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Well Big Melon, i don't want to give him too much, it's a fighter after all, not a caster! If you look at the Hexcrafter (magus archetype) he's also limited in his number of hexes, although not in his number of times per day...
This guy have almost all the fighter goodness: good BaB, 1d10 hit dice, simple/ martial weapon, light/ medium armor, weapon training (at level 9 instead of 5, but still) and a bunch of feats!

On top of it, he received abilities like: strong mind (way better than bravery), hex strike, ward, aura, and curse wounds (very nice).

I could remove the limited number of uses per day for Evil Eye, wouldn't be adding to much power. But i believe that simply let him use others hexes at will, would prove to much. And the feat investment is minor for this guy, he have tons of feats! so 2-3 less for enhancing his, not suppose to have, casting abilities is not that bad!

It would make the whole matter easier to manage dho, no need to worry about which hex he can have, or how many times per day he can use them. I know the hexcrafter can have access to more hexes by swapping his arcana, using the same ratio arcana = feat... this can be make possible. Maybe limiting the number of times he can take Extra Hex would keep it balance?

The whole idea was to stay as close as possible to a fighter, i mean a guy going around using disguise and healing people left and right is not a typical fighter!

Thanks for input dude, as usual, you raise good questions :)


Hey guys

Been a while! Couple of persons ask me if there was other stuff about this archetype, like feats, specific magic items and what nut...

I used a Pactblade as one of my bad guy in my campaign (very mean btw) and created a couple of unique feats and one new weapon special ability. Let me share them with you.

Extra Hex

You have learned the secrets of a new hex.

Prerequisite: Hex class feature.

Benefit: You gain one additional hex. Your selection is very limited and you must choose from the list below. You must meet all of the prerequisites for this hex.

Possible Hex: Cackle, Flight*, Fortune**, and Healing***.
*If the Flight hex is chosen, the Pactblade only gain the ability to cast Feather Fall and a +2 racial bonus on Swim checks, he can use this hex a number of times per day equal to 1 + his Intelligence modifier. At 5th level, he can cast Levitate, once per day. At 7th level he can cast Fly, for 1 minute plus his Intelligence modifier.
** The Fortune hex functions as normal, except that the Pactblade can only use it on himself.
*** If the Healing hex is chosen, the Pactblade can use this ability a number of times per day equal to 1 + his Intelligence modifier. At 5th level he can cast Cure moderate Wounds.

Special: You can gain Extra Hex multiple times, but no more times than your Intelligence modifier.

Additional Hex

Your bound with your patron is strong, granting you more magical power.

Prerequisite: Hex class feature.

Benefit: You can use your Hex ability two additional times per day.

Special: You can gain Additional Hex multiple times, but no more times than your Intelligence modifier. Its effects stack.

Potent Hex

Your Hexes are harder to resist.

Prerequisite: Hex class feature.

Benefit: Add +2 to the Difficulty Class for all saving throws against your Hexes.

To go with his bounded weapon, i created a new weapon special ability:
Cursing

Price +1 bonus
Aura moderate transmutation; CL 5th; Weight —

Description

This special ability can only be placed on a pactblade weapon.

A Cursing weapon serves as a focus for its wielder's Evil Eye hex. When the target is under the effect of Evil Eye, the weapon's enhancement bonus is +1 better than normal. In addition, whenever the wielder strikes a creature with a Cursing weapon, the duration of one active Evil Eye effect (wielder choice) is extended for one round. No single Evil Eye effect can be extended more than three times.

Construction Requirements

Craft Magic Arms and Armor, bestow curse, creator must have hex class feature; Cost +1 bonus

Hope you like!


The sorcerer class in 4th edition have that ability: ignore energy resistance. The higher level they go, the more resist they ignore...
The thing is, i haven't see that anywhere in Pathfinder, giving it to my Elemental Warrior would be unbalancing.

There might be a way: feats! there's a few metamagic feats that can be used. Like Elemental Spell:
You can manipulate the elemental nature of your spells.

Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that energy type and half is of its normal type.

Level Increase: +1 (an elemental spell uses up a spell slot one level higher than the spell’s actual level)

Special: You can gain this feat multiple times. Each time you must choose a different energy type.

Of coarse the feat would have to be modified, cause we don't have spells per say, but i'm sure it can be workable... Another person ask me to come up with specific feats for this guy, so i'll see what i can do :)


Sup Mordain... ya after browsing the various fighter's archetypes, i think you're right: not overkill to replace it!

And i agreed on dropping resist to 5 for start... still damn good :)

Ya the feat Elemental Strike is the same as Elemental Fist (from monk - monk of four winds archetype) they have to use it with unarmed strike, so i changed that part... but keep rest. And their damage is as indicated: 1d6 + 1d6 every 5 levels.

