Best Mage of magic missile (3.5e Optimized Character Build)

From D&D Wiki
Jump to navigation Jump to search


Introduction[edit]


race= Human
classes= High Specialist Wizard High Evoker, Golarion Wizard lvl 5 - Force Missile Mage lvl 5 - Argent Savant lvl 3 - War Mage lvl 5 - HOLY SCOURGE lvl 1 - Sacred exorcist lvl 1
summary= Best wizard of magic missile

With this combination of Variant Class (High specialist) and Alternative class features (Golarion Wizard), you take the first level and the swicth to normal Specialist Wizard. In this way you lose the familiar and the scribe scrool feat for obtain:
Energy Affinity (Ex): Evokers using this variant must choose an energy type (acid, cold, electricity, fire, or sonic). This choice is made upon character creation and cannot be altered thereafter. Any time the character casts an evocation spell with the chosen energy type, she casts the spell as if her caster level were one higher (affecting range, duration, damage, caster level checks, and any other factor influenced by caster level).
&
Arcane Duelist (Su): Wizards with this ability are specially trained to push their spells when needed to gain the upper hand. When pushing a spell, the wizard can choose one of the three following effects: increase a spell's DC by +1, add +2 to the level check to overcome spell resistance, or add a +2 morale bonus on attack rolls made with the spell. A wizard can use this ability a number of times per day equal to his Intelligence bonus. Using this ability is a swift action.
&
Ask to Master for add Truespeak in the class skill of the Wizard, in alternative i Show you the progression without Truespeak skill like class skill.

References[edit]

For Race:
- Player's Handbook 3.5

For Classes:
- Player's Handbook - Wizard
- Unearthed Arcana - High specialist Wizard
- Pathfinder Campaign Setting - Golarion Wizard
- Dragon Compendium - Force Missile Mage
- Complete Arcane - Argent Savant
- Dragonlance: Age of Mortals - war mage (pg48)
- Complete Divine - Sacred Exorcist
- Complete Mage - Holy Scourge

Items:
- Magic Item Compendium
Feats:
- Player's Handbook v.3.5
- Dragon #325 -Easy Metamagic
- Player's Handbook II
- Races of the Dragon - Versatile Spellcaster
- Complete Arcane
- Complete Divine


Spell:
- Secrets of Sarlona
- Magic of Faerun
- Player's Handbook v.3.5
- Player's Handbook II
- Complete Mage
- Tome of Magic
- Spell Compendium
- Unapproachable East
- City of Splendors: Waterdeep
- Serpent Kingdoms



PROGRESSION[edit]

Progression level[edit]

Starting Ability Scores (Before Racial Adjustments): <Strength> 9 (-1); <Dexterity> 12 (+1); <Constitution> 12 (+1); <Intelligence> 15 (+2); <Wisdom> 10 (+0); <Charisma> 14 (+2);
Point Buy Calculator was used with 27 points

