Battlemage
Battlemages are the backbone of arcane militaries. They are trained to wield weapons, and wear armor but also to use their magic as a weapon of destruction
Battlemages have a less well rounded education than other mages. Their training has mostly been to prepare them for the ravages of war. Battlemages are the backbone of arcane militaries and make up the majority of the guard and security forces of each arcane seat of power. They are trained to wield weapons, and wear armor but also to use their magic as a weapon of destruction and little else. Battlemages are highly sought after by militaries and mercenary groups.
Playing a Battlemage
XP Cost: 4 Prerequisites: Intellect 12 or higher
Choosing the Battlemage grants you the following:
Training
Battlemage Training
You are granted Training in Arcane and any 2 of the following Skills: Perception, Medicine, Athletics, Acrobatics, or Intimidation.
Gain the spoken and written Language known as Elder-Tongue.
Gain Training in the use of 2 Melee or Ranged Weapon Types.
Gain Training in the use of Medium Armor.
Equipment
Battlemage Equipment
Acquire a Common Suit of Medium Armor of your choice to your Inventory.
Acquire a Common or Uncommon Weapon of your choice to your Inventory.
Ability
Tap Casting
You gain the Ability to cast any Arcane Spell that you have in your Spell Collection and have the necessary Mana to cast.
Traits
Offensive Magic
Acquire 3 Tier I Evocation Spells of your choice.
Spell Tattoos
Gain a written collection of Acquired Spells on an accessible area of your body such as your arms, hands or wrists.
Archetype Ability
Battlemage Casting
Choose 1 Tier I Evocation Spell that you have Acquired with a Mana cost of 1. You may now cast that spell for 0 Mana. Overpowering or Sustaining the spell costs additional mana as normal.
You can choose to exclude any tiles in the area of your spell effects. Items and Creatures in those excluded tiles are not targeted and do not receive damage or effects from the spell.
Battlemage Traits and Abilities
Acquire with XP.
Traits
Mental Fortitude
XP Cost: 2 Prerequisites: Battlemage
Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.
Strong Willed
XP Cost: 2 Prerequisites: Battlemage
Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.
Nimble
XP Cost: 2 Prerequisites: Battlemage
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Battlemage
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resiliant
XP Cost: 2 Prerequisites: Battlemage
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
School of Magic Apprentice
(May be acquired multiple times)
XP Cost: 1 Prerequisites: Battlemage
Choose a favored school of Magic from the following: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy or Transmutation.
Acquire 2 Tier I Arcane spells of the chosen School.
School of Magic Expert
(May be acquired multiple times)
XP Cost: 2 Prerequisites: Battlemage, School of Magic Apprentice of the same type.
Choose a focused school of Magic from the following: Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy and Transmutation.
Acquire 1 Tier II Arcane Spell of the chosen School.
School of Magic Specialist
(May be acquired multiple times)
XP Cost: 3 Prerequisites: Battlemage, Favored School of Magic Expert of same type, School Focus of same type.
Choose a school of Magic to specialize in from the following: Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy and Transmutation.
Acquire 1 Tier III Arcane spell of the chosen School.
Battlefield Spells
(May be acquired multiple times)
XP Cost: 2 Prerequisites: Battlemage
Acquire 4 Tier I Evocation Spells of your choice.
OR
Acquire 1 Tier II Evocation Spell of your choice.
Warfare Spells
(May be acquired multiple times)
XP Cost: 3 Prerequisites: Battlemage
Acquire 2 Tier II Evocation Spells of your choice.
OR
Acquire 1 Tier III Evocation Spell of your choice.
Increased Mana Pool
XP Cost: 2 Prerequisites: Battlemage
Your dedication pays off as you unlock hidden reserves of Mana within yourself that you never knew existed. Gain +2 to Mana Pool.
Improved Battle Casting
XP Cost: 4 Prerequisites: Battlemage
In addition to choosing to exclude any tiles in your spell’s effect area, you may increase the area of a spell by a number of meters equal to the number of meters excluded. Each tile of the spell’s effect must be adjacent to another.
Subtle Casting
XP Cost: 2 Prerequisites: Battlemage
Spells that would usually require a full free arm or hand to execute now only require a single free finger. Essentially allowing you to cast even while moderately bound or restricted.
Silent Casting
XP Cost: 2 Prerequisites: Battlemage
You have found the Mana Stream can hear your thoughts if you speak them loud enough and you use this method to cast rather than using any Verbal Components for your spells.
This allows you to cast spells without breaking stealth and while silenced.