I have to give some kind of diminished effect otherwise it will be way to strong. It's a trade off really, one big hit with 4d6 extra or 2 with 3d6?? What if the creature is vulnerable to your element? Or if you dual wield and have like 7 attacks! At least they got the 1d6 extra..

For the capstone, i taught about something nice:
At 20th level, his Elemental Strike explode with energy when he scores a critical hit. This ability is identical to the magic weapons - burst ability. furthermore, they treat their damage multiplier as if it was one increment better (×2 becomes ×3, x3 become x4, and x4 become x5) for the bursting ability.

Answers to your questions:
1 Elemental Strike (EleS) works on 1 attack only, so if you TWF, your primary get extra damage, off hand get nothing!
2) Thrown weapon works for EleS, since before throwing it, he can palce the charge on it.
3) EleS was not intended for projectiles weapons... once you add range, it's a much stronger ability, and my intend was to be up close, not a wannabe arcane archer :)

I will post the revised version soon... been busy.
Thanks again for input... did you look at my Pactblade


Say something! comment, critique, insult! anything :)


Mordain Thade... i will comment on your post, and i think you misunderstood some of the content, so let me clarify.

Mordain Thade wrote:
I dunno if you're attached to bravery, but you could replace it with a scaling bonus to saving throws vs. his chosen elemental property. It seems to fit the archetype better, and would make it really annoying to hurt him with his chosen element later on.

I taught about the exact same thing, but since i already changed Weapon Training and Armor Training... didn't want to push it :0)

Mordain Thade wrote:
I think the elemental resistance should start at 5, rather than 10. This is for two reasons - one, getting above resist 5 is usually only done via magic, or having a much higher level than 3rd; two, the second elemental feats gained at 9th level also add resistance to the element in question (in significant amounts too, since it's BAB-based). Combine these two with expected saving throw DCs, not even factoring my bravery replacement suggestion above, and you're basically looking at near-immunity to most equal-CR threats that use that element. That's just a bit too strong, I think.

After thinking about it for a while, i think you're right, resist 10 is a bit strong, i merely follow the sorcerer's bloodline power of the same level, will correct it on revised version.

You misread my 9th level ability, i specifically said to ignore the extra energy resistance grant by the feat.

Mordain Thade wrote:
For the elemental style damage, I'd link the bonus damage to his level (like weapon training), rather than his Con modifier. This stops the races that receive Con bonuses from automatically being the superior choice for the archetype, and also leads into my next suggestion. If you feel that it's too low, you could go with a base number + the weapon training mod (like 3 + "training level", since everything seems to use that), which may be enough to compensate for the lack of to-hit.

Love it! and make sense too, so i'll change it to +2 damage per equivalent of Weapon Training's bonuses.

Mordain Thade wrote:

I'm not sure if I'm just not reading Elemental Storm right, but it seems a bit confusing. So, using a Con 22 (16, +6 belt) fighter for this example, for the first attack, he'd do 1d6+6 elemental damage on his first strike in the round, 1d6+6-1d6 (effectively just +6) on the second strike, and 1d6+6-2d6 (basically 6-1d6) for the third?

If you were looking for something along a "diminished charge" limitation, what do you think about just shrinking the elemental damage die for each hit? (1d6 -> 1d4 ->1d3 ->1d2) You could also reduce the Con-based damage by -1 at the same time if the die decrease isn't enough (using the above fighter, 1d6+6 -> 1d4+5 -> 1d3+4 -> 1d2+3).

Personally, though, the way I see it, it's a 17th level ability. I say, to the pit with any sort of diminishing returns on the elemental strike ability, and let any melee weapon held count as an elemental weapon of the appropriate element (corrosive, flaming, frost, or shocking), all the time, plus the level-based adjustment from Elemental Style. After all, he's already given up the awesome static bonuses of weapon training, which also include to-hit bonuses. Give him a bit more punch in the damage department (albeit elemental-based) as a trade-off. I may even go so far as to recommend a burst weapon.

You got it all wrong man... Your Elemental Strike damage start at 1d6, BUT it goes up by an additional 1d6 per 5 level after that. So the damage is 2d6 at level 5, 3d6 at 10th, 4d6 at 15th, and finely 5d6 at level 20.

Elemental Storm let you make more attacks per round using Elemental Strike, BUT with a "diminished charge". At 17th level (when you get the ability) your Elemental Strike damage is equal to 4d6. This allowed you to make 2, 3, or even 4 attacks this round all with extra energy damage as follow: one attack: full damage 4d6, two attacks: 3d6 extra damage each, three attacks: 2d6 extra damage each and finely; four or more attacks (if dual wielding for exampled)with 1d6 extra damage each.

Mordain Thade wrote:
Lastly, since pretty much everything else is replaced, I think it'd only be right to replace the fighter capstone too. Yes, it's a sickeningly awesome ability, but given that the archetype totally does away with weapon training, it just doesn't seem to fit.

