Elemental Warrior


Elemental Warrior
“The elements are my weapons, no steel can match them.”
-Hengan Esther, Elemental Warrior



            The endurance of earth, the power of the seas, the swiftness of the winds and the ferocity of fire all are gifts that the elemental warriors share. Through numberless mystical practices and days of meditation these versatile fighters have attuned with the elemental forces of the world. Their combat is imbued by the elements they control and the element’s wrath is expressed through the warrior. They are considered distant and strange by simple folk, but anyone who has seen one in battle can say that the wrath of nature is alongside him. Versatile, skillful and extremely powerful, the Elemental warrior is the will of nature expressed in a more quickened fashion, in a more immediate one.
Adventuring
            The elemental warrior is far and foremost a wanderer seeking knowledge and guidance from his ruling element. His purpose is bringing the balance that is desired into every situation and of course to defeat
all that harass and destroy the peace that lies among the dwellers of the world. Everything that is considered unnatural is a natural foe to the elemental warrior.
Characteristics


            The elemental warrior is a versatile fighter. He can summon the powers of the elements to imbue him and his allies with extraordinary powers. The elements that he has chosen as his totems grant him special benefits and maneuvers that he can deploy in every situation he can find himself in. His long hours of meditation give him combat abilities that stand for those a fighter have gained through long training and discipline. He is a lover of the wild and he can easily pass through it.


Alignment
            The elemental warrior due to his respect to the balance that is the nature’s law is usually Neutral. Any good alignment would also be ok but he believes that problems in a person’s lives are set from the gods for him to become stronger. If he interferes he might weaken that person. Also his sense of judgment is sharp and absolute. An evil elemental warrior is something extremely rare and the main cause of this mishappening is his wrong sense of judgment or a certain tragic incident that has change him.
Religion
            The elemental warrior worships the Mother Nature and all the things that she is made of.
Background
            The elemental warrior the most times belongs to an order that has trained him. These orders are divided by the ruling element of each warrior. Fire, Air, Water and Earth are the orders that exist and their members are the teachers and the students of each other.
Races
            All races can become elemental warriors but these which tend to embrace these teachings are mostly elves and half elves due to their deep connection to nature. Halfling and gnomes do not have the patience required for the initiate training and dwarfs tend to be more earth warriors than any other elemental warrior. Half orcs have the wisdom to understand the teachings of the orders but their wild nature drives them to choose the passionate way of the fire warrior of all other orders.
Other Classes
            Druids, rangers and elemental shamans understand the beliefs and behaviors of these warriors and they usually get along extremely well. Fighters always like having this kind of warrior to their side and barbarians listen to what they have to say with awe. Paladins respect their sense of judgment but don’t agree with their lack of action in some situations. They tend to argue more than any class with the Clerics, because clerics believe that the elemental warriors overestimate the laws of nature itself and support that the gods are the ultimate judge. Rogues many times have trouble making their mischief while the warrior is around but are fond of their protective powers. Finally the arcane spell casters think little of these practitioners because they believe that an arcane fighter can easily reach and may overcome their level with less discipline and practice.
Role
An elemental warrior’s role depends on his base element choice. A fire warrior is a master of melee combat. He utilizes his fire rage and other powers he gains to use his weapon as lethal as a barbarian. An air warrior is a master of ranged combat. The force of air all around makes his attacks impossible to miss. A warrior of water uses his powers to suppress and control the crowds in any combat situation. Also he can express the wrath of the elements more times per day that other warriors. An earth warrior is as hard as rock. He gains abilities that increase his armor and others that increase his hit points. All elemental warriors have the ability to heal some points of damage per day and in higher levels ability damage and the like.

