| WEIGHT ALLOWANCE |
| Light |
76 |
Medium |
153 |
Heavy |
230 |
| FEATS |
| Armor Proficiency (Light), Blind-Fight, Combat Casting, Combat Reflexes, Improved Unarmed Strike, Shield Proficiency, Simple Weapon Proficiency, Stunning Fist, Weapon Focus (Unarmed Strike) |
| SPECIAL ABILITIES |
| +2 racial saving throw bonus against enchantment spells or effects, +4 to Concentration to use spell or spelllike ability on the defensive, AC Bonus (Ex), Advanced Learning 1 (Ex), An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it, Armored Mage (light) (Ex), Evasion (Ex) ~ No damage instead of half damage on successful save, Fast Movement (Ex), Flurry of Blows (Ex), Immunity to magic sleep effects, Still Mind (Ex) ~ +2 save vs. enchantment, Stunning Fist 3/day (DC 16), Warmage Edge +3 (Ex) |
| PROFICIENCIES |
Bead of Force, Blowgun, Bomb, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Dynamite, Fragmentation Grenade, Gauntlet, Gauntlet (Spiked), Handaxe, Javelin, Kama, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Morningstar, Nunchaku, Quarterstaff, Rapier, Rock, Sai, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Shuriken, Siangham, Sickle, Sling, Smoke Grenade, Smokebomb, Spear, Unarmed Strike
|
| LANGUAGES |
Common, Draconic, Elven, Goblin, Literacy, Orc
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| Warmage |
0
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1
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2
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3
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4
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5
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6
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7
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8
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9
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6
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6
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0
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0
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0
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0
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0
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0
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0
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0
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| 0: |
| | |
| Acid Splash (DC:13) | Disrupt Undead (DC:13) | Light (DC:13) | | Ray of Frost (DC:13) | |
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| 1: |
| | |
| Accuracy (DC:14) | Lesser Acid Orb (DC:14) | Burning Hands (DC:14) | | Chill Touch (DC:14) | Lesser Cold Orb (DC:14) | Lesser Electric Orb (DC:14) | | Lesser Fire Orb (DC:14) | Fist of Stone (DC:14) | Hail of Stone (DC:14) | | Magic Missile (DC:14) | Lesser Orb of Acid (DC:14) | Lesser Orb of Cold (DC:14) | | Lesser Orb of Electricity (DC:14) | Lesser Orb of Fire (DC:14) | Lesser Orb of Sound (DC:14) | | Shocking Grasp (DC:14) | Sleep (DC:14) | Lesser Sonic Orb (DC:14) | | True Strike (DC:14) | |
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| | * = Domain/Specialty Spell |
| FEATS |
| NAME |
DESCRIPTION |
| Armor Proficiency (Light) |
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. |
| Blind-Fight |
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit (see Concealment, page 152). An invisible attacker gets no advantages related to hitting you in melee. That is, you dont lose your Dexterity bonus to Armor Class, and the attacker doesnt get the usual +2 bonus for being invisible (see Table 8-5: Attack Roll Modifiers and Table 8-6: Armor Class Modifiers, page 151). The invisible attackers bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half (see Table 9-4: Hampered Movement, page 163). |
| Combat Casting |
You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive (see Casting on the Defensive, page 140) or while you are grappling or pinned. |
| Combat Reflexes |
When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round -- the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the characters threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed. |
| Improved Unarmed Strike |
You are considered to be armed even when unarmed - that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. |
| Shield Proficiency |
You can use a shield and take only the standard penalties (see Table 7-6: Armor and Shields, page 123). |
| Simple Weapon Proficiency |
You make attack rolls with simple weapons normally. |
| Stunning Fist |
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character cant act, loses any Dexterity bonus to AC, and takes a 2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. |
| Weapon Focus (Unarmed Strike) |
You gain a +1 bonus on all attack rolls you make using the selected weapon. |
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