Elemental Warrior
Warrior Class
Ability Requirement:
Str 13, Con 11, Wis 13, Chr 13Prime Requisite: Str, Wis
Races Allowed: Human, Elf, Half-Elf, Thri-kreen
XP Chart: Same as Ranger
Role: Elemental Warriors are normal people at first. They live their normal lives in the desert (it’s never someone from the cities) and for a person on Athas they are living a good life (good meaning they're not dead). Then something happens that starts to effect the surrounding elements in a negative way. After this continues for a while the elements reach out to the soon-to-be Elemental Warrior, at first the person just passes it off as a delusion brought on by the heat. Once the elements have had enough they reach out to the Elemental Warrior in one big moment of enlightenment where the Warrior comes to the conclusion that the source of destruction of the elements must be destroyed. Then in what is usually a violent and bloody battle the Elemental Warrior kills who or what was harming the land.
Elemental Warriors are the rarest class to wander the deserts of Athas. In the past 200 years there have only been 35 different Elemental Warriors but only the Sorcerer-Kings know exactly how many of these Warriors there have been. Elemental Warriors are called to defend the elements from all walks of life. Some examples from lore are Altakuss the leader of the fabled Elemental Strider elf clan, he turned his entire tribe into a army that fought to defend the elements. Travery Rockwood (the youngest Warrior ever) killed an entire merchant caravan that was taking his family's lands and strip-mining them, at the age 13. Ch’lac’tivvv (good luck) was a Thri-kreen whose tales have been told in every corner of the Tablelands.
No one is sure what exactly gives the Elemental Warriors their amazing powers, in fact, not even the Warriors themselves are sure. Each one has is own story or reason as to why they have this power. Everything from a group of powerful elementals, a spirit of the land that embodies all of Athas, or just right of birth. Each reason is as good as the next because no one knows. Even Sorcerer-Kings are interested in what exactly gives them there powers. A Sorcerer-Monarch will reward anyone greatly if they can bring in a Elemental Warrior alive. They will also reward people if they bring in a dead one as well, because Elemental Warriors are a real pain in the neck when they enter their cities and try to right the wrongs done to the elements.
Elemental Warriors will always try to defend the elements with their life because that’s what there all about. They believe in the absolute power of the elements from the water in an oasis to the silt in, well the Sea of Silt.
Weapon Proficiencies: Any.
Nonweapon Proficiencies: Elemental Warriors can choose from Warrior, Priest, and General.
Armor/Equipment: Standard, a lot of what they own they have made themselves from nature.
Special Benefits:
Specialization-Elemental Warriors can specialize in a weapon at first level, but this can never go any farther then specialization.
Saving Throw Bonus-Because of their connection to the elements a Elemental Warrior get a +4 bonus to save vs. clerical and druidic magic.
Immune to the Elements-Elemental Warriors are so connected to the land and the elements that they can never die as a result of exposure to them. For example: they will not die from being left out in the sun, or they will not drown when they are held under water (always a problem with me, I don’t know about you). Now keep in mind that this does not give them an immunity to magical stuff and other effects of the elements, just the direct ones. They will not go below one hit point from the fire that they are thrown into but they will probably die because it’s hard to live a full life when you have no skin. When you come right down to it it’s all up to the DM, just make sure that this doesn’t turn the Elemental Warrior into an Elemental God.
Heal the Land-Once a day the Elemental Warrior can heal up to 3 cubic feet of land per level. Now some of you may be saying "Oh yeah now I can walk around and heal the land, just what I always wanted to do, OH BOY!" and to those I say one thing: shut up and listen. The land is what the elements are and the other way around (O.K. maybe not all the elements but you get the picture) and since the Warriors get their powers from the elements somehow, healing the land is very important to them.
Elemental Bubble-At 5th level an Elemental Warrior can erect a bubble that can keep out or in any one element. The bubble has a 5 foot radius from the PC and it can be kept up for a number a rounds equal to the Warriors level. This ability can be used once per day.
Elemental Sword-At 10th level the Elemental Warrior has the chance to create something special: an elemental sword. Construction of a sword can take anywhere from a month to a year and cost anything from 10 to even 50 or more in gold it all depends on how the Warrior wants the sword to be. The sword can only be made from a form of one of the eight elements (this leaves you with so many choices) but no matter what the sword is made of they are all as strong as steel. The cost of sword itself will very between what materials are used to make it. A sword of stone or obsidian blade can be made up cheaply but try asking a sword maker to construct a sword made out of air or sun and they are going to laugh at you. As long as the sword gets made no matter what it is made of it becomes the Elemental Warriors new blade and is the only one (see below about making another one) he will ever have. When the sword is drawn and ready it projects a bubble that will counter incoming magic equal to the Warrior level and has a radius of 10 feet. Now for every element that is used in the construction of the sword (that part is all up to the DM and the Player) the sword will get a special power that can be used once per day, for any of these powers to be used the sword must drawn and ready.
