Shackled Warmage (3.5e Prestige Class)
Shackled Warmage[edit]
“ | I gave my soul! My Magic! And for what? A never ending war and never ending tragedy! | ” |
—Balmut, Dwarven Shackled Warmage Commander, A hundred truths about magic. |
Magic is not just butterflies and glitter. Not everyone has the luxury of learning magic day for day in a school. Some have to learn in a battlefield with dragons, undead and worse.
Becoming a Shackled Mage[edit]
Hero's that persue the Shackled Mage Prc don't take this path out of interest or for persue of strength. Most people following this path are in dire need of magic which allows them to return alive from the battlefield. Mage's are researchers, students and most of all dreamers. But reality often looks grim for any wizard, sorcerer or even clerics when war breaks out. In war everyone is used. Even the weakest sorcerer only capable of casting "purify water" is a needed asset in war. But to make matters worse spellcasters are top priority on the battlefield and only few ever survive. Situations like these ask for drastic measures and many wizards decide to shackle themselves to spirits, demons or even worse simply to survive the next night. Only the fewest of magicians ever take this path freely after all it harbors insanity and darkness.
Alignment: | Any. |
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Base Attack Bonus: | 2 |
Race: | Any. |
Skills: | Knowledge Arcana 5, Spellcraft 5. |
Feats: | Familiar or Animal Companion feat, Craft Wondrous Item, Craft Construct. |
Spellcasting: | Able to use one arcane spell. |
Special: | In order to become a Shackled Warmage you need to sacrifice 20 empty spellbooks(300g), your Familiar/Pet and 1 magical item of any kind. This ritual takes 1 day to complete and will chain you the ethereal plane which comes with its own demerits. Sacrificing your Familiar/Animal Companion won't result in the usual repercussions but will make you loose your Familiar/Animal Companion feat and you will loose all bonuses that were granted by them. |
Level | Base Attack Bonus |
Saving Throws | Special | Spellcasting | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | 0 | 1 | 1 | 1 | Soul Grimoire, Shackled Beast | +1 level in any spellcaster class | |||||||||||||||||||||||||||||||||||
2nd | 0 | 1 | 1 | 2 | +1 level in any spellcaster class | ||||||||||||||||||||||||||||||||||||
3rd | 0 | 1 | 1 | 3 | +1 level in any spellcaster class | ||||||||||||||||||||||||||||||||||||
4th | 0 | 2 | 2 | 4 | +1 level in any spellcaster class | ||||||||||||||||||||||||||||||||||||
5th | 1 | 2 | 2 | 5 | +1 level in any spellcaster class | ||||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level) |
Class Features[edit]
All of the following are class features of the Shackled Warmage.
Spellcasting: At each level and each level after first, 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 Shackled Warmage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Spells: To cast a particular spell, you must have an Int score of at least 10 + the spell's level. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int Modifier or the grimoire's Int modifier which ever is higher.
Soul Grimoire:After successfully connecting oneself to the forgotten library of Oghma and chaining oneself to it, Shackled Warmages are able to draw enormous power and focus it into a Half Ehtereal Grimoire named the "Soul Grimoire". The Soul Grimoire, which is a chained semi-transparent book, is an intelligent item granted by Oghma's Avatar and has the only purpose of accumulating knowledge. Spells cast using this grimoire will always drain the spellcaster a bit of their lifeforce which results in 1d4 dmg per spell cast. The Soul Grimoire besides feeding on life force also needs food in form of books, scrolls, pages, runes or anything close to that. However it prefers to feed on items that contain written knowledge which it can store in its own demiplane library. Knowledge devoured this way can always be accessed by the Shackled Warmage and if need arises also be cast if its a spell. This way Soul Grimoires can accumulate higher level spells for later use. A Soul Grimoire has by default access to all 0 to 5th level arcane spells and can be cast indefinitly only limited by the life force of a mage. Spells can only be cast if the Shackled Warmage has access to the appropriate spell level already. Spellssafe dc is 10 + spelllevel + Int Modifier of the Soul Grimoire or the Shackled Warmage whichever is higher. Stats of the book can be found further below. A Grimoire can't be fully destroyed only banned to Oghma's plane by defeating it. A Shackled Warmage can resummon it by taking 3d4 damage. The book is half Ethereal and can only be touched by its master, ghosts or with a ghost touch spell.