Lvl
B.A.B
Fort Save
Ref Save
Will Save
Special abilities
Auras known
1
+1
+2
+0
+2
Elemental aura +1, Totem Element
1
2
+2
+3
+0
+3
Wild empathy, Woodland Stride
2
3
+3
+3
+1
+3
Element Adaptation
3
4
+4
+4
+1
+4
Wrath of the elements: Greater Element 1
3
5
+5
+4
+1
+4
Elemental Aura +2
4
6
+6/+1
+5
+2
+5
Totem Lesser Element
4
7
+7/+2
+5
+2
+5
Touch of Vitality
5
8
+8/+3
+6
+2
+6
Wrath of the elements: Lesser Element 1
5
9
+9/+4
+6
+3
+6

6
10
+10/+5
+7
+3
+7
Elemental Aura +3
6
11
+11/+6/+1
+7
+3
+7
Touch of Vitality: Remove Conditions, Improved Element Adaptation
7
12
+12/+7/+2
+8
+4
+8
Totem 2nd Element, Wrath of the Elements: Greater Element 2
7
13
+13/+8/+3
+8
+4
+8

8
14
+14/+9/+4
+9
+4
+9
Draw Aura Symbol 2/day
8
15
+15/+10/+5
+9
+5
+9
Elemental Aura +4
9
16
+16/+11/+6/+1
+10
+5
+10

9
17
+17/+12/+7/+2
+10
+5
+10

10
18
+18/+13/+8/+3
+11
+6
+11
Totem 2nd Lesser Element
10
19
+19/+14/+9/+4
+11
+6
+11
Greater Element Adaptation
10
20
+20/+15/+10/+5
+12
+6
+12
Elemental Aura +5, Wrath of the elements: Lesser Element 2, Draw 2nd Aura Symbol 4/day
10

GAME RULE INFORMATION

Abilities: Wisdom is important for an elemental warrior because it determines how powerful their wrath of the elements is and how long it will last. Depending on the order now, strength is important for a fire, earth and water warriors while the air warrior uses more dexterity for his attacks.
Alignment: All. Rarely any evil.
Hit Die: 1d10

Class Features

Weapon and Armor Proficiency: The Elemental Warriors are proficient with all simple and martial weapons, light and medium armor and shields (except tower shields).
Class Skills (4+ intelligence modifier, x 4 at the first level): Craft, Knowledge (Nature), Knowledge (Elements), Profession, Search, Handle Animal, Sense Motive.
Elemental Aura (Su): The Elemental Warrior can channel the elemental forces of nature through his talisman to summon an aura that grants him special benefits.
            Summoning an aura is considered a swift action. The warrior can only have one aura summoned at the time. An aura stays activated until he takes a free action to dismiss it or replace it with another one. He can have the aura continually summoned; thus the aura grants its effects even before he takes his first turn on an encounter.
            The elemental aura is dismissed if the warrior becomes unconscious or is slain, but otherwise it remains in effect even if he is incapable of acting.
            The bonus granted by the aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. The 1st-level elemental shaman knows how to project 1 aura chosen from the list below. At every odd-numbered level after that, the warrior learns one additional elemental aura of his choice, until all 10 auras are known at the 17th level. Each time he activates an elemental aura, he can choose from any of the auras that he knows.
Totem Element (Ex): Each element grants to the warrior special powers, if he select it for his totem. To create the totem of each element requires a special ritual that imbues talisman and warrior with the power and properties of the selected element.
By creating a totem of an element the warrior can use the totem’s benefits and later access its adaptation and wrath. Each element has different totem ability as listed below.
The Elemental Warrior begins with a totem already created and gain new totems as he progresses. On the 1st level he creates a totem of a greater element like fire, air, water or earth the one that he selects defines him as a warrior. When selecting the first totem he also gains the skills that are related with it.
·         Intimidate and jump for fire.
·         Swim and heal for water.
·         Climb and survival for earth.
·         Tumble and Balance for air.
At the 6th level he creates a totem of a lesser element like sand, steam, lightning, metal, wood or smoke. On the 12th level he creates another totem of a greater element and at the 18th level a 2nd totem of a lesser element.
Wild empathy, woodland stride: At the 2nd level the elemental warrior gains these extraordinary abilities. These are just like the ranger’s abilities.
Element Adaptation (Su): The Elemental warrior adopts the aspect of his first Element Totem. Attuning with it he gains abilities that each great element grants its warrior. These abilities grow in power just like the warrior does while progressing in levels. At the 11 level the Elemental Adaptation is Improved until it becomes, Greater, at the 19th level.
Wrath of the elements (Su): The Warrior gains the ability to express through pure power the Elemental Wrath. In order to maintain balance in nature the elements channel their fury through the warrior and he is able to direct it to his foes who he considers enemies of order.
            Every element has its own way of expressing its wrath as described below. The warrior can use this power once per element totem he possesses per day. For example a 9th level elemental warrior has created 2 totems, one greater one lesser, so he can use each element’s wrath once per day, once the greater element’s wrath and once the lesser element’s wrath.
            The Difficulty Class for a saving throw against an elemental wrath is 10+1/2 the warrior’s level + the warrior’s Wisdom modifier.
            All elemental wraths cannot be used at places where the opposite element has its domain. For example you cannot use the wrath of water into a blazing desert or the wrath of smoke in a windswept area.
Touch of Vitality (Su): Beginning at the 7th level, the elemental warrior can heal wounds of living creatures (his own or those of others) by touch. Each day he can heal a number of points of damage equal to twice his level x his wisdom bonus. The warrior can choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using the touch of vitality is a standard action and has no effect on undead.
            Beginning at the 11th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful condition affecting the target.
            For every 5 points of his healing ability he expends, he can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
            For every 10 points of his healing ability he expends, he can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
            For every 20 points of his healing ability he expends, he can remove a negative level or the blinded, deafened, or diseased condition from one individual.
            You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points.
Draw Aura Symbol (Su): Beginning at level 14 the Elemental warrior can draw one elemental symbol of any aura he knows, as a standard action, on the ground near him. After creating the symbol and imbuing it with the selected element’s aura, it starts projecting it and benefits those who are in allegiance with the warrior.
In a 40ft radius from the symbol all allies gain the selected aura’s benefits including the warrior; thus he can have 2 aura’s benefits on him and later 3. This symbol lasts for rounds equal to the warrior’s wisdom modifier. Drawing a symbol provokes attack of opportunities, if struck, the warrior losses concentration and his attempt to draw the symbol is lost. If he chooses to draw another one, he must replace it with one that is active.
At the 20th level the warrior can draw 2 symbols, for a standard action each.