ECL Class Base
Attack Bonus
Saving Throws Feats / Increment Class
Features
Special Skill Point Skill Attribute
Fort Ref Will
1st Wizard (lvl 1) +0 +0 +0 +2 Combat Casting feat + Weapon Focus (quarterstaff) Energy Affinity - Arcane Duelist - SCHOOL SPECIALIZATION(evocation) spellcasting class (2+2+1)x4=20 Concentration=4, Spellcraft=4, Knowledge (arcana)=4, Listen=4, +4 free points(Truespeak=2)
2nd Wizard (lvl 2) +1 +0 +0 +3 ------ ------ +1 level of existing spellcasting class 2+2+1=5 Concentration +1=5, Spellcraft +1=5, Knowledge (arcana) +1=5, +2 free points(Truespeak +1=3)
3rd Wizard (lvl 3) +1 +1 +1 +3 Eschew Material feat ------ +1 level of existing spellcasting class 2+2+1=5 Concentration +1=6, Spellcraft +1=6, Knowledge (arcana) +1=6, +2 free points(Truespeak +1=4)(Truespeak +1=3)
4th Wizard (lvl 4) +2 +1 +1 +4 +1 Intelligence (16/+3) ------ +1 level of existing spellcasting class 2+3+1+3=9 Concentration +1=7, Spellcraft +1=7, Knowledge (arcana) +1=7, +6 free points(Truespeak +3=6)
5th Wizard (lvl 5) +2 +1 +1 +4 ------- bonus metamagic feat(Quiken Spell) +1 level of existing spellcasting class 2+3+1=6 Concentration +1=8, Spellcraft +1=8, Knowledge (arcana) +1=8, +3 free points(Truespeak +1.5= 7.5)
6th War Mage (lvl 1) +0 +2 +0 +2 Easy Metamagic feat [Quicken Spell] Arcane Aegis (1 ally), Battle magic +1 +1 level of existing spellcasting class 2+3+1=6 Concentration +1=9, Spellcraft +1=9, Knowledge (arcana) +1=9, +3 free points (Truespeak +1.5=9)
7th Force Missile Mage (lvl 1) +0 +0 +0 +2 ------- Bonus Missile, Still Missile - 2+3+1=6 Concentration +1=10, Spellcraft +1=10, Knowledge (arcana) +1=10, +3 free points
8th Force Missile Mage (lvl 2) +1 +0 +0 +3 +1 Intelligence (17/+3) Energy Missile, Swift Shield +1 level of existing spellcasting class 2+3+1=6 Concentration +1=11, Spellcraft +1=11, +4 free points(Truespeak +2=11)
9th Force Missile Mage (lvl 3) +1 +1 +1 +3 Arcane Thesis(magic missile) Overpowering Missile +1 level of existing spellcasting class 2+3+1=6 Concentration +1=12, Spellcraft +1=12, +4 free points(Truespeak +2=13)
10th Force Missile Mage (lvl 4) +2 +1 +1 +4 ------- Reflective Shield +1 level of existing spellcasting class 2+3+1=6 Concentration +1=13, knowledge (Religion) +4=4, +1 free points
11th Force Missile Mage (lvl 5) +2 +1 +1 +4 ------- Bonus Missile +1 level of existing spellcasting class 2+3+1=6 Concentration +1=14, knowledge (Religion) +3=7, +2 free points
12th Argent Savant (lvl 1) +0 +0 +0 +2 +1 Intelligence (18/+4) - Versatile Spellcaster feat Force specialization - 2+4+1+11=18 Concentration +1=15, Knowledge planes +10=10, +7 free points
13th Argent Savant (lvl 2) +1 +0 +0 +3 ------- Force armor +1 level of existing spellcasting class 2+4+1=7 Concentration +1=16, +6 free points
14th Sacred Exorcist (lvl 1) +0 +0 +0 +2 ------- Exorcism, turn undead +1 level of existing spellcasting class 2+4+1=7 Concentration +1=17, +6 free points
15th War Mage (lvl 2) +1 +3 +0 +3 Divine Metamagic Arcane Spellcasting(-5%), Metamagic feat (Twin spell) +1 level of existing spellcasting class 2+4+1=7 Concentration +1=18, +6 free points
16th War Mage (lvl 3) +1 +3 +1 +3 +1 Constitution (13/+1) Arcane Aegis (2 ally), Battle magic +2 +1 level of existing spellcasting class 2+4+1=7 Concentration +1=19, +6 free points
17th War Mage (lvl 4) +2 +4 +1 +4 ------- Arcane Spellcasting(-10%), Metamagic feat (Maximize spell) +1 level of existing spellcasting class 2+4+1=7 Concentration +1=20, +6 free points
18th HOLY SCOURGE (lvl 1) +0 +0 +0 +2 Metamagic feat (repeat spell) Code of conduct, dedicated spellcaster, righteous evocation +1 - 2+4+1=7 Concentration +1=23, +6 free points
19th Argent Savant (lvl 3) +1 +1 +1 +3 ------- Extended force +1 level of existing spellcasting class 2+4+1=7 Concentration +1=22, +6 free points
20th War Mage (lvl 5) +2 +4 +1 +4 +1 Constitution (14/+2)(+20pf) Arcane Aegis (3 ally), Battle magic +3 +1 level of existing spellcasting class 2+4+1=7 Concentration +1=21, +6 free points

