

Armored Mage allows the Warmage to cast spells unhindered, and at level 8 the Warmage can move up to medium armor. Proficiencies: Simple weapons give the warmage some nice backup options when you run low on spells, and access to light armor and light shields will give you a better AC than most arcane spellcasters. Saves: Will is the Warmage’s only good save, and with no major dependencies on Dexterity or Constitution you will need to make a point to boost your bad saves. The few attacks which the Warmage will make will be touch attacks. Warmage Class Features Hit Points: With d6 hit points the Warmage can’t take many hits, but it’s a bit better than the Wizard.īase Attack Bonus: 1/2 BAB, but BAB doesn’t really matter.

I also omit the use of “Flaws” since they allow a massive increase in power with essentially no cost to the character. Those options also tend to be wildly unbalanced and rarely receive errata. I am of the opinion that those options are intended to be limited to campaigns run in those settings, and as such they don’t really apply to a generic campaign. It’s important to note that I generally omit campaign-setting specific content.