Greater Elements


Fire:
Aura: Add to your melee attacks the aura modifier and to your melee, ranged or spell damage +1d6 fire damage per Aura bonus modifier.
Totem: You gain the fiery power of fire. Add +2 Elemental bonus to your Strength you also gain Resistance to fire/10.
Adaptation:
  • You gain the Rage ability twice per day.
  • At the improved element adaptation the rage improves to Greater Rage and 3 times per day.
  • At greater element adaptation the rage improves to Mighty Rage and 5 times per day.
You can also use the fire wall spell once per day. Your caster level is equal to your character level and the DC is the same as the wrath of the element.
Wrath: Flame Phoenix: You unleash the wrath of fire as a flaming phoenix that changes damaging your foes. In a line 15ft wide at its far end and 60ft at its length, all creatures affected take 1d6 fire damage per caster level. The damage is halved at a successful Ref save. Those who failed the save are burned for 1d4 fire damage for1 round per wisdom modifier.

 Earth:
Aura: Add to your Armor Class the aura bonus modifier as natural armor.
Totem: You gain the endurance of stone. Add +2 Elemental bonus to your constitution.
You also gain Resistance to acid/10.
Adaptation:
  • You gain the Combat Expertise feat at lesser adaptation.
  • At improved adaptation you gain the Defensive Stance ability 3/day.
  • At greater adaptation you gain the Mobile defense ability and can use it 5/day.
You can also use the stone wall spell once per day. Your caster level is equal to your character level and the DC is the same as the wrath of the element.
Wrath: Earthquake: You unleash the fury of earth’s foundations creating an earthquake in a 40 ft radius with you as a center which lasts for one round per wisdom modifier. All foes standing in the area of effect must succeed, each round, on a Ref save or fall prone for the duration of the effect.