Prohibited schools: Enchantment - Transmutation


SPELL LIST for level[edit]

SPELL LIST
SCL/ecl Spell lvl 0 Spell lvl 1 Spell lvl 2 Spell lvl 3 Spell lvl 4 Spell lvl 5 Spell lvl 6 Spell lvl 7 Spell lvl 8 Spell lvl 9
1 ALL Magic Missile, Deflect Lesser, Shield, Tenser’s Floating Disk, Mage Armor - - - - - - - -
2 ALL Bigby's Helpful Hand, Bulwark of Reality(note: Truespeak ceck, with CD13(15+2-4)) - - - - - - - -
3 ALL - Battering Ram, Decastave - - - - - - -
4 ALL - See Invisibility, Bigby's Slapping Hand - - - - - - -
5 ALL - - Bigby's Striking Fist, Improved Mage Armor - - - - - -
6 ALL - - Sepia Snake Sigil, Leomund’s Tiny Hut - - - - - -
7 ALL - - - Otiluke’s Resilient Sphere, Floating Disk Greater - - - - -
8 ALL - - Arcane Maul, Bigby's Disrupting Hand - - - - - -
9 ALL - - - - Wall of Force[force], Bigby’s Interposing Hand[force] - - - -
10 ALL - - - - Dismissal, Leomund’s Secret Chest - - - -
11 ALL - - - - Mordenkainen’s Faithful Hound Bigby’s Forceful Hand - - -
12 ALL - - - - - Mordenkainen’s Lucubration, Otiluke’s Freezing Sphere - - -
13 ALL - - - - - - Bigby’s Grasping Hand, Forcecage - -
14 ALL - - - - - - Mordenkainen’s Magnificent Mansion, Mordenkainen’s Sword - -
15 ALL - - - - - - - Bigby’s Clenched Fist, Otiluke’s Telekinetic Sphere -
16 ALL - - - Force Orb Dragonmark Demesne - - - -
17 ALL - - - - - - - - Bigby’s Crushing Hand, Mordenkainen’s Disjunction
extra to keep ALL - - - - - - Whirl of Fangs Halaster's Blacksphere -

Items[edit]

Wings of Cover
Belt of battle
Ring of counterspelling
handy haversack
Vest Of The Master Evoker
Runestaff Of Evocation
Circlet of Intellect
Ioun Stone (Orange)

Other Components[edit]

Skill Truespeak (INT; Trained only) (Tome of Magic variant, p. 195)

Description Use this skill to master the tortuous pronunciation of truenames, each of which involves a dozen syllables, precise timing, and vocalizations foreign even to the most multilingual character. If you're a truenamer, you use this skill every time you deliver an utterance or make a recitation. If you're a spellcaster with a truename spell at your disposal, you make a Truespeak check to cast the spell properly. Members of prestige classes such as the fiendbinder, acolyte of the ego, and brimstone speaker make Truespeak checks to activate their class features.

You can also make a Truespeak check as a free action to identify an utterance being spoken, even when it's not your turn. The DC of this check is equal to the DC to speak the utterance you wish to identify.

Of the standard classes, only the truenamer has Truespeak as a class skill. Other characters can avoid the high cost of cross-class skills by taking the Truename Training feat (described on page 229).

This skill doesn't represent your ability to learn and know truenames so much as it represents your ability to say them aloud. Each truename is complex and exacting enough that just overhearing a truename—even a personal truename— doesn't give you any particular facility for pronouncing it yourself. That takes continuous vocal exercises and endless study.

Check You can pronounce the truename of a creature (such as "orc," "horse," or "red dragon") by succeeding on a Truespeak check with a DC of 15 + (2 × the creature's CR). For creatures that don't have Challenge Ratings, such as player characters, use a DC of 15 + (2 × the creature's HD). Speaking the truename of a magic item has a DC of 15 + (2 × item's caster level).

