The surging power of the arcane draws some spellcasters to hone their craft for battle just as a blacksmith forges a weapon. A warmage wields the raw energies of the elements on the battlefield as deftly as a warrior wields his sword. Drafted into arcane war colleges at a young age, a warmage becomes an adept master of evocation and abjuration magic; through rote repetition each warmage can command his arcane abilities without need of spell books or preparation.
Warmages are often exemplified as heroes and are readily identified by common folk. Since most war colleges are under the patronage of local nobility, most warmages end up serving as arcane artillery in an invading army or as prized keepers of the peace within their city's walls. A warmage with more wanderlust in his heart can easily find employment on the road with bounty hunters, local mercenary bands, or even as a lawman in a smaller settlement. Few warmages find themselves comfortable living within the confines of scholarly mages' guilds, since their hearts often yearn for conflict and martial challenge.角色定位（Role）
：A warmage's home is on the field of battle. Stunningly powerful evocations do massive damage to his foes while his vigilant use of abjurations defends his allies. Outside of combat a warmage's talents are limited, but his tenacity and cleverness can be useful in surmounting seemingly impassible obstacles.陣營（Alignment）
：Warmages of all alignments are found throughout the world. As a result of the highly regimented nature of their training, their alignments often match the attitudes of the local government.生命骰（Hit Die）
：3d6 x 10gp （平均 105gp）起始年齡（Starting Age）
戰法師的本職技能是：Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha)。每級技能點數
：2 + 智力調整值。表：戰法師
|等級 ||基本攻擊加值 ||強韌豁免 ||反射豁免 ||意志豁免 ||特殊||1級||2級||3級 ||4級 ||5級 ||6級 ||7級 ||8級 ||9級|
|1級||+0||+2||+0||+2|| Arcane blast, cantrips, energy resistance, warmage’s edge ||3||—||—||—||—||—||—||—||—|
|2級||+1||+3||+0||+3|| Energy substitution ||4||—||—||—||—||—||—||—||—|
|3級||+2||+3||+1||+3|| Solo tactics, teamwork feat ||5||—||—||—||—||—||—||—||—|
|4級||+3||+4||+1||+4|| Circle spell ||6||3||—||—||—||—||—||—||—|
|5級||+3||+4||+1||+4|| Empower spell ||6||4||—||—||—||—||—||—||—|
|7級||+5||+5||+2||+5|| Arcane evolution, medium armour ||6||6||4||—||—||—||—||—||—|
|8級||+6/+1||+6||+2||+6|| Circle spel ||6||6||5||3||—||—||—||—||—|
|9級|| +6/+1 ||+6||+3||+6|| Evasion, teamwork feat ||6||6||6||4||—||—||—||—||—|
|10級||+7/+2||+7||+3||+7|| Enlarge spell ||6||6||6||5||3||—||—||—||—|
|12級||+9/+4||+8||+4||+8|| Circle spell ||6||6||6||6||5||3||—||—||—|
|13級||+9/+4||+8||+4||+8|| Arcane evolution, heavy armour ||6||6||6||6||6||4||—||—||—|
|15級||+11/+6/+1||+9||+5||+9|| Teamwork feat ||6||6||6||6||6||6||4||—||—|
|16級||+12/+7/+2||+10||+5||+10|| Circle spell ||6||6||6||6||6||6||5||3||—|
|17級|| +12/+7/+2 ||+10||+5||+10|| Improved evasion ||6||6||6||6||6||6||6||4||—|
|19級||+14/+9/+4||+11||+6||+11|| Arcane evolution ||6||6||6||6||6||6||6||6||4|
|20級||+15/+10/+5||+12||+6||+12|| Champion of the circle, circle spell, elemental dynamism ||6||6||6||6||6||6||6||6||6|
後述內容為戰法師的職業能力。武器與防具擅長（Weapon and Armor Proficiency）
：A warmage is proficient with all simple weapons, light armour, and shields (except tower shields). He is also proficient with the short sword, and long sword. He can cast warmage spells while wearing light armour and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a warmage wearing medium armour, or heavy armour incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass warmage still incurs the normal arcane spell failure chance for arcane spells received from
：A warmage casts arcane spells, which are drawn from the warmage spell list. When he gains access to a new level of spells, he automatically knows all the spells for that level on the warmage’s spell list. He can cast any spell he knows without preparing it ahead of time. To cast a spell, a warmage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warmage’s spell is 10 + the spell level
+ the warmage’s Intelligence modifier.
Like other spellcasters, a warmage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 4: Warmage. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A warmage need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Due to the focused nature of his magical studies, the spellcasting abilities provided by his warmage levels does not qualify him for feats or traits which add spells or cantrips from another class’ spell list to his own.（Arcane Blast, Sp）
：A warmage may harness his elemental power into a single blast of arcane energy. Every 1d4 rounds, as a standard action, a warmage can make a ranged touch attack against a creature within 60 feet dealing 1d10 points of elemental damage; the type of this damage is tied to the favoured energy of a warmage’s circle. The target of an arcane blast receives no saving throw. The warmage requires one free hand to use his arcane blast
At 2nd level, and every three warmage levels thereafter, the damage inflicted by an arcane blast increases by 1d10 to a maximum of 8d10 at 20th level.
For all effects relating to spell level (such as spell turning), an arcane blast is considered to have a spell level equal to the number of d10’s rolled for damage. Unlike most spell-like abilities, a warmage may apply any metamagic feat he knows to an arcane blast; he must sacrifice a number of d10 damage dice equal to the spell level adjustment of the feat (though it must still be able to deal a minimum of 1d10 damage). Applying metamagic to an arcane blast does not increase its casting time.（Bonus Languages）
：A warmage may substitute Draconic for one of the bonus languages available to the character because of his race.（Cantrips）
：Warmages know all of the cantrips, or 0-level spells, listed on the warmage spell list. These spells are cast like any other spell, but they do not consume any slots and may be used again.（Circle Enrollment）
：All initiates enrolled in the war college are sorted into elementally aligned circles. Each circle exhibits a strong affinity to one of the four elements; all warmage spells cast with the favoured descriptors of a warmage’s circle are done so at +1 caster level. Furthermore each circle is not well attuned to a conflicting element; all warmage spells cast with the opposed descriptors of a warmage’s circle are done so at -1 caster level (minimum 1).
