One of my oldest and most used spell-casters. So many times when players, especially new players ask if they can play a wizard, this is often my default. They are a little different as they can wear armor.
Battle Mage: The Mandorrian War Wizard.
Role: You originate from Mandos, the land of the sword in the heart of the old south. As a spellcaster you are shown little respect, and treated as mere battle fodder. Only after proving yourself for five years in battle are you given full rights. Those who survive this testing as a battle-mage are respected far and wide, but few make it that far.
Requirements: Mandorrian by birth, Spellcraft +5; Oath of Allegiance to Mandos
May be either Wizard or Sorcerer
Hindrances: Cannot gain or replace a familiar if they do not have one
Can cast spells from no more than four spell schools
Can know no more than eight spells per level
Benefits: Automatic access to the War Domain; treat as arcane spells
Use d6 for hp; Gain Saving Throws as spellcaster
Gain proficiency of all simple Martial Weapons
Gain Craft (Armorsmithing) and Craft (Weaponsmithing) as class skills
Gain new Spells and spell level as per their Caster Level
Abilities by Battle Mage Level
1st Wear padded armor without Arcane Spell Failure Gain +1 Level
2nd Wear leather armor without Arcane Spell Failure Gain +1 Level
3rd Wear studded leather without Arcane Spell Failure Gain +1 Level
4th Gain Endurance and Diehard Gain +1 Level
5th Wear chain shirt or hide without Arcane Spell Failure; Gain Free Feat
6th Wear chain mail or breastplate without Arcane Spell Failure Gain +1 Level
7th Wear splint mail or banded mail without Arcane Spell Failure Gain +1 Level
8th Inscribe Spell-Gem Gain +1 Level
9th Wear half-plate without Arcane Spell Failure Gain +1 Level
10th Craft Magic Arms and Armor Gain +1 Level
Endurance & Diehard: Per standard PhB
Inscribe Spell-Gem: Per Nysarian Meta-Feats
Craft Magic Arms and Armor: Able to craft magical arms or armor. They pay the normal exp point cost for their creation as per DMG. Also, they must be able to cast a spell to imbue armor with its property.
War Domain: May switch a memorized spell with a war domain spell at will
1 Magic Weapon
2 Spiritual Weapon
3 Magic Vestment
4 Divine Power
5 Celestial Strike (stats as Flame Strike)
6 Blade Barrier
7-9 Player Option for what War Spells to be added
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