Speaking a creature's personal truename increases the DC of the Truespeak check by 2. You gain a +4 competence bonus on Truespeak checks for saying your own personal truename.

Because saying a truename is such an idiosyncratic, exacting task, you can't take 10 or take 20 on Truespeak checks.

Shield and Weapon[edit]

Remember to use decastave for summon your quarterstaff of force.

You can have a lot of spell that add Force armor to you, remember to use it. In case you have Deflect Lesser that is a reaction, if you forgot to activate.
With the specialization in force all this armor are increased by +2.
Maximum armor you can reach is (8+2)+(8+2)+(4+2)+(6+2)=+34+dex+10= 45AC
In the end you can use some other spell for disturb, protect or push your enemy.

If you have a problem with Spell resistance, remember that you can change type of damage of your missile with Force Missile Mage (Energy Missile) and swicth to your specialization(Energy Affinity) for add +1 to your caster level and than you can push your magic missile with Arcane Duelist that give you +2 to your caster level. I suggest you to take your specialization in sonic.

Side Notes[edit]

At level 20,
During the turn of movement use Quicken Spell (+4 slots, but with arcane thesis and easy metamagic decreases to +2) on your arcane missiles that are basic spell liv 1, enhanced with silent spells(+0), immobile(+0), Repeat spell (+3 that becomes +2), Twin spell (+4 that becomes +3 ) then launching during the turn of combat a spell of liv 8 that hurls 14 enchanted darts, each making 1d4+13 (1d4+1+1 for Force specialization, +3 for Battle magic, +8 for Righteous Evocation).(min 196, max 238 damage).
Then during the turn action performs another spell arcane missile enhanced with silent spells(+0), motionless(+0), Repeat spell (+2), Twin spell (+3) then casting a spell of level 6 that throws 14 enchanted darts, each making 1d4+11(1d4+1+1 for Force specialization, +3 for Battle magic, +6 for Righteous Evocation).(min 168, max 210 damage)

At the beginning of the turn after automatically are flung as free action 28 enchanted missile mage that make 14x 1d4+13 and 14x 1d4+11. Thanks to Repeat spell.

Currently the damage dealt is: min 728 max 896.
During movement action and attack action repeat pattern.
Currently the damage dealt is: min 1.456 max 1792.

If any enemies are still alive by accident, remember that you can repeat the pattern and decrease the spell level by 3 points for less damage but keep the same power-ups thanks to the turn undead.

The class is structured to make it grow during a campaign, as you can see from the progression you take with slowness talents and skills that will serve later, but leaving a constancy in growth too.

Enjoy!!

P.s. Remember that you can use Maximize spell too, in the magic missile with turn undead for reach the max damage in this 2 turn without increase levl of the spell.



Limitations[edit]

The conditions are that the party is positive of alignment, as the burst damage of the class is taken at level 18 with the Holy scourge having a code of conduct and inflicting increased damage to the evil creatures.

DM Counters[edit]

So much life or a resistance to spells, when the clash begins do not use creatures with intelligence less than 10 (which by regulation attack the last creature that did him a damage, or follow orders) and target the wizard.

Miscellaneous[edit]

Class skill:
= Wizzard =
- Energy Affinity (Ex): Evokers using this variant must choose an energy type (acid, cold, electricity, fire, or sonic). This choice is made upon character creation and cannot be altered thereafter. Any time the character casts an evocation spell with the chosen energy type, she casts the spell as if her caster level were one higher (affecting range, duration, damage, caster level checks, and any other factor influenced by caster level).
- Arcane Duelist (Su): Wizards with this ability are specially trained to push their spells when needed to gain the upper hand. When pushing a spell, the wizard can choose one of the three following effects: increase a spell's DC by +1, add +2 to the level check to overcome spell resistance, or add a +2 morale bonus on attack rolls made with the spell. A wizard can use this ability a number of times per day equal to his Intelligence bonus. Using this ability is a swift action.
- Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
- Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
- Spells: A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
- Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to her own.