A warmage must select one circle upon taking his first level of warmage. Once made, this choice cannot be changed.
At 4th level, and every four levels thereafter, a warmage can choose to learn a new spell, derived from his circle’s spell list. This spell can be of a level no higher than that of the highest- level spell he already knows. Instead of learning a spell from his circle’s list, a warmage may also elect to complete his own independent research to learn a new spell of his choosing. He may select any spell from the abjuration or evocation schools on the wizard/sorcerer spell list and add it to his own. Once a new spell is learned, it is forever added to his spell list and can be cast just like any other spell on the warmage spell list.
At 7th, and every six levels thereafter, a warmage gains an arcane evolution unique to his circle. These evolutions allow the warmage to apply various powerful effects to his arcane blast. The warmage can apply any number of these evolutions to his arcane blast.
At 20th level, a warmage gains a versatile movement form known as elemental dynamism. These movement forms also usually offer the warmage additional boons to his senses or abilities while in use.（Energy Resistance, Ex）
：A warmage gains resistance 5 to his circle’s favoured energy. At 5th level, and every five levels thereafter, this resistance increases by 5 (to a maximum of 20 at 15th level).（Warmage’s Edge, Su）
：A warmage is a master of dealing damage with his spells. Whenever he casts a warmage spell that deals hit point damage, he adds his Intelligence bonus to the amount of damage dealt (minimum 0). This extra damage is not applied to an opponent who successfully saves against the warmage’s spell (even if saving only halves the spell’s damage), nor is it multiplied on a successful critical hit. A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals this extra damage to all creatures in the area it affects. However, if a 3rd- level warmage casts magic missile and produces two missiles, only one of them (of the warmage’s choosing) gains the extra damage. If a spell deals damage for more than 1 round, it deals this extra damage in each round. This extra damage is also applied to the warmage’s arcane blast.
Scrolls scribed by a warmage do not gain any benefit from warmage’s edge. Scrolls activated by a warmage also gain no benefit from warmage’s edge. The same is true for most other magic items, such as wands and potions. However, staves activated by a warmage use not only his caster level, but also gain the benefits of warmage’s edge (if applicable).
At 8th level, a warmage names one primary target per round for his warmage’s edge from those creatures affected by one of his damaging spells. This foe must be named before any attack or save rolls are resolved. For this primary target, the additional damage from warmage’s edge is multiplied by 1/2 the spell’s level (round before multiplying, minimum 1).（Energy Substitution, Su）
：At 2nd level, a warmage’s mastery over his chosen element extends across his spell list. He is able to modify any evocation spell that deals damage of his circle’s attuned energy to use his favoured energy instead. The spell’s descriptor changes to the new energy type—for example, a fireball composed of electricity energy is an evocation [electricity] spell.
At 11th level, a warmage may also modify any evocation spell that deals damage of his circle’s neutral energy to use his favoured energy instead.
At 18th level, a warmage may also modify any evocation spell he knows that deals acid, cold, electricity, or fire damage to use any other energy type.（Solo Tactics, Ex）
：At 3rd level, all of the warmage’s allies are treated as if they possessed the same teamwork feats as the warmage for the purpose of determining whether the warmage receives a bonus from his teamwork feats. His allies do not receive any bonus from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the warmage to receive the listed bonus.（Teamwork Feat）
：At 3rd level, and every six levels thereafter, the warmage gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The warmage must meet the prerequisites of the selected bonus feat.（Empower Spell）
：A warmage gains Empower Spell as a bonus feat at 5th level. He also no longer suffers increased casting time when applying the Empower Spell metamagic feat on his warmage spells.（Medium Armour, Ex）
：At 7th level, a warmage gains proficiency with medium armour. He can cast warmage spells while wearing medium armour without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a warmage wearing heavy armour incurs a chance of arcane spell failure if the spell in question has a somatic component.（Evasion, Ex）
：At 9th level, a warmage can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the warmage is wearing light armour, medium armour, or no armour. A helpless warmage does not gain the benefit of evasion.（Enlarge Spell）
：A warmage gains Enlarge Spell as a bonus feat at 10th level. He also no longer suffers increased casting time when applying the Enlarge Spell metamagic feat on his warmage spells.（Heavy Armour, Ex）
：At 13th level, a warmage gains proficiency with heavy armour. He can cast warmage spells while wearing heavy armour without incurring the normal arcane spell failure chance.（Improved Evasion, Ex ）
：At 17th level, a warmage’s evasion improves. This ability works like evasion, except that while the warmage still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. As with evasion, improved evasion can be used only if the warmage is wearing light armour, medium armour, or no armour. A helpless warmage does not gain the benefit of improved evasion.（Champion of the Circle, Su）
：At 20th level, a warmage is named a champion of his circle, as he undergoes a metamorphosis; his body sizzles with energy and his eyes glow bright with arcane power. The warmage’s type changes to outsider with both the native subtype and the subtype of his favoured element (air, earth, fire, or water), and his energy resistance improves to immunity. He gains darkvision to a distance of 60 feet; if the warmage already has darkvision, its range is extended by 60 feet. He also gains constant benefits similar to an elemental aura spell cast upon him; this protection is always of his favoured energy type and a creature who makes a successful Reflex save (DC 20 + the warmage’s Intelligence modifier) negates all effects of the spell. This protection can be raised or lowered with a swift action. In addition to these protections, any time the warmage is subject to a poison, paralysis, sleep, or stunning effect, he has a 25% chance to avoid it.