Element Power Granted
Earth With a single blow stone, bone, obsidian, wood, or even metal can be cut in half -- up to a thickness of 1" per level.
Fire The blade bursts into flames that add 4d4 points to the damage and will light combustible materials on fire causing 2d4 points of damage if they are touched.
Air Can create a gust of wind up 100mph. It could be used to cause a jump- like effect or deflect incoming missile fire.
Water Can heal up 3d8 points of damage.
Sun The sword emits light that brightens up the surrounding 25 feet. It will also add 2d6 points to the damage but will not lite combustibles.
Magma The blade will start to ooze magma that will cause a staggering 3d10 damage. It will not light material on fire but it will damage them beyond repair.
Rain Can heal up to 2d10 points of damage.
Silt The blade will turn into super heated silt that when it hits a victim will stay on the victim causing 3d4 points of damage the first round, 2d4 the next, and finally 1d4 the last. This attack ignores all bonuses gained from wearing any normal armor.
The Dm and Player can change these if they can think of something better. If for any reason the sword is lost or destroyed the Warrior must get the atonement spell cast on him and then at 15th level he gets his last chance to make another sword.
Cleric Spells-At 11th level the Elemental Warrior can start to cast spells. The kind of spells that he can cast are different for each Warrior. To gain access to an elemental plain of magic he must get a priest from the element that he wishes to gain access to, to cast Imbue with Spell Ability on him. Once this is done the Warrior can cast spells from that elemental plane.
Level Casting lvl 1st 2nd 3rd 4th
11 1 1 - - -
12 2 2 - - -
13 3 2 1 - -
14 4 2 1 1 -
15 5 2 2 1 1
16 6 3 2 2 1
17 7 3 2 2 2
18 8 3 3* 2 2
19 9^ 3 3 3* 2
20 9 4* 3 3 3*
^=this is the max casting level *=this the max number of spells
Special Hindrances
Magic Item Limits-Elemental Warriors can never use or own any magic items that were created with templar or wizardry magic.
No Followers-Elemental Warriors will never get followers. No matter how much people look up to them as a ray of hope in this hell brought to life they always see the Warrior as a foreign person. They don’t know what to make of him enough to want to follow him.
Protect the Elements-The Elemental Warrior must protect any and all forms of elements on Athas and they must do so with there life if need be. This goes for all of nature from the most important oasis to the Sea of Silt. If the Warrior does not then he falls from the grace of what ever is giving him his powers and losses all of his special abilities. To gain back this grace he must have an Atonement spell cast on him by a cleric of all eight elements. If this happens more then three times he runs the risk of losing his abilities permanently and becoming a fighter of two levels lower.
NPC Ex.
Salic Ba-don 5th level Human Elemental Warrior: Imagine being cast out by your father and having to live in the squatter district where life is even more hard and cruel. Then a ray of hope hits as a man takes you away form all that and brings you to a small village in the desert that you soon learn to call your home. Then they come, the soldiers of the army of Tyr they stay in the village claiming the well and the food of the village as their own. Trying to survive, the village agrees to give them what they want. The soldiers abuse the well and threaten to dry it up forever. The young boy, who is now a young man, carries a bucket of water form the well when the water starts to make sounds that only he could hear. At first he tried to ignore them but after awhile the sounds turned to words and spoke "Salic Ba-don help me. The soldiers will soon destroy this land that you hold so dear. Help me....". For days Salic tried to force these words from his head until the day the soldiers were ready to leave. On that day the soldiers were going to take as much as they could carry with them, which was everything. It was then that Salic again heard the voice which cried out for his help and he answered. Picking up a club, he knocked-out one of the soldiers, took his sword and turned to the rest of them. As the story goes people saw a strange power follow into his body as one by one he killed each of the 50 soldiers. When he was done he walked over to the commander, who was on his knees begging for some kind of mercy. The commander promised that he would do everything in his power to fix what he had done to the village as he handed over some of the food and water that he and his soldiers were taking. Salic picked up the jug of water and took a sip and then spit it back into the face of the commander and with one quick slash of the blade removed his head. Salic tried to return back to his normal life but it just wasn’t the same, all of his friends saw him as some monster and didn’t trust him anymore, so Salic took it upon himself to leave during the night.
Six years later Salic has learned that the voice he hears calls itself Zunith and he has learned how to fully use the power that it is giving to him. Salic has defend the elements all over the tablelands, from the Ringing Mountains, to the trees in the Crescent Forest, to the Sea of Silt and has never backed down to anyone who threatens the life force of Athas. Recently Salic is staying with druid named Kryin who is letting Salic stay with him after defending his rock formation from a group of very nasty Gith. Salic plans on staying here for about a week then he is going to continue the hunt for Saastic -- a demented defiler who uses his magic just to kill the land.
Salic is 5’10’’ and is about 200 lbs.. He has dark, red eyes that glow a little when he gets angry, his hair is pure white and wears a very hard layer of leather for armor with crown like helmet that he carved from stone and a obsidian two-handed sword that he got from Kryin as a reward.