= Force Missile Mage =
- Spells: A force missile mage continues training in magic as he gains levels. At each level after 1st, the force missile mage gains new spells per day (and spells known, if applicable) as if he had also gained a level in an spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If the character has levels in more than one spellcasting class before becoming a force missile mage, he must decide to which class he adds each level of force missile mage for the purposes of determining spells per day.
- Bonus Missile: At 1st level, a force missile mage gains increased mastery over his spell of choice. Every time he casts magic missile he creates an addition missile, even if this extra missile exceeds the normal maximum of five missiles that the spell normally allows. Thus, a 1st-levelforce missile mage/6th-level wizard creates five magic missiles, while a 1st-level force missile mage/8th- level wizard produces six missiles. At 5th level, the force missile mage benefits from an additional bonus missile. This means that a high-level force missile mage can create up to seven missiles with a single casting of magic missile.
- Still Missile (Ex): All of the force missile mage's magic missile spells lack a somatic component. He casts magic missile as if using the Still Spell feat but without an increase in spell level.
- Energy Missile (Ex): A force missile mage becomes intimately attuned to the energies that compose the spell magic missile and may alter them in significant ways. Starting at 2nd level, a force missile mage may add either the acid, cold, electricity, or fire descriptor to any magic missile he casts. The type of energy added to the spell is chosen at the time of casting, and you can choose a different type of energy each time you cast magic missile. This altered descriptor affects all missiles created by a single casting of magic missile. Although still a force spell, any magic missile altered in this way deals additional damage against vulnerable creatures and less damage against creatures with related resistances and immunities.
- Swift Shield (Sp): A force missile mage realizes the need to defend himself against the magic missiles of other spell casters. A 2nd-level force missle mage can cast Shield once per day as an immediate action. (An immediate action is like a free action, but only once can be made per round.) This spell is cast in addition to the force missile mage's usual number of spells per day and at the force missile mage's highest caster level.
- Overpowering Missle: At 3rd level, the force missile mage's Magic Missile spells become especially potent, breaking through spell resistance more readily than normal. He gains a +2 bonus on caster level checks made to overcome a creature's spell resistance with the spell Magic Missile. This benefit only applies to Magic Missile spells he casts. In addition, a force missile mage's Magic Missiles might penetrate Shield spells and Brooches of Shielding. Against such protections, the force missile mage makes a caster level check with a DC equal to the caster level, in the case of Shield, or DC 20, in the case of a brooch.
- Reflective Shield (Sp): At 4th level, a force missile mage can reflect the spell Magic Missile. For the purposes of being affected by Magic Missile, a force missile mage is constantly treated as being under the effect of the spell Spell Turning, thus reflecting offensive Magic missiles back at the caster. If that caster is protected by a Shield spell or a Brooches of Shielding, these reflected Magic Missiles are negated as normal. Missiles reflected back against a caster who also has Spell Turning in effect require the force misslie mage to roll on the Spell Turning mishap chart.

= Argent Savant =
- Spells per Day/Spells Known: At each level after 1st, an argent savant gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an argent savant, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
- Force Specialization: An argent savant gains a +2 competence bonus on attack rolls made with her force spells. She also adds a +1 bonus to each die of damage dealt by spells she casts with the force descriptor. If the force spell doesn’t deal damage expressed by dice, she adds only a +1 bonus to the total damage dealt. For example, a magic missile cast by a 9th-level wizard/1st-level argent savant deals 1d4+2 points of damage per missile. A 9th-level wizard/4th-level argent savant deals 4d6+7 points of force damage with her Mordenkainen’s sword spell.
- Force Armor (Ex): At 2nd level and higher, an argent savant gains more benefit from defensive force spells than other characters. If she casts a force spell that provides an armor bonus or a shield bonus to Armor Class, she increases the spell’s normal armor bonus by 2. For example, mage armor normally adds an armor bonus of +4 to the caster’s AC, but an argent savant with this ability who casts mage armor adds an armor bonus of +6 to her AC.
- Enduring Force (Ex): Force spells cast by an argent savant of 3rd level or higher linger longer than normal, and they are more difficult to counter or dispel. The duration of a force spell cast by the savant is doubled, as if the Extend Spell feat had been applied to it. However, the spell’s level and casting time are unchanged. The same restrictions that apply to extended spells apply to spells affected by enduring force. In addition, the DC required to counter or dispel the argent savant’s force spells increases by 4.