（The War College）
Those who choose to enter the war college do so in full knowledge that they are entering into a far more harrowing training program than the apprenticeship of other spellcasters. An initiate warmage is put through trials which push him to his mental and physical limits; it bares more similarity to a military boot camp than a wizards' college. By constantly drilling with spells that are often too high in level to be safely cast by the initiates under the weight of armour the warmage's magic is instilled within his unconscious mind; as he progresses in his training these spells become instinctual, cast as easily as a master swordsman strikes and parries.（Circles and the Elements）
All warmages produced by the war college are members of a group known as a circle. Each circle is strongly devoted to one of the four basic elements (air, earth, fire, and water). It is believed that each warmage’s personality represents the most fundamental aspects of his circle’s element. Each circle also has an opposed element; warmages often find spells related to their opposed element are the most difficult to master. Among the other two elements one is typically easier to control; these so called aligned elements are connected and classified as the dynamic elements (air and fire) and the stable elements (earth and water). These affinities are summarized in Table 5: Warmage Circles.（Life in the Circles）
Once an initiate is accepted into the war college, he is brought before a panel of elders. These elders set upon the initiate with fierce interrogations and challenging tasks in an attempt to determine which of the four elements most strongly guides his spirit. Once this discernment is completed, the initiate is welcomed into his circle by his new brothers. All of an initiate's schooling is done alongside his circle; he eats, trains, and bunks with this small, tight-knit group.
Strong rivalries tend to rise up between the circles. In their downtime, initiates often engage in organized sporting events against the other circles. The college's instructors encourage these rivalries as it fosters greater competition among their ranks and challenges the initiates to always try to outperform all of their peers. These rivalries, alongside the rigours of training, forge an unbreakable bond between an initiate and his circle.
Even after an initiate is named a full warmage, he maintains a strong bond to his circle. In their barracks, warmages tend to bunk exclusively with members of their circle. They often operate in squadrons populated entirely by warmages from their circle. Even though they offer the due respect to any commander, they usually have more loyalty to one who is a member of their circle.（College Governance）
While warmages on the battlefield defer to standard military hierarchies, the war colleges are typically self governed. In these cases, the governing body consists of a council of eight appointed masters (two from each circle), and is overseen by a praetor who casts the deciding vote in the case of deadlock. The praetor is usually democratically elected by all of the masters in the war college, though he will occasionally be appointed by local political or military authorities, or (in rare instances) the praetorship may be decided by arena combat.
War colleges tend to be built in major urban centers. As such they have a large pool of senior and retired military warmages to draw from for their instructors and masters. Since the war college's council typically owes its patronage to the local royals and nobles, the only close relationships which are usually seen between war colleges occurs in large kingdoms or countries.（Dragons and the College）
Warmages feel a deep connection to dragons. This bond is particularly strong with chromatic dragons, which have a similar link to the elemental forces of the world. It is a badge of honour and a mark of great skill for a circle to possess the skull of an adult dragon of a colour appropriate to their favoured element. Colleges in which all four circles have dragon skulls are typically considered amongst the best in the world. Individual warmages exhibit a strong affinity for weapons and armour made from slain chromatic dragons. Such weapons are prized possessions of a warmage; they are treasured above all of his other items and are meticulously cared for and maintained.
戰法師法術（Warmage Spell List）
Warmages gain access to the following spells. While most of these spells are found in the Core Rulebook, those marked with 1 appear in the Advanced Player’s Guide, those marked with 2 appear in Ultimate Magic, and those marked with 3 appear in Ultimate Combat. Spells marked with 4 appear in the Advanced Race Guide and are only available to warmages of the appropriate race. Finally, spells marked with † are unique to the warmage and are described in a later section.
劇透 - :
acid splash, bleed, disrupt undead, flare, light, mage hand, ray of frost, read magic, resistance, spark 1.
abundant ammunition 3, adjuring step 3, air bubble 3, alarm, alter winds 1, burning hands, endure elements, feather fall, grease, hydraulic push 1, interrogation 2, lesser elemental orb †, mage armour, magic missile, peacebond 3, shock shield 3, stone fist 1, true strike, undine's curse 4.
acid arrow, badger's ferocity 2, blur, bull's strength, burning gaze 1, cat's grace, continual flame, darkness, death from below 4, defensive shock 2, detect thoughts, flaming sphere, frost fall 3, glide 1, groundswell 4, kinetic reverberation 3, protection from arrows, savage maw 4, steal breath 4, stone call 1, warding weapon 3.
ablative barrier 3, agonizing rebuke 4, blinding ray 4, chain of perdition 3, daylight, dispel magic, distracting cacophony 2, draconic reservoir 1, elemental aura 1, fireball, healing thief 3, hydraulic torrent 1, lightning bolt, locate weakness 3, protection from energy, rage, sleet storm, strangling hair 2, twilight knife 1, wind wall.
arcane eye, ball lightning 1, black tentacles, detonate 1, dragon's breath 1, elemental orb †, fear, fire shield, healing warmth 4, ice storm, lesser globe of invulnerability, locate creature, obsidian flow 3,
resilient sphere ,shout, stoneskin, volcanic storm 2, wall of fire, ward of the season 4.
cloudkill, cone of cold, fickle winds 2, fire snake 1, icy prison 2, interposing hand, lightning arc 2, mage's faithful hound, shadow evocation, suffocation 1, telekinesis, wall of stone, wreath of blades 3.
antimagic field, battlemind link 2, chain lightning, chains of fire 4, circle of death, control water, disintegrate, forceful hand, freezing sphere, greater dispel, magic, globe of invulnerability, ice crystal, teleport , leashed shackles , move earth, path of the winds 4.
arcane cannon ,banishment, caustic eruption, deflection , delayed blast fireball, expend , finger of death, firebrand 1, grasping hand, mage's sword, prismatic spray, scouring winds 2, spell turning, vortex 1.
