Pathfinder: Warmage [Homebrew]

Taking a new approach to the 3.5’s Warmage was something I had worked on before, but had lost in old files.  I’m going to reassemble the abilities/concept, and reimagine it into something that is fun in Pathfinder.  I hope this is a fun take on what 4 spell schools might actually be worth.

Warmage (Wizard Arcane School)

The Warmage is a front-line general, bringing forward his mastery in Transmutation and Evocation spells to change the fortunes of armies.  Even in the most dire of situations, the Warmage does not fear martial combat with even the most fearsome foes.  This focus does not come without a price, however.

Specialization: To take this Wizard School, the Warmage chooses 4 opposition schools other than Evocation and Transmutation.  The Warmage may take any feats that require a Wizard to be specialized in either Evocation or Transmutation, gains the bonuses of being specialized in both schools.  When they gain free spells for the spellbook class feature, one of them must be Evocation or Transmutation, with no additional restrictions on the other.  They also gain a specialist slot, which can be filled with either Evocation or Transmutation.

Proficiencies: The Warmage gains proficiency with light armor and shields(except tower shields).  The Warmage never suffers Arcane spell failure chance for any armor or shields he is proficient in. The Warmage also gains proficiency with all simple and martial weapons in one weapon group (see Fighter’s Weapon Training feature), and gains proficiency with all simple, martial, and exotic weapons for their race.  The Warmage loses Scribe Scroll at 1st level.

Cantrips: The Warmage can only learn 2 cantrips, Detect Magic and Read Magic.  The Warmage does not need to use both cantrip slots for these spells if they choose Divination as an opposition school.  The Warmage can learn other cantrips that are not in their opposition schools, but they must use at least a 1st level spell slot for them (although they still count as 0th level spells for the purposes of metamagic).

Warmage’s Edge(Su): Any Evocation spell that you cast adds the lower of your intelligence modifier or your Warmage level to it’s damage.  This bonus damage is tripled if the spell can effect exactly 1 person, and it does damage exactly once.  Any transmutation spell that you cast that has a touch or close range can affect 1 extra target.  This increases by 1 target every 4 Warmage levels after 1st (5th, 9th, 13th, 17th).  If any creature attempts a save against this spell, the spell automatically fails for all targets.

Arcane Blade(Su): As a swift action, you may make any melee attack (even through unarmed strikes, natural weapons, and melee touch spells) replace the standard attack stat (usually Strength or Dexterity) with your Intelligence modifier, and can add your Intelligence modifier to your Strength modifier to the damage.  If the attack doesn’t apply a Strength modifier to damage, it cannot apply the Intelligence modifier either.  This is for all purposes an increased strength modifier to damage, so it is multiplied for a 2-handed weapon, and it is multiplied on a critical hit.  You can use this ability 3 + Intelligence modifier times per day.

Student of the Sword(Ex): The Warmage can take Combat feats as bonus Wizard feats.  For feat prerequisites only, the Warmage BAB is equal to 3/4 your Warmage level + your BAB from non-Warmage Classes.  A class with Full BAB will never progress this class feature, even if the class or feats would otherwise allow this.

Blade’s Fury(Su): As a swift action, you can go into Blade’s Fury.  You increase 1 size, as if you are under the effect of Enlarge Person.  You can replace your Dexterity modifier to your AC and CMD with your Intelligence modifier, although this is restricted by your armor and shield’s Max Dexterity bonus.  You also replace the BAB granted by Warmage levels with your Warmage level.  This may allow you to gain more attacks.  Finally, you may make an extra attack at your highest base attack bonus.  This effect does not stack with Haste or any other ability that doesn’t stack with Haste.  You gain this ability at 8th level, and you can use it for a number of rounds per day equal to your Warmage level.

Master of the Battlefield(Su): At 20th level, your Evocation spells and Transmutation spells become unparalleled.  Whenever you cast an Evocation spell, you may choose 2 separate targets for your Evocation spell.  This spell is cast at both spots, with each target taking the full effect of the spell.  If the Evocation spell is 6th level or below, you can instead choose 4 targets, having the spell cast in each spot.  In either case, the extra casting of the spells cannot overlap in any way.  Whenever you cast a transmutation spell with a range of Touch or Close, you may instead choose to affect any number of targets in Medium-range.  If the spell is 7th level or above, if any target attempts a saving throw, the spell fails for every target.  If you use this class feature, any swift action spell must be an Evocation or Transmutation spell.