Warmage Changelog 25-10-14

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Changelog 25/10/14 1.0.0 -> 2.0.0

Hey all! It’s been nearly a year since I released the first version of my Warmage class, and after my last year of homebrew experience in working on my Disciple and Sleuth classes, I wanted to go back and polish this project a bit. My main goals with this update were to further distinguish the Warmage’s identity from its main mechanical inspiration in Laserllama’s Alternate Monk class, as well as to streamline Martial Arcana and make it more flexible in appealing to Warmage fantasies other than that of a rapid barrage.

Class Chassis

Proficiencies

Added medium armor proficiency.

Rationale Anxiety reworked from a Weave Die bonus to an Intelligence replacement.

Martial Arcana

Heavy weapons no longer forbid Martial Arcana

Weave Strikes now must be made using a free hand or spellcasting focus.

Melee Weave Strikes now always deal an additional Weave Die of damage.

Damage now determined by a damage type in your Arsenal. Any feature that refers to a damage type that can be dealt by your Weave Strikes now refers to a damage type in your Arsenal.

Arcane Barrage -> Weave Cadet New feature that grants you one of three Arcane Ordnance features

Momentum -> Strategic Momentum

Approaches are now called Stratagems to reflect the military flavor of the class more. Tack Approaches have been renamed to Service Stratagems for the same reason.

The Momentum pool is now half your Warmage level + your Rationale ability modifier instead of your full Warmage level, but with Arcane Ordnances you now have a way to regain Momentum equal to half your Warmage level in combat. Overall, this means that you will likely have the same amount of Momentum as before, but some of it will be locked behind combat which feels appropriate for a mage of war.

Battle Regiment 18th level feature moved to 17th

Arcane Deflection Instead of having to spend Momentum before the roll, you can now wait to see if the roll fails or not, and it now adds a roll of your Weave Die instead of your Rationale ability modifier. At 18th level, you roll an additional Weave Die and take the higher result.

Unstoppable Force -> Weave Officer Reworked due to the addition of Arcane Ordnances

Unerring Rationale Cut

March On, Soldier -> Weave General Reworked due to the addition of Arcane Ordnances.

Battle Regiments

Pawn

Reworked Pawn Structure from a Relentless Endurance-type effect into a new feature called Passed Pawn, which gives you access to the new Joint-Service Cadet Stratagem, and a way to switch which Ordnance you chose with it.

Knight

Cut medium armor proficiency from Sword & Sorcery due to it now being part of the base class.

Letter of Reprimand switched to Athame since Letter of Reprimand was removed.

Reworked Symbols of Chivalry. Now grants another Symbol at 17th level.

Added new 10th level feature: Enduring Presence

Added new 14th level feature: Minor Exchange

Removed Exhaustion feature from Exemplar of Chivalry.

Lancer

Removed Defensive Maneuvers feature.

Desperado replaced with Tactical Pace

Rook

Mysterious Rook Movement nerfed to Stealth or Acrobatics instead of both. Now only grants a Weave Die bonus if you were already proficient in the chosen skill.

Kriegspiel cost reduced to 1 Momentum instead of 2.

Approaches -> Stratagems

Cut Arcane Cavalier, Letter of Reprimand, Desperado, Smiting Strike

Added Cauterizing Strike, Defensive Amplification, Joint Service Cadet, Joint Service Officer, Exposing Strike, Nothing Ventured, Scalding Strike

Adjusted Service Stratagems

Brilliancy no longer needs you to choose two proficiencies. You can now use it on any ability check that adds your PB.

Crucifixion renamed to Weapon Weaver. Extra damage removed. In addition, attacks with your Athame count as Weave Strikes even for abilities that allow you to make Weave Strikes.

Air of Authority brought in line with Wizened eyes

Architect of War’s cost reduced by 2.

Brilliancy can be used after the roll at 11th level.

Castling’s cost reduced by 1.

Counter Strike’s base and additional costs reduced by 1 each.

Field Medic clarity improvement. Also can spend 1 additional Momentum at 17th level to double its healing.

Marksmage streamlined.

Mystic Rider can now be cast at 4th level at 17th level.

Night Eyes no longer has a prerequisite.

Overextended reach increased to 15 feet at 17th level.

Recon Cloak can now cast Greater Invisibility at 17th level.

Stable Bearing can reroll 2s at 17th level.

Adjusted Strike Stratagems Strike Stratagem damage type Amplification is now heavily simplified. Instead of treating low damage rolls as higher, you can now gain a bonus to an Amplified damage type once per turn.

Assured Strike is now limited to once per turn.

Binding Strike is now limited to once per turn.

Branding Strike is now limited to once per turn.

Corrosive Strike is now limited to once per turn.

Cursing Strike can now choose between penalizing attack rolls or saving throws. It is also now limited to once per turn.

Dismissing Strike is now limited to once per turn.

Felling Strike is now limited to once per turn, and has had its additional damage removed.

Hindering Strike now slows by 10 feet instead of 5 feet.

Impairing Strike is now limited to once per turn. It also adds necrotic damage to your Arsenal instead of fire.

Irritating Strike is now limited to once per turn.

Lacerating Strike is now limited to once per turn.

Menacing Strike is now limited to once per turn, and a typo was fixed that said it triggered when you missed a target instead of when you hit.

Propelling Strike is limited to once per turn.

Repelling Strike now pushes 10 feet instead of 5 feet.

Shocking Strike is now limited to once per turn.

Siphoning Strike is now limited to once per turn.

Stifling Strike is now limited to once per turn.

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