximum age.

At 8th level you can freeze opponents in time when dealing damage to them. If a spell you cast would deal hit point damage to the target, once per day you can choose to cause them to be stunned until the end of their next turn.

At 12th level you can use Magic in place of Agility when making Dodge attempts.

At 16th level you can choose to flicker in and out of this time and alternate timelines rapidly, giving you a ghostly effect. This grants you concealment for a number of rounds equal to 2 + your Magic. This can only be used once per day.

At 20th level you are biologically immortal and are immune to the ravages of time. You can choose at any given time which age category you wish to appear as, but you are treated as an Adult and receive the bonuses from both Young and Old but none of the penalties.

Mixed Discipline

At 5th level, you're adept at fighting and spell combat, though like many you focus in one slightly more than the other. Choose either Fighter or Mage, and once chosen this cannot be changed later. When taking a Mix Talent, you count your level for the chosen class as your total level, instead of just half of your level.

Arcane Armor

At 7th level when wearing armor to a body part you add your Magic to your armor's Deflection. While wearing no armor you instead receives Magic x1.5 as Deflection to unarmored body parts.

Powerful Spellsword

At 10th level your movements become swifter when using the abilities of Spellsword Training, and instead of spending a swift action it is instead a free action to cast the spell (the attack is still either a standard or full-round action like normal).

Brutal Spell

At 11th level your spells have such power behind them they put your foes off balance. If the spell deals half the foe's total HP in damage or more in a single turn, the opponent is stunned for 1d5 rounds.

Esoteric Combat

At 13th level when making an attack roll with a spell while using Spellsword Training, you can attack twice with the spell, albeit at an additional -5 penalty to the attack roll to both attack rolls.

Spell Blending

At 14th level you can cast two spells as a full-round action, combining the effects of both spells and counting it as one spell. If a spell that affects a foe is cast alongside a spell which grants you (or an ally) a bonus, you or the ally still receive that bonus, not the opponent.

Pierce Weakness

At 15th level if a spell you cast would deal elemental damage, and the target of the spell has a weakness to an element (even if you don't know the weakness, or wouldn't normally be able to select that element) you count your spell as being of that elemental type for the purposes of that opponent's weaknesses. For example, if you cast a spell that normally deals fire damage, and the opponent has a weakness to electricity, the type would be counted as electricity but only for the purposes of bonus damage due to them having a weakness to electricity. It is otherwise still fire damage.

Mana Vortex

At 17th level you can attempt to steal MP from spellcasters near you. This affects all enemies within 6 squares of you (plus any willing allies you wish to affect), and the amount of MP absorbed is equal to 1 + your Magic (minimum of 2 MP absorbed).

Unwilling targets of this must have an attack (using your spells to-hit roll) made against their Mind in order to absorb their MP.

Unfettered Dodge

At 19th level on a successful Dodge attempts, you can move up to your move speed as an immediate action to the opponent whose attack you just dodged. This can be done a number of times per day equal to your Magic.

Force of Destruction

At 20th level you are a destructive force of nature, your spells are aided by your martial prowess, and vice versa. Whenever you would use the abilities from Spellsword Training, you gain a bonus to your attack and damage rolls using the opposite attribute.

For example, if you would use the first usage of Spellsword Training and make an attack with a weapon and a spell, you would add your Magic as a miscellaneous modifier on the weapon's rolls, and Strength as a miscellaneous modifier to the spell's rolls.


Archetypes

Name Description
Bound Those who have become Bound to a specialized weapon.
Elemental Scourge Specialized fighters who utilize the elements as their true weapon.
Inquisitor Enforcers from religious sects, Inquisitors hunt down heresy and political corruption.
Open-Hand Martial artists who use both their martial arts and magic in tandem.
Phrenicist Psychics who summon weapons to their hand made from phrenic energies.
Sanguinist Vampiric in nature, Sanguinists cause others to bleed to fuel their magic.
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