Shackled Beast:A Shackled Beast is the second addition of the Shackled Warmage and is directly chained to her. It is unable to speak but can telepathically talk with the Shackled Warmage. It acts as a guardian for its fragile master and steps in if it sees its master in danger, Intercept Enemy Attack forces the enemy to make a reflex save of 15 or be forced to attack the Shackled Beast instead. This ability activates whenever the Shackled Warmage is attacked or target of a spell. A list of stats and abilities are found further below. If the Shackled Beast is destroyed it can be resummoned for 3d4 life force after 3 rounds of casting. For every level taken in Shackled Warmage his Beast becomes stronger. His Beast counts as a NPC and can enchant his armored body and his arms.
Soul Grimoire[edit]
Size/Type: | Diminutive Intelligent Item, (Ethereal) |
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Hit Dice: | 1d2 (2 hp) |
Initiative: | - |
Speed: | fly 30 ft. (poor) |
Armor Class: | 18 (+4 size, +0 Dex), touch 18, flat-footed 18 |
Base Attack/Grapple: | -/— |
Attack: | — |
Full Attack: | — |
Space/Reach: | 10 ft./0 ft. |
Special Attacks: | Devour Written Knowledge, Speech, Reading(same as master) |
Special Qualities: | Darkvision 60 ft., Magic Immunity, Resummon, Ethereal half |
Saves: | Fort -, Ref -, Will +4 |
Abilities: | Str -, Dex -, Con -, Int 18, Wis 18, Cha 10 |
Skills: | Listen +4, Spot +4, Knowledge Arcana (Int) +15 |
Feats: | ego 10 |
Environment: | Ogmah's library |
Organization: | Book, Library |
Challenge Rating: | 0 |
Treasure: | None |
Alignment: | as master |
Advancement: | None |
Level Adjustment: | — |
Shackled Beast 1st Level[edit]
Size/Type: | Large Construct, Ethereal |
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Hit Dice: | 24d8 (96 hp) |
Initiative: | +4 |
Speed: | 40 ft |
Armor Class: | 20 (–1 size, +4 Dex, +8 natural, touch 12, flat-footed 16 |
Base Attack/Grapple: | +8/+1/19 |
Attack: | Slam 1d8 |
Full Attack: | 2 Slams 2d8 |
Space/Reach: | 10 ft./10 ft. |
Special Attacks: | Intercept enemy attacks |
Special Qualities: | Darkvision 60 ft., SR 10 |
Saves: | Fort +10, Ref +5, Will +10 |
Abilities: | Str 25, Dex 19, Con -, Int 10, Wis 10, Cha 2 |
Skills: | Listen +4, Spot +4 |
Feats: | — |
Environment: | Ethereal Plane |
Organization: | Ghost, Solitary |
Challenge Rating: | 6 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | as per level in Shackled Warmage |
Level Adjustment: | — |
Shackled Beast 2nd Level[edit]
Size/Type: | Large Construct, Ethereal |
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Hit Dice: | 28d8 (112 hp) |
Initiative: | +4 |
Speed: | 40 ft |
Armor Class: | 22 (–1 size, +4 Dex, +10 natural, touch 12, flat-footed 18 |
Base Attack/Grapple: | +9/+3/22 |
Attack: | Slam 1d10 |
Full Attack: | 2 Slams 2d10 |
Space/Reach: | 10 ft./10 ft. |
Special Attacks: | Intercept enemy attacks |
Special Qualities: | Darkvision 60 ft., SR 15 |
Saves: | Fort +11, Ref +5, Will +11 |
Abilities: | Str 28, Dex 19, Con -, Int 10, Wis 10, Cha 2 |
Skills: | Listen +5, Spot +5 |
Feats: | — |
Environment: | Ethereal Plane |
Organization: | Ghost, Solitary |
Challenge Rating: | 7 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | as per level in Shackled Warmage |
Level Adjustment: | — |
Shackled Beast 3rd Level[edit]
Size/Type: | Huge Construct, Ethereal |
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Hit Dice: | 32d8 (128 hp) |
Initiative: | +5 |
Speed: | 40 ft |
Armor Class: | 24 (–2 size, +4 Dex, +12 natural, touch 13, flat-footed 20 |
Base Attack/Grapple: | +11/+6/+1/25 |
Attack: | Slam 1d12 |
Full Attack: | 3 Slams 3d12 |