clenched fist, dimensional lock, discern location, greater shout, incendiary cloud, polar ray, prismatic wall, orb of the void 2, protection from spells, scintillating pattern, seamantle 1, sunburst, telekinetic sphere, wall of lava 1.
crushing hand, elemental swarm, mage's disjunction, mass icy prison 2, meteor swarm, prismatic sphere, tsunami 1, wail of the banshee, weird, world wave 1.
|Circle||Favoured Element (Energy)[Descriptors]||Opposed Element (Energy)[Descriptors]||Attuned Energy||Neutral Energy|
|Crashing Wave||water (cold) [cold, water]||fire (fire) [fire, light]||Acid||Electricity|
|Raging Inferno||fire (fire) [fire, light]||water (cold) [cold, water]||Electricity||Acid|
|Rolling Thunder||air (electricity) [air, electricity]||earth (acid) [acid, earth]||Fire||Cold|
|Standing Stone||earth (acid) [acid, earth]||air (electricity) [air, electricity]||Cold||Fire|
The following circles are each dedicated to one of the four fundamental elements (air, earth, fire, and water). While most war colleges have representatives from all four circles, there are parts of the world where war colleges focus on empowering one particular element.
（Circle of the Crashing Wave）
The circle of the crashing wave carefully studies the element of water. Like their patron element crashing wave warmages often have a placid demeanor, but can turn into a crushing tidal wave if pushed too far. These warmages prize patience above all other virtues, for all obstacles give way to water in due course.本職技能（Class Skill）
：1st—Icicle Dagger 2, 2nd— Chill Metal, 3rd—Aqueous Orb 1, 4th—Spit Venom 2, 5th—Holy/Unholy Ice 2, 6th—Fluid Form 1, 7th—Control Weather, 8th—Destruction, 9th—Mass Suffocation 1.獎勵語言（Bonus Languages）
：A crashing wave warmage may substitute Aquan for one of the bonus languages available to the character because of his race.（Arcane Evolutions）
：The crashing wave warmage can turn his arcane blast into a powerful shard of ice which can foil his foe’s attempts to move around the battlefield.（Shape Evolution）
：At 7th level, a warmage can choose to shape his arcane blast into an 80 foot line. This shape evolved arcane blast no longer requires a successful ranged touch attack, however all creatures along this line can make a Reflex saving throw which, if successful, reduces the arcane blast’s damage by half. The DC of this save is equal to 10 + 1/2 his warmage level + his Intelligence modifier.（Rime Blast）
：At 13th level, a warmage can choose to cause frost to cling to the target of his arcane blast. A target who takes damage from such an arcane blast becomes entangled for a number of rounds equal to the arcane blast’s spell level. If this evolution is used in conjunction with the crashing wave’s shape evolution, a successful Reflex save also negates this effect.（Toppling Blast）
：At 19th level, a warmage can choose to make the impact of his arcane blast strong enough to knock its targets prone. The warmage makes trip checks against all targets hit by his arcane blast, using his caster level plus his Intelligence bonus as his CMB. If the check fails, the target cannot attempt to trip the warmage in response. If this evolution is used in conjunction with the crashing wave’s shape evolution, a successful Reflex save also negates this effect.（Elemental Dynamism, Su）
：At 20th level, a crashing wave warmage gains a swim speed of 30 feet, and can move in water without making Swim checks. If he uses this swim movement during his turn, he does not need to breathe until the beginning of his next turn. As a result, he is immune to drowning, suffocation, and attacks that require inhalation (such as some types of poisons) for this duration.
（Circle of the Raging Inferno）
The circle of the raging inferno intensely studies the element of fire. Like their patron element raging inferno warmages tend to be wild and unpredictable. These warmages prize ambition above all other virtues, for the hunger of fire is insatiable.本職技能（Class Skill）
：1st—Sun Metal 3, 2nd— Spontaneous Immolation 3, 3rd—Flame Arrow, 4th—Firetrap, 5th—Wall of Fire, 6th— Contagious Flame 1, 7th—Waves of Exhaustion, 8th—Fire Storm, 9th—Wall of Suppression.獎勵語言（Bonus Languages）
：A crashing wave warmage may substitute Ignan for one of the bonus languages available to the character because of his race.（Arcane Evolutions）
：The raging inferno warmage can turn his arcane blast into a burst which can engulf his foes in licking flames.（Shape Evolution）
：At 7th level, a warmage can choose to shape his arcane blast into an area 20 feet in radius centered on any point within 60 feet of his position. This shape evolved arcane blast no longer requires a successful ranged touch attack, however all creatures in this area can make a Reflex saving throw which, if successful, reduces the arcane blast’s damage by half. The DC of this save is equal to 10 + 1/2 his warmage level + his Intelligence modifier.（Selective Blast）
：At 13th level, a warmage can choose a number of creatures affected by his shape evolved arcane blast equal to his Intelligence modifier. These targets are excluded from the effects of the arcane blast.（Widened Blast）
：At 19th level, a warmage can choose to increase the radius of his shape evolved arcane blast up to 40 feet or to increase the range of his standard arcane blast to 120 feet.（Elemental Dynamism, Su）
：At 20th level, a raging inferno warmage’s base speed increases by 30 feet. Any time he uses this additional movement, he gains the benefit of the see invisibility spell until the beginning of his next turn.
