Fighter/Warmage

Some fighters don’t or can’t rely solely on their martial abilities, perhaps from the circumstances they often find themselves in combat. These soldiers go into battle armed with innate magical abilities  that add potency to their martial skill. Versatility is the name of the game for those taking the path of the warmage, the abilities of a mage and the skill of a warrior, while not fully integrated, working together to a common end.

A warmage has trained in combining martial prowess with elementary magecraft.

A Fighter Archetype by Ask (Knight Dude) for ffd20

Original Link

## Class Skills

Warmage adds Spellcraft, Knowledge (arcana) and Use Magic Device to their list of class skills, instead of Handle Animal or Ride.

This alters the fighter’s class skills.

## Limit Breaks

*Arcane Form (Su):* This limit break allows the Warmage to further power themselves with their latent magical power. The warmage is under the constant effects of Arcane Strike without needing to take an action, furthermore they also add a 1d4 non elemental damage on melee attacks and they add an additional 1d4 non elemental per four levels after first. This limit break lasts for a duration of 1 round + 1 round per four fighter levels after 1st. This limit break requires only a swift action.

*Magical Bulwark (Su):* With this Limit Break, the Warmage forms a defensive shield that defends them from Magical threats, at the expense of their ability to cast in return. While using this limit break Warmage gains a +2 bonus against the saving throws of Spell and Spell-like effects, this bonus goes up by +1 every four levels after first. Furthermore they gain Elemental Resistance against Fire, Water, Earth, Ice, Lightning and Wind equal to their warmage level. However for the duration they are unable to cast spells. This limit break lasts for a duration of 1 round + 1 round per four fighter levels after 1st. His Limit Break only requires only a swift action.

This Ability replaces the Fighter Limit Breaks.

## Mage’s Strike (Su)

At 1st level a Warmage gains Arcane Strike as a bonus feat. To determine the effects of the Arcane Strike, the Warmage may use their Fighter Level as a caster level for the effects of the feat. Furthermore when using Arcane strike, each use of the ability lasts half their fighter level in rounds.

At 5th level, when they activate Arcane Strike, they can choose to also give their weapons the earthen, jetstream, roaring, flaming, frost, shock, or thundering weapon special ability. They make this choice each time they activate Arcane Strike, and it lasts for the same duration.

This ability replaces Chosen Weapon.

## Fundamentals of Magic (Sp)

Though less formally trained in the arts of magic than the common mage, Warmages are still adept at the use of a few of the fundamentals. At 3rd level a Warmage may, at will, cast Detect Magic and Elemental Orb as the spells.

This ability replaces Overhand Chop.

## New Talents

A warmage has access to the following fighter talents when selecting a fighter talent.

*Warmage’s Training:* The warmage may select an item creation or metamagic feat. The warmage must still meet all prerequisites for a bonus feat, including caster level minimums. This talent may be taken more than once. Each time, a different feat must be selected. The Warmage must be at least 6th level to take this talent.

*Familiar (Ex):* The warmage forms a powerful bond with a familiar. A familiar is a magical pet that enhances the black mage’s skills and senses and can aid him in magic. See this link for more information on familiars: Familiars

## Spell

Beginning at 4th level, a warmage gains the ability to cast spells, which are drawn from the warmage spell list. Like most spellcasters, a warmages can find or purchase scrolls with spells to add to their repertoire. Unlike other spellcasters, a warmage wearing armor does not affect their spellcasting ability.

To learn or cast a spell, the warmage must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a warmage’s spell is 10 + the spell level + their Charisma modifier. In addition, a warmage gains additional MP for having a high attribute (Charisma).

Through 3rd level, a warmage has no caster level. At 4th level and higher, their caster level is equal to their fighter level – 3.

This ability replaces Physical Resilience, Backswing, Warcry, Weapon Unity, Devastating Blow and Assured Blow.

## Caster’s Edge (Su)

Warmages pride themselves in their ability to infuse their magics onto their weapons. At 5th level a Warmage gains the ability to treat any weapon they wield as if it has the Spell Storing weapon ability, though it can only be used to store spells casted by the Warmage. A warmage may use Caster’s Edge a number of times per day equal to 3 + their Charisma modifier.
Furthermore, at 13th level they may store two spells inside of a Spell Storing weapon at a time, though they are still only able to cast one per turn.
This ability replaces Reliable Strike and Weapon Guard.

## Spell Critical (Su)

At 15th level, whenever a warmage successfully confirms a critical hit, they can cast a spell as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell’s components.
This ability replaces Unstoppable Strike.

## Arcane Conqueror (Su)

The Warmage no longer just uses his martial skills alongside their arcane abilities, but makes them go further. At 20th level whenever the Warmage deals damage from a spell while having Arcane Strike active, they add feat's damage as a bonus to the normal spell damage. Furthermore, when casting spells through Spell Critical, they reduce the cost of any metamagic feat known by one MP less than standard, which is only applied to one metamagic per spell.
This ability replaces Weapon Mastery.