Space/Reach: | 20 ft./20 ft. |
Special Attacks: | Intercept enemy attacks |
Special Qualities: | Darkvision 60 ft., SR 20 |
Saves: | Fort +12, Ref +6, Will +12 |
Abilities: | Str 31, Dex 20, Con -, Int 10, Wis 10, Cha 2 |
Skills: | Listen +6, Spot +6 |
Feats: | — |
Environment: | Ethereal Plane |
Organization: | Ghost, Solitary |
Challenge Rating: | 8 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | as per level in Shackled Warmage |
Level Adjustment: | — |
Shackled Beast 4th Level[edit]
Size/Type: | Huge Construct, Ethereal |
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Hit Dice: | 35d8 (140 hp) |
Initiative: | +5 |
Speed: | 40 ft |
Armor Class: | 27 (–2 size, +5 Dex, +15 natural, touch 13, flat-footed 22 |
Base Attack/Grapple: | +13/+6/+3/29 |
Attack: | Slam 2d8 |
Full Attack: | 3 Slams 6d8 |
Space/Reach: | 20 ft./20 ft. |
Special Attacks: | Intercept enemy attacks |
Special Qualities: | Darkvision 60 ft., SR 25 |
Saves: | Fort +14, Ref +6, Will +14 |
Abilities: | Str 34, Dex 20, Con -, Int 10, Wis 10, Cha 2 |
Skills: | Listen +8, Spot +8 |
Feats: | — |
Environment: | Ethereal Plane |
Organization: | Ghost, Solitary |
Challenge Rating: | 9 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | as per level in Shackled Warmage |
Level Adjustment: | — |
Shackled Beast 5th Level[edit]
Size/Type: | Huge Construct, Ethereal |
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Hit Dice: | 35d10 (175 hp) |
Initiative: | +5 |
Speed: | 40 ft |
Armor Class: | 30 (–2 size, +5 Dex, +18 natural, touch 13, flat-footed 25 |
Base Attack/Grapple: | +17/+12/+6/+1/34 |
Attack: | Slam 1d20 |
Full Attack: | 4 Slams 4d20 |
Space/Reach: | 20 ft./20 ft. |
Special Attacks: | Intercept enemy attacks |
Special Qualities: | Darkvision 60 ft., SR 30 |
Saves: | Fort +15, Ref +6, Will +15 |
Abilities: | Str 37, Dex 20, Con -, Int 10, Wis 10, Cha 2 |
Skills: | Listen +10, Spot +10 |
Feats: | — |
Environment: | Ethereal Plane |
Organization: | Ghost, Solitary |
Challenge Rating: | 10 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | as per level in Shackled Warmage |
Level Adjustment: | — |
Ex-Shackled Warmage[edit]
A player can't exit this class by normal means. He can only take levels in other classes after he took five levels into this class.
Campaign Information[edit]
Playing a Shackled Warmage[edit]
Combat: Spellburst
Advancement: This class advances best with other spellcasting classes.
Resources: None
Shackled Warmages in the World[edit]
“ | I miss school! | ” |
Shackled Warmages are found on almost all battlefields.
NPC Reactions: Their talking book is really annyoing
Shackled Warmage Lore[edit]
Characters with ranks in Knowledge Arcana can research Shackled Warmages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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11 | Almost every former magic student becomes a Shackled Warmage on the battlefield. |
16 | It seems they form a pact with Oghma to boost their spell repertoire in exchange for part of their life. |
21 | Many of them overused their abilities and died. It seems the Grimoire dissapears back to Oghma. |
26 | Nobody really knows why Oghma is asking for more than just knowledge but also part of their soul. Hard to believe he is a neutral god. |
Shackled Warmages in the Game[edit]
Shackled Warmages are students, researchers and mainly spellcasters that weren't prepared for war but still wanted to survive no matter the cost.
Adaptation: This class fits into warmongering campaigns the best.
Sample Encounter: Battlefield, Sorcerer 5/ Shackled Warmage 5, CR15
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