 Water:
Aura: Add to all your saves the aura bonus modifier as a magical effect. This overcomes effects like enhancement bonus given by a Cloak of Resistance.
Totem: You gain the ancient wisdom of seas. Add +2 Elemental bonus to your Wisdom. You also gain Resistance to ice/10. Plus you gain underwater breathing.
Adaptation:  You can use the power of water to imbue your weapon with new powers.  At the element adaptation, as an extension of your weapon you can create a whip-like form of water, this gives you the ability to trip your opponents as if you had the improved trip feat. You can use this power for once per day per class level and it lasts for rounds equal to your wisdom modifier. To your trip attempt add not only your strength modifier but also your wisdom modifier. Size modifiers still apply.
·         At the improved element adaptation you can eject from your weapon a high pressure jet of water to push your foes just like the improved bull rush feat but you do not shift to their position, you just push them back. You can use this power for once per day per class level. It is considered a standard action and does not provoke attacks of opportunity. Its effect is instant unless used consequently which in case uses up more uses per day for each round used. To your bull rush attempt add not only your strength modifier but also your wisdom modifier. Size modifiers still apply.
·         At the greater element adaptation you can use the force of water to spin your weapon all around you in a deadly vortex just like using the whirlwind feat. You can use this power for once per day per wisdom modifier.
You can also use the ice wall spell once per day. Your caster level is equal to your character level and the DC is the same as the wrath of the element.
Wrath: Spikes of Frost: You use the water in the atmosphere to unleash the wrath of the element. You create one icy spike per 2 caster levels that with successful ranged touch attack deals 2d 6 ice damage each and freezes the target’s feet in place. You can direct all of these spikes to one or more targets. The freezing lasts for one round per wisdom modifier and the affected creature can overcome it by a successful Ref save on the primary attack, and by strength checks or escape artist checks on the rounds that follow. The DC remains the same for both the new checks. A spell or special attack that deals more than 15 fire damage releases the victim from the icy grasp.

 Air:
Aura: Add to all your ranged attacks, including ranged touch attacks, the aura modifier. All of your missile and ray spells and spell like abilities are doubled their range and their difficulty class increases by +1 per aura bonus modifier.
Totem: You gain the flexibility of winds. Add +2 Elemental bonus to your Dexterity. You also gain Resistance to lighting/10.
Adaptation: You can use the power of air to propel your ranged attacks. When taking the element adaptation you enter a state of mind that is called amongst air warriors “Wind Storm” in which you use the air element for your advantage. This is permanent and gets better with experience.
While in this state of mind you gain:
·         + Wisdom modifier as force damage to your Ranged attack damage.
·         10% Concealment from ranged attacks and spells that require a ranged touch attack or reflex save.
·         +10ft movement speed.
On the improved element adaptation you gain:
·         + Twice your wisdom modifier as force damage to your Ranged attack damage
·         20% Concealment from ranged attacks and spells that require a ranged touch attack or reflex save.
·         One extra attack on your higher base attack bonus with a -2 penalty on all attacks. This ability is like the speed enchantment on weapons so it stacks with feats like rapid shot that give extra attacks. It does not improve though with the Improved rapid shot feat or it stacks with the speed enchantment on the warrior’s weapon.
·         +15ft movement speed.
On the Greater element adaptation you gain:
·         + Trice your wisdom modifier as force damage to your Ranged attack damage.
·         30% Concealment from ranged attacks and spells that require a ranged touch attack or reflex save.
·         Two extra attacks on your higher base attack bonus with a -2 penalty on all attacks. This ability is like the speed enchantment on weapons so it stacks with feats like rapid shot that give extra attacks. It does not improve though with the Improved rapid shot feat or it stacks with the speed enchantment on the warrior’s weapon.
·         +20ft movement speed.
Wrath: Razor Winds: You unleash the power of the winds. By hardening the particles of air you create razor winds in a 20ft radius area. All foes in this area take 1d6 slashing damage per 2 caster levels. The effect lasts as long as you stay concentrated to it. Also you have the ability to move it at a speed of 40ft per round. In order to avoid the attack the foe must succeed on a reflex save.

Lesser Elements

 Metal:
Aura: You gain the hardiness of pure steel. You gain DR: Aura Modifier/lightning
Totem: You gain knowledge over all metals. This let’s you transform your weapon to every metal you wish for purposes of overcoming damage reduction. The weapon returns to its original form when you stop touching it. Also you gain the heavy armor proficiency feat due to your knowledge over metals.
Wrath: Wall of the Metal Lord: You summon the minerals of the earth below to create a wall of iron spikes. This wall is 10ft wide and 50ft long and 10ft high. All that stood above it take 1d6 piercing damage per caster level (max 10) and fall prone unless they succeed on a Ref save. The wall stays there for 1 minute per wisdom modifier.