（Circle of the Rolling Thunder）
The circle of the rolling thunder diligently studies the element of air. Like their patron element rolling thunder warmages are often seen to be aloof and brash. These warmages prize daring above all other virtues, for the wind guides all adventurers to their destiny.本職技能（Class Skill）
：1st—Shocking Grasp, 2nd— Gust of Wind, 3rd—Hostile Levitation 3, 4th— Cape of Wasps 3, 5th—Wall of Force, 6th—Dust
Form 3, 7th—Jolting Portent 3, 8th—Stormbolts 1, 9th—Storm of Vengeance.獎勵語言（Bonus Languages）
：A crashing wave warmage may substitute Auran for one of the bonus languages available to the character because of his race.（Arcane Evolutions）
：The rolling thunder warmage can split his arcane blast into two ricocheting bolts of lightning.（Shape Evolution）
：At 7th level, a warmage with two free hands can choose to split his arcane blast to strike two foes, or strike one foe for twice the damage (still requiring two successful attack rolls). Unlike spells which target multiple creatures, each foe struck by a shape evolved blast suffers the extra damage from the warmage’s edge; however a single foe targeted by two blasts does not receive double the damage. Using this shape evolved arcane blast provides penalties to attack rolls like two- weapon fighting (treating both blasts as light weapons), including the effects of the Two- Weapon Fighting feat.
At 8th level, a warmage who possesses the Improved Two-Weapon Fighting feat can make a second shape evolved arcane blast (with a -5 penalty to attack) as a part of a full-round action. At 15th level, a warmage who possesses the Greater Two-Weapon Fighting feat can make a third shape evolved arcane blast (with a -10 penalty to attack) as part of a full-round action.
These extra attacks need not target the same foes, however only one target can be named a primary target of his warmage’s edge ability.（Razor Blast）
：At 13th level, a warmage can name two targets of his shape evolved arcane blast as primary targets of his warmage’s edge ability in a single round. Furthermore, he is able to wait until after his touch attack is rolled before naming each enemy as a primary target.（Chained Blast）
：At 19th level, a warmage can choose to cause his shape evolved arcane blast to arc from foe to the next. Each arc can make a ranged touch attack at a -2 penalty against another foe who is within 30 feet of the original target and who has not been targeted by an arcane blast this round. If this attack is successful it deals half the number of d10 damage dice of the parent blast (minimum 1d10). These arcs can be chained from one foe to the next (with additional -2 penalties to attack) until the attack roll fails or until the chained blast deals 1d10 damage. For instance, a 14th-level warmage hits his first target for 6d10 damage, can arc the blast to a second target with a -2 penalty to attack for 3d10 damage, and can arc the blast to a third target with a -4 penalty to attack for 1d10 damage. All targets in the chain suffer the extra damage from warmage’s edge, but only the first foe in the chain can be named a primary target.
If a shape evolved arcane blast which deals double damage to a single foe is chained, two arcs can be made dealing half the number of d10 damage dice of a single arcane blast, although the attack penalties from two-weapon fighting are applied to subsequent arcs. For example, a 14th-level warmage with the Two-Weapon fighting feat hits his first target with a -2 penalty to attack for 12d10 damage, can arc the blast to two secondary targets with a -4 penalty to attack for 3d10 damage each, and can arc the blast to two tertiary targets with a -6 penalty to attack for 1d10 damage each.（Elemental Dynamism, Su）
：At 20th level, a rolling thunder warmage gains a fly speed of 60 feet (average). If he uses this flight during his turn he gains a +10 competence bonus to Fly checks until the beginning of his next turn.
（Circle of the Standing Stone）
The circle of the standing stone diligently studies the element of earth. Like their patron element standing stone warmages are usually shrewd and slow to act. These warmages prize consistency above all other virtues, for the stability of bedrock is the foundation of the earth.本職技能（Class Skill）
：1st—Entangle, 2nd—Shatter, 3rd—Burst of Nettles 2, 4th—Acid Pit 1, 5th— Acidic Spray 2, 6th—Acid Fog, 7th—Forcecage, 8th—Earthquake, 9th—Implosion.獎勵語言（Bonus Languages）
：A crashing wave warmage may substitute Terran for one of the bonus languages available to the character because of his race.（Arcane Evolutions）
：The standing stone warmage can produce an incredibly damaging cone of acid which is adept at piercing his foes’ spell resistance.（Shape Evolution）
：At 7th level, a warmage can choose to shape his arcane blast into a 40 foot cone. This shape evolved arcane blast no longer requires a successful ranged touch attack, however all creatures in this cone can make a Reflex saving throw which, if successful, reduces the arcane blast’s damage by half. The DC of this save is equal to 10 + 1/2 his warmage level + his Intelligence modifier.（Piercing Blast）
：At 13th level, when a warmage’s arcane blast strikes a target he can choose to treat the spell resistance of the target as 5 lower than its actual SR.（Maximized Blast）
：At 19th level, a warmage can choose to maximize the damage to all creatures struck by his arcane blast.（Elemental Dynamism, Su）
：At 20th level, a standing stone warmage gains a burrow speed of 30 feet. If he uses this burrow during his turn he gains tremorsense out to 60 feet until the beginning of his next turn.
（Favoured Class Options）
The following options are available to members of the listed races who have selected warmage as their favoured class, and unless otherwise stated, the bonus applies each time you select the class reward.
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Dhampir: Add +1/4 to the warmage's caster level when casting spells of the necromancy school.
Drow: Choose the disarm or reposition combat maneuver. Add +1/3 to the warmage's CMB when attempting this maneuver (maximum bonus of +4).
Dwarf: Add +1/2 to acid and earth spell or spell-like ability damage.
Elf: The warmage gains 1/6 of a new circle spell.
Gnome: The warmage gains 1/6 of a bonus feat from the following list, so long as he meets the requirements: eschew materials, intensified spell, spell focus (abjuration), spell focus (evocation), or spell penetration.
Half-Elf: When casting warmage abjuration spells, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration.
Half-Orc: Add +1/2 to fire and light spell or spell-like ability damage.
Halfling: Add +1 to the warmage's CMD when resisting a trip or grapple attempt.
Hobgoblin: Add +1/2 to cold and water spell or spell-like ability damage.
Human: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Ifrit: A raging inferno warmage gains +1/8 of an extra d10 damage die for his arcane blast.
Kitsune: Add +1/4 to the DC of evocation spells.
