Classes/Battlemage

Class Details:
Hit Die: d12

Type: Hybrid

Skill Ranks Per Level: 4 + Int modifier.

Class Features
The following are class features of the Battlemage.

Weapon and Armor Proficiency
Battlemages are proficient with all simple weapons and simple armor.

If this is the character’s first level in a class he gains proficiency in all martial weapons and martial armor, and gains the Armored Caster (Magic) feat as a bonus feat. The battlemage may increase the casting time of a spell by 2 steps to ignore the spell failure caused by casting in light armor; if the battlemage possesses the armored caster feat he may instead use this ability to ignore the spell failure caused by casting in heavy armor.

Casting
A battlemage may combine spells and talents to create magical effects, and uses his choice of Intelligence or Charisma as his Casting Ability Modifier. In addition if this is the battlemage’s first level in a casting class he gains a single discipline feat he qualifies for, and may choose his casting type. (See Casting Type on the Magic page)

Mystic Pool
A battlemage learns to push their natural energies to create both the magical and extraordinary. This pool contains a number of spell points equal to his levels in battlemage. A mystic pool may be used as a stamina or a spell point pool, though it does not stack with either when determining the size of either pool. Similar to a stamina and spell point pool, a mystic pool restores itself after 8 hours of rest.

At 6th level and every 4 levels thereafter the mystic pool’s size increases by an additional 1. If he obtains a mystic pool from another class or source he may combine the pools and their levels to determine the total capacity of the mystic pool. If this is the character’s first level in a class their mystic pool’s capacity increases by an additional 2.

Classes with a mystic pool count as both Martial and Casting classes for the purposes of determining MPB and SPB, and if this is their first level in a martial or magic class.

Implements
A battlemage may choose a staff, amulet, or spellbook as his implement. In addition, the battlemage may create a magical bond with a masterwork quality weapon as an implement in a ritual that takes 1 hour and consumes exotic spell reagents costing 100 gp per SPB. The battlemage may have only one bonded weapon at a time, and only the most recently bonded weapon functions as the battlemage’ implement.

Magic Talents
A battlemage gains 1 magic talent at every time he gains 1 BCB from his battlemage level, each magic talent may be used to learn a new talent or new spell the battlemage qualifies for. In addition, he gains a bonus spell (but not talent) for every 4 BCB he gains from this class.

Elemental Stance (Su)
At 1st level, the battlemage selects a single elemental stance.

This elemental stance, while active, grants the battlemage a single affinity talent listed on the elemental stance. In addition each stance has an associated stance feat; granting the benefits of this stance and counting as this stance feat for the purposes of meeting prerequisites. When not in this stance the battlemage no longer possesses this affinity talent or the associated stance feat. If the battlemage is a prepared caster, he may prepare spells for any affinity talent he may access from his stances even if that stance is not currently active; but may not cast that prepared spell until he is granted the affinity talent.

Entering an elemental stance requires a reaction at the start of the turn, similar to entering a normal stance feat; activating a different elemental stance or stance feat immediately ends the current Elemental Stance. Elemental stances may not be combined with feats or abilities that allow multiple stances to be activated at the same time. Once a battlemage has left an elemental stance he may not re-enter an elemental stance he has left for 2 rounds.

At 2nd level and every 5 levels thereafter the battlemage gains access to one additional elemental stance.

For a complete listing of elemental stances, see List - Elemetal Stances.

Hybrid Training (Ex)
At 2nd level, and at every even level thereafter, a battlemage gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Martial feats or Magic feats. The Battlemage may also choose feats from those listed as combat feats, but is limited to one combat feat for every 4 battlemage levels he possesses for the number of combat feats he may select with this class feature.

Elemental Blending (Su)
At 3rd level, when a battlemage changes stances he retains the benefits and abilities of the stance he just left for 1 round. In addition each time the battlemage enters a new stance without repeating a stance in sequence he gains a cumulative +1 morale bonus to all attack and damage rolls. This bonus is reset to +0 when he enters a stance he has already entered in the sequence or does not enter a new stance for 2 rounds. For example if a battlemage has 3 stances he may start with Roaring Flames stance, then change to Rushing Winds stance gaining the +1 morale bonus; then switching to Umbral Stance would improve this bonus to +2. If the battlemage then entered Roaring Flames stance the bonus would reset to +0 and he would begin accruing the bonus again upon entering Rushing Winds or Umbral stance. At 17th level, when a battlemage changes stances he retains the benefits and abilities of the stance he just left for 2 rounds.