= Sacred Exorcist =
- Spells per Day/Spells Known: A sacred exorcist advances in spellcasting ability as well as learning the skills of exorcism. Thus, when a new sacred exorcist level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This means that she adds the level of sacred exorcist to the level of another spellcasting class the character has, then determines spells per day accordingly.
- Exorcism (Su): As a full-round action, a sacred exorcist can force a possessing creature or spirit out of the body it inhabits. To exorcise a possessing creature, the exorcist makes a class level check (also adding her Charisma modifier, if any), against a DC of 10 + the possessing creature's HD + its Charisma modifier (if any). If the exorcist's result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.
- Turn Undead (Su): Sacred exorcists can turn undead as clerics do. If a sacred exorcist has this ability from another class, her class levels stack to determine her effective turning level.

= Holy Scourge =
- Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a holy scourge, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
- Code of Conduct: You must devote yourself to the destruction of evil, particularly those who use evil magic and innately evil creatures. You must not resort to evil methods to achieve these goals. You might briefly ignore a lesser evil for the sake of defeating a greater one, but otherwise you must make every reasonable effort to obliterate evil wherever you find it. Should you ever violate this code or step outside the boundaries of what is considered acceptable good-aligned behavior, you lose your holy scourge class features.
- Dedicated Spellcaster (Ex): You gain a +1 bonus to your caster level when casting good spells. You may not cast evil spells.
- Righteous Evocation (Su): Your evocation spells are infused with a small amount of good-aligned divine energy. Against evil creatures, your evocation spells deal an extra 1 point of damage per spell level. This extra damage applies to all creatures damaged by the spell. This extra damage consists of pure divine energy and is not subject to being reduced by resistance or immunity. At 5th level, this extra damage increases to 2 points per spell level.

= War Mage =
- Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a holy scourge, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
- Arcane Aegis (Su): The War Mage may designate one ally within 30 ft and add his Charisma modifier (if positive) as a morale bnus to the ally's AC. Every other level (at 3rd and at 5th level) the number of allies so aided increase by 1.<br - Battle Magic (ex): at 1st level, the War Mage increase the effectiveness of his combat spells. Any spell cast by the War Mage that cause damage gains a +1 bonus hit point per die of damage. At 3rd level, this bonus increase to +2, and at 5th level, this bonus increase to +3.
- Armored Spellcasting (EX): A War Mage is better able than other characters to cast arcane spells while wearing armor. At 2nd level the War Mage reduces the arcane spell failure change by -5%. At 4th level, this ability increase to -10%. This ability stacks with the benefits of other classes that have this ability, such as Knight of the Thorn. (Note that this does not lift the armor restriction of other classes, such ad Wizard of High Sorcery.)
- Metamagic (Ex): A War Mage learns to use his spell to maximum effectiveness against his enemies. At 2nd level and again at 4th level, the War Mage gains a bonus Metamagic Feat, selected from the following list: Empower Spell, enlarge spell, Maximize spell, Widen spell, and Twin spell.



Proficiency:
- Weapons and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
- Weapons and Armor Proficiency: Sacred exorcists are proficient with all simple weapons. They do not gain proficiency with any type of armor or with shields, but usually carry these proficiencies from their previous class.
- Weapons and Armor Proficiency: Force missile mages gain no new weapon or armor proficiencies.
- Weapons and Armor Proficiency: War mages gain no new weapon or armor proficiencies.
- Weapons and Armor Proficiency: Argent savants gain no proficiency with any weapon or armor.
- Weapons and Armor Proficiency: Holy Scourge gain no proficiency with any weapon or armor.


Back to Main Page3.5e HomebrewOptimized Character Builds