Kobold: Add +1/2 to air and electricity spell or spell-like ability damage.
Oread: A standing stone warmage gains +1/8 of an extra d10 damage die for his arcane blast.
Strix: Add +1/6 to the attack roll bonus from the strix's hated racial trait.
Suli: Add +1 to acid resistance, cold resistance, electricity resistance, or fire resistance.
Sylph: A rolling thunder warmage gains +1/8 of an extra d10 damage die for his arcane blast.
Tiefling: Add +1/3 to the save DC of an evolved arcane blast.
Undine: A crashing wave warmage gains +1/8 of an extra d10 damage die for his arcane blast.
Small enclaves of warmages are trained outside of the war college. With a similar combination of physical and mental training as the college offers these warmages are just as devastating combatants, but their battle tactics are often dramatically different.（Shadowdrake Adept）
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Centuries ago, numerous war colleges were infiltrated by devotees of Nethys and generations of the most talented warmages were lured into the cult society known as the Shadowdrake League. The colleges were eventually freed from the cult's clutches and the league was nearly wiped off of the map, but small pockets remained. Over the ages these groups have moved away from their religious beginnings, now bearing little resemblance to the trappings of the cult that spawned them. To this day the motives of the league are just as mysterious as the purpose of the initial invasion of the war colleges.
The league still trains warmages, known as shadowdrake adepts, who specialize in the most powerful abjurations; using their magic in place of heavier armour allows them unparalleled battlefield mobility for a spellcaster. These defenses combined with a shadowdrake adept's ability to strike out at opponents with magical force make him a feared combatant in all corners of the world.（Erudite Arcana）
：A shadowdrake adept’s magic stems from ages of wisdom, handed down throughout the ages. As such, he uses his Wisdom score and modifier (rather than Intelligence) to determine the spells he can cast, the Difficulty Class for his spells’ saving throws and his allotment of bonus spells.
The shadowdrake adept’s magic is far more focused on abjuration than most warmages’. As a result his known spells are drawn from the smaller shadowdrake adept spell list.（Bonus Languages）
：A shadowdrake adept may substitute Protean for one of the bonus languages available to the character because of his race. This bonus is granted in addition to Draconic which is provided to all warmages, not in lieu of it.本職技能
：A shadowdrake adept adds Intimidate, and Knowledge (Religion) to his class skills.武器與防具擅長（Weapon and Armor Proficiency）
：A shadowdrake adept adds the scimitar, and whip to his weapon proficiencies. This replaces his shield proficiency.（Forceful Blast, Sp）
：A shadowdrake adept can focus his arcane power into a potent blast. Every 1d4 rounds, as a standard action, he can strike all creatures within a 40 foot cone or 80 foot line (warmage’s choice), dealing 1d8 points of damage; this is a force effect and deals full damage to incorporeal creatures. All foes within the area of the blast can make a Reflex saving throw (DC 10 + 1/2 the warmage’s level + his Wisdom modifier) which reduces this damage by half. A warmage must have at least one hand free to cast a forceful blast.
At 2nd level, and every three warmage levels thereafter, the damage inflicted by a forceful blast increases by 1d8 to a maximum of 8d8 at 20th level.
For all effects relating to spell level (such as spell turning), a forceful blast is considered to have a spell level equal to the number of d8’s rolled for damage. Unlike most spell-like abilities, a warmage may apply any metamagic feat he knows to a forceful; he must sacrifice a number of d8 damage dice equal to the spell level adjustment of the feat (though it must still be able to deal a minimum of 1d8 damage). Applying metamagic to a forceful blast does not increase its casting time. This ability replaces arcane blast.（Attuned to Harm）
：All inflict spells cast from the shadowdrake adept spell list are done at +1 caster level.（Versatile Resistance, Ex）
：A shadowdrake adept gains resistance 5 to an energy type of his choice, chosen each day when his spells per day are replenished. At 6th level, and every five levels thereafter, this resistance increases by 5 (to a maximum of 20 at 16th level). This ability replaces energy resistance.（Domain）
：At 2nd level, a shadowdrake adept gains his choice of either the destruction domain, or protection domain. He gains access to all domain powers and spells his level entitles him to. This ability replaces energy substitution.（Agile Maneuvers）
：At 4th level, a shadowdrake adept gains Agile Maneuvers as a bonus feat. This ability replaces circle enrollment (spells).（Fast Movement, Ex）
：At 4th level, a shadowdrake adept gains an enhancement bonus to his land speed of 10 feet. At 8th level, and every four levels thereafter, this bonus increases by 10 feet (to a maximum of 50 feet at 20th level). A warmage wearing medium or heavy armour, carrying a shield, or carrying a heavy load loses this extra speed. This ability replaces warmage’s edge.（Abjurant Wards, Sp）
：At 5th level, a shadowdrake adept can surround himself with powerful magic. While this protection is active, he gains a +1 deflection bonus to his AC. At 10th level, and every five levels thereafter, this bonus increases by 1 (to a maximum of +4 at 20th level). Maintaining these wards occupies a portion of the warmage’s attention, thus any concentration checks made while under this protection are done at a -5 penalty. Suspending this protection is a free action, however resuming it is a full round action which requires concentration. This ability replaces the medium and heavy armour abilities.（Nimble Blast Forms, Ex）
：A shadowdrake adept can learn to focus the unbridled strength of his forceful blast onto his enemies to provide him with advantage on the field of battle. Starting at 7th level, and every six levels thereafter, a warmage learns one nimble blast form. These forms allow him to execute one of the following combat maneuvers on any foe struck by his forceful blast (using the warmage’s CMB). This ability replaces circle enrollment (arcane evolutions).