Battlemage Specialization (Su)
At 4th level, a battlemage learns to become more specialized at his style of combat, further drawing upon the strengths of himself and his magics. A battlemage selects one of the following:

War Caster: The war caster battlemage has learned to let nothing break his focus in the heat of battle. The battlemage adds his levels in battlemage as a competence bonus to all concentration checks he makes At 5th level the battlemage treats all damage he takes as half when determining the DC of a concentration checks from damage.

Runeforged: The runforged battlemage has learned to etch runes into his equipment allowing him to store spells within his equipment for later use. The battlemage may etch one spell onto his weapons or armor with 10 minutes of work, casting the spell along with any spell points required for the spell. The battlemage may have up to 2 spells etched onto his equipment at once plus an additional 1 for every 3 levels of battlemage after 4th. The battlemage may choose to activate an etched spell as a move action, casting the spell and removing the etched spell from the equipment; a battlemage may activate only one spell this way per round. Armor or weapons gain a +1 enhancement bonus for each spell etched upon them; this does not stack with any enhancement bonus the item already possesses, taking the greater of the two enhancement bonuses.

Once etched spells may remain etched upon the armor until he regains spell points unless the battlemage choses to rub away the etching as a full-round action.

A battlemage may etch spells onto his equipment as part of preparing spells if he is a prepared spellcaster, and may etch and activate etched spells even if he does not have the correct affinity talent currently active from one of his stances.

Blade of the Elements: The battlemage learns to summon a blade of a metallic or crystalline form of solid elemental energy. The battlemage may summon this blade as a swift action by spending mystic pool point. The weapon summoned with this ability is treated as the wield element spell with the advanced wield element talent applied with the following differences. The battlemage may choose to increase the cost of this ability by 1 to summon two weapons at once. This weapon’s damage is treated as half slashing and half elemental damage of the type matching the element of the elemental stance the battlemage currently has active, this does not include stances from the elemental blending class feature. When using this ability the battlemage is treated as armed for the purposes of threatening squares with a weapon from this ability. Attacks with these weapons target normal AC instead of touch, and the weapon lasts 1 hour per battlemage level.

Practiced Spellcasting (Su)
Starting at 5th level, a battlemage learns through practical application rather than study to improve upon the magics of a single spell. The battlemage selects a single spell he is capable of casting, when casting this spell he may treat his BCB as 1 higher for the purposes of the effects and power of this spell. For every 4 levels after 5th the battlemage improves this bonus by an additional 1.

At 10th level and every 5 levels thereafter the battlemage may select 1 additional spell to apply these bonuses to.

Greater Battlemage Specialization (Su)
Starting at 11th level, a battlemage may choose to improve upon an existing battlemage specialization or select an additional battlemage specialization from the battlemage specialization class feature.

Greater War Caster(Requires War Caster): The battlemage’s focus is unparalleled in combat allowing him to cast in nearly any situation. When a foe provokes an attack of opportunity from the battlemage, when it is not currently his turn, the battlemage may make a concentration check to cast defensively; if he succeeds he may cast a single spell of a standard action or less upon the foe who provoked the attack of opportunity. Upon using this ability the battlemage is staggered during his next turn. The battlemage may only use this ability once per round.

Greater Runeforged(Requires Runeforged): The battlemage now doubles the number of spells he may have inscribed at one time, but is still limited to 2 + 1 per 3 levels after 4th for how many spells may be etched onto a single piece of equipment. In addition the battlemage may activate a spell as an immediate action when striking an enemy with a weapon etched with spells, or when struck while wearing armor etched with spells. If activated in this way the battlemage is still limited to activating one spell per round with this ability.

Improved Blade of the Elements(Requires Blade of the Elements): The battlemage learns to summon a more pure version of his elemental blades, turning them into both a hybrid of solid weapons and elemental energy. The battlemage’s blade of elements deals additional elemental damage equal to the weapon damage die of the summoned blade. In addition when making an attack against a foe, if the battlemage’s attack misses the creature’s AC, but would still hit the creature’s touch AC the creature takes damage equal to the additional elemental damage this ability grants in addition to any enhancement bonus the weapon possesses.

Perfected Spellcasting (Su)
At 15h level, the battlemage learns to become more specialized as a spellcaster, selecting a single spell he has selected with his practiced spellcasting class feature, doubling the bonuses to BCB from the practiced spellcasting class feature when casting this specific spell.

