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==Warmage Progression== This class behaves like a [[Sorcerer]] variant, but with extra amounts of ass-kicking. Its BAB, saving throws, and spells per day are the same as a sorcerer. Also like a sorcerer, charisma determines its bonus spells per day, the maximum level of spells it can know, and the difficulty class of saving throws against its spells. Unlike a sorcerer, its hit die is a d6 instead of a d4, it can wear medium armor without suffering any arcane spell failure chance, and it gets some neat and unique bonus feats. In a VERY interesting tradeoff, it also chucks the Sorcerer's "spells known" chart in the garbage, and instead knows its ENTIRE spell list, which is a hell of a lot more generous than the "spells known" chart, but more restrictive than the sorcerer/wizard spell list. To put things in perspective, at level four, a Sorcerer will know three level-1 spells and a single level-2 spell, while a warmage will know all ELEVEN of its level-1 spells and all NINE of its level-2 spells. Virtually all of their spells are direct-damage spells. Its most impressive advantage over a sorcerer, however, is that when it deals damage, it adds its intelligence modifier to the amount of damage dealt. A warmage with high scores in both charisma and intelligence is a walking engine of death and destruction that puts all other casters to shame, especially at low levels. By the way, in totally unrelated news, elderly dragonwrought kobolds get a free +3 to both charisma and intelligence, and they're available at LA +0. This reliance on destructive spells is a legacy of its original purpose in the Miniature Handbook, where classes were designed for [[Miniature|tabletop battles]] to be added to units of troops, and all it really needed to do was blast opponents away at range. As the Warmage progresses they learn "Sudden" Metamagic feats, which means they can just add metamagic changes to spells without upping the level of the spell. Though it's only one-per-day, it's a nice enough touch if your group gets in a bind. The class features do allow the Warmage to learn Wizard/Sorcerer spells not already on their list, but these are restricted to the ''Evocation'' School, and pretty much just add more flashy destruction spells. So if your group already has a [[Wizard|versatility caster]], then the Warmage becomes an excellent addition. Warmage is [[Tier System|tier 4]], good at throwing damage at things and little else without optimization. Since you don't have to worry about working out their entire spells known or playing them all that intelligently, Warmage makes a good NPC class. Warmage's system of knowing your entire small spell list would spawn the [[Beguiler]] and [[Dread Necromancer]]. These would be much better classes by virtue of focusing on something better than just damage. ===Making it Work=== Admittedly, while Warmages can do much of the things that Sorcerers can do, the main difference between them is that Warmages are much more focused on wrecking things and are simply better at it. Good prestige class options expand the selection of spells, giving them more versatility. The '''Rainbow Servant''' [[Prestige Class]] is particularly awesome. The 10th level of RS grants a character access to the Cleric spell list. This was meant to be built on top of a sorcerer or bard, who would still be limited by their "spells known" chart, or a wizard, who their spellbook would still limit. When built on top of a Warmage, however, it just dumps the entire goddamn cleric spell list directly into the character's brain, allowing them to spontaneously cast from it like a [[Favored Soul]] hopped up on methamphetamine and Viagra. A build including starting levels of Warmage and Rainbow Servant has the [[awesome]] nickname of '''RAINBOW WARSNAKE'''. For the less cheesy, Bloodline feats from ''[[Dragon Magazine|Dragon Compendium]]'' plus Runestaffs and the Raiment of the Four from ''Magic Item Compendium'' help improve their casting options. {{D&D3-Classes}}
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