Each maneuver requires a specific shape of blast and only one can be applied to a single forceful blast. While some of these maneuvers are negated by a successful Reflex save, some will strike all creatures within the blast area regardless of their save.
|Combat Maneuver||Blast Shape||Save Negates?|
：At 10th level, a shadowdrake adept gains Parry Spell as a bonus feat, even if he does not meet the feat’s prerequisites. This ability replaces Enlarge Spell bonus feat.（Dynamic Defense, Su）
：At 20th level, a shadowdrake adept gains the benefits of a constant blink spell cast upon him. He can suspend or restore this protection as a standard action. This ability replaces circle enrollment (elemental dynamism).（Shadowdrake Legionnaire, Su）
：At 20th level, a shadowdrake adept is named a legionnaire of the league, as he undergoes a powerful apotheosis; his eyes blacken and his skin scintillates with abjuring power. He no longer suffers a penalty to concentration checks when using the abjurant wards ability. The warmage becomes immune to sneak attacks and critical hits, as well as gaining spell resistance 19. He also gains constant benefits similar to an elemental aura spell cast upon him; this protection is of the same energy type as his versatile resistance ability and a creature who makes a successful Reflex save (DC 20 + the warmage’s Wisdom modifier) negates all effects of the spell. This protection can be raised or lowered with a swift action. This ability replaces champion of the circle.（Shadowdrake Adept Spell List）
Shadowdrake adepts gain access to the following spells.
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bleed, disrupt undead, light, mage hand, read magic, resistance.
adjuring step 3, air bubble 3, alarm, elemental speech 1, feather fall, inflict light wounds,interrogation 2, mage armour, magic missile, magic weapon, true strike.
badger's ferocity 2, bear's endurance, blur, cat's grace, cushioning bands 2, darkness, detect thoughts, inflict moderate wounds, kinetic reverberation 3, protection from arrows, savage maw 4, shatter, steal breath 4, tactical acumen 3, warding weapon 3.
ablative barrier 3, agonizing rebuke 4, arcane sight, dispel magic, elemental aura 1, force punch 2, gloomblind bolts 4, greater magic weapon, inflict serious wounds, keen edge, locate weakness 3, protection from energy, rage, strangling hair 2, twilight knife 1, vampiric touch.
arcane eye, black tentacles, contageon, fear, inflict critical wounds, lesser globe of invulnerability, locate creature, phantasmal killer, resilient sphere, shout, spell immunity.
dismissal, interposing hand, mage's faithful hound, mass inflict light wounds,shadow evocation, suffocation 1, telekinesis, telepathic bond, wall of force.
antimagic field, battlemind link 2, disintegrate, enemy hammer 1, forceful hand, greater dispel magic, globe of invulnerability, guards and wards, leashed shackles 2, mass inflict moderate wounds, transformation.
banishment, deflection 1, expend 1, finger of death, firebrand 1, forcecage, grasping hand, mage's sword, mass inflict serious wounds, spell turning, waves of exhaustion.
clenched fist, dimensional lock, discern location, greater shout, greater spell immunity, mass inflict critical wounds, orb of the void 2, protection from spells, scintillating pattern, telekinetic sphere.
crushing hand, implosion, mage's disjunction, wail of the banshee, wall of suppression, weird.
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The following items are just some of the pieces of equipment used by warmages.Ebonglass Core
: An ebonglass core is a pearlescent rod made from carefully stabilized shards of the elemental planes. These cores can be embedded in the grip of a melee weapon. A weapon with such a core becomes a conduit which is able to channel significant arcane power; while wielding a weapon with an ebonglass core, the warmage is treated as having an extra free hand for the purposes of his arcane blast or forceful blast. This allows him to use his arcane blast while wielding a weapon with two hands or fighting with two weapons.
While an ebonglass core does not cause the weapon in which it is embedded to become fragile, the core itself is fragile. If the wielder of a weapon with an ebonglass core rolls a natural 1 on an attack roll, the core is damaged and no longer functions; however a broken ebonglass core is not destroyed by a subsequent roll of a natural 1. Masterwork and magical weapons are designed with sufficient quality to isolate the core from damage due to a roll of a natural 1.Flashstone
: A warmage can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a blinding flash that is treated as a light attack. Each creature within a 20-foot- radius spread and line of sight of the stone must make a DC 15 Fortitude save or be blinded for 1 hour. The save DC increases to 20 if the creature has the light sensitivity racial trait.Forcestone
: A warmage can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it explodes in a forceful blast. Each creature within a 10-foot radius of the stone is subject to a bull rush attempt (CMB 13).Quakestone
: A warmage can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it causes the ground to shift violently. Each creature within a 10-foot radius of the stone is subject to a trip attempt (CMB 13).
|Ebonglass core (light)||50gp|| －||10|
|Ebonglass core (one- handed)||250gp||－||20|
|Ebonglass core (two- handed)||1000gp|| －||30|
|Quakestone||30gp||1磅||25|戰法師魔法物品（Warmage Magic Items）
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Warmages have access to the following feats.
Double Wand Form
A warmage can activate two wands at the same time.
Prerequisites: Spellcraft 5 ranks, Two- Weapon Fighting, warmage.
Benefit: As a full-round action, the warmage can activate a wand in each hand (if he has both hands free).
Special: If the spells cast by the wands have different casting times, the warmage activates both wands in the time required for the longest of the casting times.
Maximized Wand Form
The warmage can increase the effectiveness of spells cast from a wand.
Prerequisites: Maximize Spell, Use Magic Device 10 ranks, warmage.
Benefit: By expending an additional charge as part of a full-round action, the warmage can automatically maximize all variable numeric effects of a spell cast by a wand.
Through careful preparation, the warmage can apply metamagic feats to his spells ahead of time to prevent an increase in casting time.
Prerequisites: Int or Wis 13, at least one metamagic feat, warmage.
Benefit: Each day, the warmage can use one of more of his spell slots to prepare spells he knows for the purpose of applying a metamagic feat to the spell. Preparing a spell uses a spell slot of the appropriate level, and once prepared, that slot can’t be used for anything else until the prepared spell is cast. Casting a spell so prepared does not increase the warmage’s casting time.
