The Imperial Battlemage of Aldariah
The Imperial Battlemages of Aldariah are some of the most respected war-wizards in all Landor. Trained by experienced combat mages, they bring great power to the battlefield. In the war against the Rhile barbarians, they were instrumental in protecting the vastly outnumbered Aldarian troops fighting against the horde. In the recent war against the dragon Thriindaurgo, many battlemages lost their lives holding back the onslaught of the dragons goblin minions. Requirements:To qualify to become a Battlemage, the character must fulfill all of the following criteria.
Alignment:Any Lawful Alignment
Weapon Proficiency:Must be proficient with at least 1 martial or exotic weapon.
Feats:Combat Casting; Spell Focus (Evocation)
Spellcasting:Ability to cast arcane spells of 3rd level or higher.
Special:Character must submit to a geas spell to ensure his loyalty to the Emperor of Aldariah.
Skill Points at Each Level:4+ Int modifier The Battlemage's class skills (and the key ability for each skill) are as follows. Class Features:
Hit Die:1d8 hit points per battlemage level.
Weapon and Armor Proficiency:Battlemages gain proficiency with all simple and martial weapons, but gain no proficiency with armor or shields.
Spells per Day:A Battlemage's training focuses on both melee combat and destructive magic. Thus, when a character gains a new level in Battlemage, he gains new spells per day as if he had also gained a level in whatever spell casting 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 (increased familiar powers, metamagic or item creation feats, and so on). If a character had more than one spell casting class before he became a Battlemage, he must decide to which class he adds each level of Battlemage for purposes of determining spells per day when he adds the new level.
Voice of the Emperor (Ex):Imperial Battlemages wield great power within the confines of the Empire of Aldariah. As the Battlemage is always considered to be working in the best interest of the Empire as a whole, the word of a Battlemage is considered to be the same as the word of the Emperor himself. As such, a Battlemage has unlimited access to nearly all civilized areas of Aldariah. He may demand entrance to any home, village, town, or city anywhere within the empire and will almost certainly be granted access by law to those places.
This ability also grants the battlemage a +2 bonus to the skills Intimidate; Gather Information; and Sense Motive. (Unrulely characters may consider this ability to be free reign to do as they wish to anybody they wish, as the local authority will be forced to accept the battlemages selfish whims for a time. But the Battlemages are known to be extremely harsh with those among their ranks who abuse their authority).
Battlemage Spells (Ex):Once an initiate battlemage has proven himself worthy enough, he will eventually be granted access to some of the most powerful destructive spells on Erndorth, Battlemagic. Imperial Battlemages of appropriate level are granted access to learn battlemagic spells which are extremely destructive evocations that require exorbently expensive power components to cast. These power components are considered magic items unto themselves and are required components to power the raw destructive energy of battlemagic.
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Please note that I have respectfully borrowed some details and descriptions for my campaign from Bruce A. Gulke and his Realm of Mythosa Campaign. You should click the banner below and go check out his awsome campaign. All maps on this site were created using Profantasy's Campaign Cartographer 2
Web Site Created and Maintained by Thrylax Site Last Updated on: Sunday, September 11, 2005 |