Spell-Slinger
XP Cost: 3 Prerequisites: Battlemage, Spell Precision
Your spells fly off your tongue with perfect speed and precision allowing you to cast more than the average Mage.
Gain 1 Additional Ranged Spell Attack Action.
Spell-Blitz
XP Cost: 3 Prerequisites: Battlemage, Spell-Slinger
Gain 1 Additional Ranged Spell Attack Action.
Spell Flourish
XP Cost: 3 Prerequisites: Battlemage
Gain 1 Additional Melee Spell Attack Action.
Spell Flurry
XP Cost: 3 Prerequisites: Battlemage, Spell Flourish
Gain 1 Additional Melee Spell Attack Action.
Robe Graduate
XP Cost: 1 Prerequisites: Battlemage
You may acquire a Mage’s Robe in a color and cut of your choice.
You are considered to have a diploma proving you have completed the first portion of your Arcane Education.
Hat Graduate
XP Cost: 2 Prerequisites: Battlemage, Robe Graduate
You may acquire a Mage’s Hat in a color and cut of your choice.
You are considered to have a diploma proving you have completed the 2nd portion of your Arcane Education.
Battlestaff
XP Cost: 3 Prerequisites: Battlemage
You acquire a Battlestaff with an assortment of powerful abilities. Your battlestaff can have any form or designs you desire. Most have a gemstone or crystal atop. It can be made of Metal or Wood, choosing one or the other has aesthetic and statistical ramifications.
It is considered to be a Magical Weapon with the “Enhanced” enchantment, granting it +1 to Weapon Attack and Damage Rolls.
Wooden battlestaffs have 14 Item HP and gain an additional +1 to Weapon Attack Rolls.
Metal battlestaffs have 20 Item HP and gain an additional +1 to Weapon Damage Rolls.
It can take the form of any Polearm Weapon Type via a Motion from the Wielder.
You consider your battlemage staff to be a “Free Hand” for the Purpose of Casting Spells.
Spells cast through your Battlestaff may have their Attack, Damage Roll or Spell Save DC increased by 2. The caster may choose which when they cast the spell.
Acquire the Tier I Enchantment Spell “Repair”.
Wand / Staff Graduate
XP Cost: 3 Prerequisites: Battlemage, Hat Graduate
Acquire the Tier II Enchantment Spell “Create Wizard’s Wand / Staff”.
Acquire the Tier I Enchantment Spell “Repair”.
Acquire a 2 Meter length of Enchanted Hardwood that has 14 Item HP and is not Flammable that may be used for the creation of your wand or staff.
You are considered to have a diploma proving you have completed the final portion of your Arcane Education.
Basic Maneuvers
(This Trait may be taken multiple times)
XP Cost : 1 Prerequisites : Battlemage
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.
Complex Maneuvers
(This Trait may be taken multiple times)
XP Cost : 2 Prerequisites : Battlemage, Basic Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.
Expert Maneuvers
(This Trait may be taken multiple times)
XP Cost : 3 Prerequisites : Battlemage, Complex Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.
Iron Will
XP Cost: 2 Prerequisites: Battlemage
Gain Training in Wisdom Saving Throws.
Sound of Mind
XP Cost: 2 Prerequisites: Battlemage
Gain Training in Intellect Saving Throws.
Nimble Bodied
XP Cost: 2 Prerequisites: Battlemage
Gain Training in Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Battlemage
Gain Training in Strength Saving Throws.
Calvary Training
XP Cost : 1 Prerequisites : Battlemage
You gain Training in the Driving Skill.
Survival Training
XP Cost : 1 Prerequisites : Battlemage
You gain Training in the Survival Skill.
Forge Training
XP Cost : 1 Prerequisites : Battlemage
You gain Training in the Fine Motor Skill.
Siege Engine Training
XP Cost : 1 Prerequisites : Battlemage
You gain Training in the Engineering Skill.
Shield Wielder
XP Cost : 1 Prerequisites : Battlemage
You gain training in Light or Medium Shields.
If you purchase this during character creation, gain a common or uncommon light or medium shield of your choice.
Heavy Shield Wielder
XP Cost : 2 Prerequisites : Battlemage, Shield Wielder
You gain training in Heavy Shields.
If you purchase this during character creation, gain a common or uncommon heavy shield of your choice.
Shield Strapping
XP Cost : 2 Prerequisites : Battlemage, Shield Wielder
You can now Strap your shield around your neck, granting you 1/2 the AC and the full Armor the Shield normally grants. While your Shield is strapped this way you do not need to wield it in a Free Hand, and may wield 2 handed weapons, and dual wield in combination with a Shield.