Greater Pool (Su)
At 16th level the battlemage’s focus and might grows, granting him more power throughout the day.

If the battlemage is a spontaneous spellcaster he may add his casting ability modifier (minimum 1) to the capacity of his Mystic Pool.

If the battlemage is a prepared spellcaster he may add half of his casting ability modifier (rounded down, minimum 1) to the capacity of his Mystic Pool. In addition the battlemage gains a number of additional slots to prepare spells each day equal to half his casting ability modifier.

Favored Stance (Su)
At 19th level, the battlemage may select one elemental stance that he knows. If the favored stance is the last stance in the sequence he may retain the bonuses from elemental blending for 2 rounds after starting a new sequence; this does not stack with the morale bonus from the new sequence.

Warmage (Su)
At 20th level, the battlemage ascends to a mage of war, having seen countless battles. The battlemage improves the bonus from practiced spellcasting by an additional +2. In addition the battlemage automatically confirms all critical hits with his spell selected from perfected spellcasting, if the spell has no additional effect on a crit (such as not being a damaging spell), he instead may treat the spell as having succeeded by one degree of success higher.

Lightning Strikes Stance
Granted Affinity: Electric Affinity

Associated Stance: Duelist Stance

Additional Benefits:

At 3rd level while in lightning strikes stance, when making a full attack action, the battlemage may choose to take a -2 penalty on all attack rolls to make one additional attack at his highest base attack bonus.

At 8th level while in lightning strikes stance, the battlemage treats any dodge bonuses a creature possesses to AC a 1 lower. At 6th level and every 6 levels thereafter the battlemage may ignore an additional point of dodge bonus.

Roaring Flames Stance
Granted Affinity: Fire Affinity

Associated Stance: Power Stance

Additional Benefits:

At 3rd level while in roaring flames stance, the battlemage gains an aura of flame, dealing a number of points of fire elemental damage equal to his casting ability modifier to creatures who begin their turn adjacent to the battlemage.

At 8th level while in roaring flames stance, creatures who strike the battlemage with a melee weapon must make a reflex save (1d20 + ½ the battlemage’s SPB + his casting ability modifier) or take 2d6 + casting ability modifier points of fire damage.

Rushing Winds Stance
Granted Affinity: Wind Affinity

Associated Stance: Whirlwind Stance

Additional Benefits:

At 3rd level while in rushing winds stance, the battlemage treats his land speed as 10 feet faster, + an additional 5 feet for every 5 battlemage levels he possesses. In addition, while in rushing winds stance the battlemage may cross gaps equal to his bonus to movement from this ability without falling in or needing to make acrobatics checks. The battlemage must make an acrobatics check to jump or risk falling in if the distance of the gap is greater than this bonus.

At 8th level while in a rushing winds stance, the battlemage runs at such great speeds the wind becomes a force of destruction around him. When making the charge or run action the battlemage may choose to damage any creatures he is adjacent to during this movement, by dealing a number of points of wind damage equal to his casting ability modifier. In addition the battlemage may treat the size of any weapon he wields at the end of a charge as one size category larger for the purposes of determining the damage he deals with that weapon.

Umbral Stance
Granted Affinity: Dark Affinity

Associated Stance: Blind Warrior Stance

Additional Benefits:

At 3rd level while in umbral stance, the battlemage reduces the light level in his square, and all adjacent squares, by 1 step. While the battlemage is within dim or lower light he gains a +1 morale bonus to all saving throws.

At 8th level while in umbral stance, the battlemage’s damage rolls deal additional dark elemental damage equal to his casting ability modifier while within areas or dim or lower light.

Unmoving Boulder Stance
Granted Affinity: Earth Affinity

Associated Stance: Defensive Stance

Additional Benefits:

At 3rd level while in unmoving boulder stance the battlemage may add his casting ability modifier to CMD checks he makes while in this stance.

At 8th level while in unmoving boulder stance the battlemage is not denied his dodge bonus to AC from fighting defensively or total defense if flat footed or if a creature successfully feints him.

Slicing Waves Stance
Granted Affinity: Water Affinity

Associated Stance: Precision Stance

Additional Benefits:

At 3rd level while in slicing waves stance, the battlemage ignores 1 point of natural armor a creature possesses when making an attack against a creature’s AC. This bonus improves by an additional 1 at 6th level and every 6 levels of battlemage he possesses thereafter.

At 8th level while in slicing waves stance, the battlemage ignores a number of points of damage reduction, or elemental damage reduction from resist equal to half his casting ability modifier.