 Lightning:
Aura: You charge your self with static electricity. Every foe that strikes you with a melee weapon or an unarmed or a natural attack, takes back 1d4 lightning damage per Aura modifier.
Totem: You gain the speed of lightning. Your movement becomes a free action but it cannot be split during attacks and does not provoke attack of opportunities to foes with out the lightning reflexes feat. (Can be used only once per an encounter.)
Wrath: Strike of the Lightning God: You bring forth the power of lightning and direct it to your foes. The lightning bolt deals 1d6 lightning damage per caster level (max 10) and it chains to targets equal to your wisdom modifier. The targets must take a reflex save; if they succeed they take half damage.

 Steam:
Aura: Steam builds up your momentum; you gain an extra attack on a full attack action on a -5 penalty which improves by adding your aura modifier. For example, at level 6 the aura modifier is +2 and the penalty -5 so you receive -3 penalty to the extra attack. To your damage add the steam aura modifier.
Totem: You burn the water in the air and use this pressure to make an irresistible attack. Once per day per three levels add your wisdom modifier to the attack roll and your shaman level to the damage roll. For example at the 9th level you can do this ability 3 times per day.
Wrath: Cloud of the Boiling Lake: You burn the water in the air and create a cloud of boiling steam. The cloud is created in a 20ft radius. When in it you gain 50% concealment and every foe who stays in the cloud takes 1d4 fire damage, per 2 caster levels, per round. This lasts for one round per wisdom modifier.

 Wood:
Aura: You gain the healing abilities of the eldest of trees. You gain fast healing 1 per aura modifier.
Totem: You inherit the long life of trees, no penalties occur during aging. You also gain the vitality of wood; permanently add 2 hp per hit die.
Wrath: Roots of the Wailing Trees: Ancient roots come out from the ground and entangle all your foes in a radius of 20ft. These roots absorb from the entangled ones life force and give it back to you or to whoever you wish within that radius. Each entangled foe gives 1d6 hp per hit dice back to you. To avoid the entangling a reflex save must be succeeded and to avoid the life drain, a fortitude save must be succeeded. The roots remain as long as you are concentrated to it. The wrath cannot be cast in environment that has no plantation (Deep underground, in a stone room etc.).

Sand:
Aura: The drifting sands and dusts form a shield; protecting you from attacks. The shield is able to protect you from attacks that would other wise damage you. The shield is able to stop a number of physical attacks equal to your aura modifier per day.
Totem: You gain a body shell made of sand. This shell absorbs points of damage that would otherwise hit you. An earth shaman’s shell takes 5 x his level points of damage before it is destroyed. An air or fire shaman’s shell takes 4 x his level points of damage, and a water shaman’s shell takes 3 x his level points of damage.
The Sand Shell can be used only once per day and it lasts until destroyed or is no longer needed, and it can operate multiple times per day (up to the total damage point limit). Each new day while attuning the Shell gains its full points.
Wrath: Fury of the Sand King: You unleash the fury of the desert in a sandstorm. This takes effect in a cone 25ft long and 20ft wide. All targets take 1d6 bludgeoning damage per 2 caster levels and they are blinded for 1d4 rounds. With a successful reflex save the target takes half damage and with a successful fortitude save the blindness is denied.

 Smoke:
Aura: All of your attacks leave a trail of smoke which damages the opponent for 1d4 acid damage per aura modifier and for 1d4 rounds there after.
Totem: You gain the ability to become gas as a standard action and move in this way. To attack or perform other actions you must return to your previous form. You can do this twice per day. You can stay in this form for 1 minute per level and use the time as you wish. If you encounter strong winds you are paralyzed until the wind stops.
Wrath: Smoke Bomb: You create a smoke blast that damages and poisons affected creatures. The area of effect is a blast of 20ft radius. All targets in the area take 1d6 acid damage per 2 caster levels. A successful reflex save cuts the damage in half. On a failed fortitude save; all affected targets take 2d4 constitution and strength damage. The effect is removed when rounds equal to your wisdom modifier pass.

A class for DnD 3.5 
by Kyuss the King of Corthandor

1 σχόλιο:

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