Heavy Armor Training
XP Cost : 3 Prerequisites : Battlemage
You are now considered to be trained to effectively wear Heavy Armors. You can equip any piece of heavy armor that is your size.
Zweihander
XP Cost : 1 Prerequisites : Battlemage, Cleave Maneuver
You gain an additional +2 damage vs all targets of your Cleave Attacks and Multi-Target Attacks made using 2 Handed Weapons.
Hammer-Jack
XP Cost : 1 Prerequisites : Battlemage
You deal extra damage equal to your STR Modifier vs Prone Targets while you Wield Blunt Weapons.
Nerves of Steel
XP Cost : 2 Prerequisites : Battlemage
You add a Destiny Die to all WIS Saving Throws you are forced to make after you have Rolled Initiative and before Active combat has ended.
Soldier’s Reflexes
XP Cost : 1 Prerequisites : Battlemage
You gain training in Dexterity Saving Throws.
Frontline Soldier
XP Cost : 1 Prerequisites : Battlemage
You gain +2 to your Initiative.
Weapons Training
XP Cost : 1 Prerequisites : Battlemage
Gain training with one additional Melee or Ranged Weapon Type of your choice.
Special Weapons Training
XP Cost : 2 Prerequisites : Battlemage
Gain training with two additional Melee or Ranged Weapons of your choice,
Or gain training with one High Skill Weapon of your choice.
Tough
XP Cost : 2 Prerequisites : Battlemage
Your total HP is increased by +1 each time you level up.
Efficient
XP Cost : 1 Prerequisites : Battlemage
You gain one additional Motion.
Extra Efficient
XP Cost : 2 Prerequisites : Battlemage, Efficient
You gain one additional Motion.
Awkward Combat Style
XP Cost : 1 Prerequisites : Battlemage
You halve the additional cost associated with the "Awkward" Item Trait.
Might Maneuver Expert
XP Cost : 2 Prerequisites : Battlemage, Expert Might Maneuvers
You reduce the Initial cost of all Tier I Might Maneuvers by ½.
Stamina Maneuver Expert
XP Cost : 2 Prerequisites : Battlemage, Expert Stamina Maneuvers
You reduce the Initial cost of all Tier I Stamina Maneuvers by ½.
Focus Maneuver Expert
XP Cost : 2 Prerequisites : Battlemage, Expert Focus Maneuvers
You reduce the Initial cost of all Tier I Focus Maneuvers by ½.
Endurance Fighter
XP Cost : 2 Prerequisites : Battlemage
You reduce the cost to Sustain all your Maneuvers by ½.
Fast Reaction Speed
XP Cost : 2 Prerequisites : Battlemage
Gain one additional Reaction.
Blurred Reaction Speed
XP Cost : 3 Prerequisites : Battlemage, Fast Reaction Speed
Gain one additional Reaction.
Abilities
Chained Spell
XP Cost: 2 Prerequisites: Battlemage, Spell Precision
You can pay the Mana Cost for two targeted spells prior to making the attack rolls, then roll just one of the spell’s Attack Rolls. If it hits, both spells are considered to have hit the target and it is dealt full damage from both spells.
Spell Empowering
XP Cost: 3 Prerequisites: Battlemage
You have gained the ability to empower your spells to increase their lethality. Once per casting, when you pay a spell’s Overpower Mana Cost you can instead deal an additional set of damage dice equal to the initial spell Effect. Any non-damage dice related effects are not doubled.
Quick Draw
XP Cost : 2 Prerequisites : Battlemage
Once per Round, you can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.
Dual Wielder
XP Cost : 2 Prerequisites : Battlemage
You gain +1 to your AC while Dual Wielding Melee Weapons.
While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.
Dual Wielder II
XP Cost : 4 Prerequisites : Battlemage, Dual Wielder
Increase your AC to Bonus While Dual Wielding Melee Weapons to +2.
While Wielding 2 or more weapons, once per turn, you may now make 2 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -2 to Hit, the 2nd additional Attack is always made with a -4 to Hit.
Phalanx Fighter
XP Cost : 2 Prerequisites : Battlemage, Shield Wielder
You grant ½ your shield’s AC bonus to adjacent Allies.
You can use your Reaction to have an attack that would have hit an adjacent ally, hit you instead. The attack hits you even if the initial roll to hit was not high enough to match or exceed your AC.