The warmage’s ability to deal spell damage is particularly striking.
Prerequisites: Character level 15th, warmage.
Benefit: When applying the extra damage provided by warmage’s edge to the designated primary target of his spell, his bonus damage is now multiplied by the spell’s level (rather than 1/2 the spell’s level).
Slay the Arcane
Having studied the ways and weaknesses of other arcane spellcasters, the warmage is able to time his attacks against them expertly.
Prerequisites: Base attack bonus +3, Spellcraft 4 ranks, warmage.
Benefit: Arcane spellcasters may not cast on the defensive while they are threatened by the warmage (they automatically fail their concentration check to do so). The spellcaster is aware of this limitation while being threatened by a warmage with this feat.
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Warmages have access to the following magic items.Dragontooth RazorAura
moderate evocation; CL
33,000 gp; Weight
Carved from the teeth of adult chromatic dragons, the dragontooth razor is one of the most sought after weapons for a warmage's arsenal. This weapon takes the form of a +1 keen shortsword or +1 keen longsword. Aside from the enhancement bonus and keen ability, each weapon possesses an additional ability which taps into energy drawn from the innate draconic magic; each colour of chromatic dragon produces a differing burst of elemental or arcane energy.
|Azure razor||藍||Shocking Brust||Outsider(earth)|
|Emerald razor||綠||Corrosive burst||Outsider(air)|
|Ivory razor||白||Icy burst||Outsider(fire)|
|Obsidian razor||黑||Dispelling burst||Outsider(native)|
|Ruby razor||紅||Flaming burst||Outsider(water)|
Three times per day a warmage can focus this energy and cause the weapon to act like a bane weapon against a particular type of foe or a single attack as a free action.
Craft Magic Arms and Armour, keen edge; Cost
28,500 gpEbonshard PlatesAura
moderate abjuration; CL
17,500 gp; Weight
Made from the same material as ebonglass cores, these crystalline spikes can be embedded into any medium or heavy armour. The crystals can be used as +2 armour spikes, however when subjected to a ray attack they act as though they have the defending ability. In addition, once per day, a warmage can deflect a single ray attack targeted at him as if he was using the Deflect Arrows feat. Unlike the fragile ebonglass cores, these spikes are made incredibly hard by the stabilized earth contained within; these spikes have hit points and thickness as if they were made from adamantine, but are not considered to be made of adamantine for the purposes of overcoming DR.
Craft Magic Arms and Armour, shield, spell turning; Cost
8,750 gpFeasting Band of the ArcaneAura
strong abjuration; CL
9,000 gp; Weight
This silver ring is usually forged into the shape of a dragon coiled around the wearer's finger with eight brilliant jewels set along its spine. It instantly grants its wearer SR 13, and the magical energy from any spell that targets the wearer and fails to overcome this spell resistance is devoured by the ring. This consumed spell energy grants the wearer 1d8 temporary hit points (to a maximum of 8 temporary hit points at any time, no matter how many spells the ring consumes); temporary hit points gained in this fashion last for up to 1 hour.
Forge ring, spell resistance; Cost
4,500 gpThorn of Spell BattleAura
moderate evocation; CL
32,000 gp; Weight
The grip of this +2 adamantine shortspear is actually a magical rod, etched with intricate patterns and representations of the four fundamental elements. When held, it confers a
+2 morale bonus on ranged touch attack rolls made through the ebonglass core contained in the weapon. In addition, a warmage can choose to spend charges from the rod to increase the amount of damage his arcane blast deals.
The rod's wielder can expend up to 5 charges per day. It is created with 50 charges; after all charges are used, the rod remains a +2 adamantine shortspear, but no longer provides a bonus on ranged touch attack rolls. These charges can be replenished for materials worth 21,000 gp (this cost is cut in half if the bearer has the Craft Rod feat and spends twelve hours of work on it).
Craft Rod, Craft Magic Arms and Armour, greater magic weapon; Cost
16,000 gpWand CoronetAura
faint evocation; CL
2,000 gp; Weight
A wand coronet can be built into to any crossbow with an enhancement bonus of at least
+1, allowing the wielder to affix a wand to it. The coronet creates a strong magical connection between the crossbow and the wand; while the wand is attached to the coronet, the wielder can activate it without removing his hands from the crossbow. As a full round action, a warmage with the Double Wand Form feat can choose to simultaneously activate the wand and fire a single shot from the crossbow, so long as the bolt and spell target the same creature.
Craft Wondrous Item, mage hand; Cost
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Warmages have access to the following spells.
School evocation [acid, cold, electricity, or fire];
Level warmage 3
Casting Time 1 standard action
Components V, S
Range close (25 feet + 5 feet/2 levels)
Target creature or object
Saving Throw Fortitude partial;
Spell Resistance yes
A glowing orb about 3 inches across shoots from the warmage’s palm at its target. Choose an energy type: acid, cold, electricity, or fire. If the warmage makes a successful ranged touch attack to hit the target, she takes 1d6 points of damage per caster level (maximum 15d6) of the selected type.
A creature struck by the orb takes damage and gains an adverse condition (depending on the chosen energy type) for 1 round. A successful fortitude save negates this condition, but does not reduce the damage
Lesser Elemental Orb
School evocation [acid, cold, electricity, or fire];
Level warmage 1
Casting Time 1 standard action
Components V, S
Range close (25 feet + 5 feet/2 levels)
Target creature or object
Saving Throw none; Spell Resistance yes
A glowing orb about 1 inch across shoots from the warmage’s palm at its target. Choose an energy type: acid, cold, electricity, or fire. If the warmage makes a successful ranged touch attack to hit the target, she takes 1d8 points of damage per caster level of the selected type.
For every two caster levels beyond 1st, a warmage’s orb deals an additional 1d8 points of damage to a maximum of 5d8 at 9th level.