Again, i think you're right! and i came up with something real nice to go along... Will make modifications in revised version. Your input have been really helpful Mordain and i hope you'll take a look at my new post on the Pactblade, hihihi


Hello again boys, here's a new fighter archetype that i develop for a friend of mine. Any critiques to make it better is welcome.

Pactblade

The Witch gains power from her communion with the unknown and draws her magic from a pact made with an otherworldly power. Communing with that source, using her familiar as a conduit, the witch gains not only a host of spells, but a number of strange abilities known as hexes. Like all spell casters, sooner or later, they’re going to need some warrior’s protection. And when the needs are great, they don’t hire any sell swords, they trust the Pactblades. These selected warriors wields special weapons, enhance by the same power that fuel the witches, and uses debilitating magic to hinder their foes. Steel, hexes, and curses, these are the Pactblade tools. They serve as coven’s guards, personal protector or even enforcers.
Pactblade is an archetype for the Fighter class.

Weapon and Armor Proficiency
A Pactblade is not proficient with heavy armor, or tower shields.

Skills
The Pactblade replace Knowledge (dungeoneering) (Int), and Knowledge (engineering) by the following skills: Knowledge (Arcana) (Int) and Spellcraft (Int).
Skill Ranks at 1st Level: 4 + Intelligence modifier.

Pactblade
After being accepted by your patron, the source of your powers, he gifts you with a very special weapon: your very own pactblade. This special weapon is not only a killing tool, but serve as your conduit to your bond entity. It also grants you the ability to throw hexes.
This weapon follows the rules of the wizard’s arcane bond weapon. With one exception: since the Pactblade doesn’t have spells, the weapon can instead be used to extend the duration of his hexes by 1 round per four level, once per day (identical to the *Cackle hex)

Hex (Su)
At 1st level, the Pactblade can use the *Evil Eye hex. He can use this ability a number of times per day equal to 3 + his Intelligence modifier. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the Pactblade’s level + his Intelligence modifier.

*Evil Eye (Su):
*Evil Eye (Su): The Pactblade can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (player’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + his Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

This ability replaces the fighter’s 1st level bonus feat.

Strong Mind (Ex)
Trained by spell casters that are known for their mind tricks, Pactblade learn how to resist mind magic at early stage. At 2nd level, a Pactblade gains a +1 bonus to his will saves against mind affecting spells, hexes, curses, and other maledictions. This bonus increases by +1 for every four levels after 2nd.
This ability replaces Bravery.

Hex Strike (Su)
At 5th level, a Pactblade gains the ability to deliver his hexes with his bond weapon as part as a normal attack. If the attack hit, he deal normal weapon damage and can hex the target as a free action. If the attack fails, he expends one use of his hex ability for the day. He can Hex Strike only once per round. The Pactblade also gain one more use of his hex ability per day, plus one more every four level after 5th.
This ability replaces Weapon Training 1.

Ward (Su)
At 7th level, the Pactblade learn to use his hexes not only for offence, but for defence as well. He gains the *Ward hex, modified as below.

Ward (Su):
Ward (Su): A Pactblade can use this hex to place a protective ward over himself. He receives a +2 deflection bonus to AC and a +1 resistance bonus on saving throws. This ward lasts until he is hit or fails a saving throw. A Pactblade knows when is no longer protected. A Pactblade can have only one ward active at a time. If the Pactblade uses this ability again, the previous ward immediately ends. A Pactblade can only use this ability on himself.
At 15th level, the bonuses provided by this Ward increases by +1 each.

This ability replaces Armor Training 2.

Weapon Training (Ex)
At 9th level, a Pactblade gain Weapon Training 1 as the fighter class feature, but the bonuses only apply when wielding his Pactblade weapons type (i.e.: long sword), not weapon group.
This ability replaces Weapon Training 2.

Aura of Bad luck (Su)
At 11th level, a Pactblade can spend two daily use of his hex ability to create aura around himself that causes any attacks (including spells) made against the Pactblade to suffer the effect of the *Misfortune hex. Activating the Aura of Bad luck is a swift action.

*Misfortune (Su):
*Misfortune (Su): The Pactblade can cause creatures that attack him to suffer grave misfortune for 1 round. Anytime the creature or creatures makes an ability check, attack roll,saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.
At 15th level and 19th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. A creature can be affected only once per day.

This ability replaces Armor Training 3.

Curse Wounds (Su)
At 13th level, a Pactblade can use his Hex Strike ability to inflict a Cursed Wound. If the attack hit, the target is allowed a Will save (same DC as his hex) or become infected. Infected creatures received only half the number of hit points from any healing sources (spells, abilities, and even items). This ability also stop the regeneration process of certain monsters (like troll) for a number of rounds equal to 3+ the Pactblade Intelligence modifier. If the attack fails, he expends one use of his hex ability for the day. This is a curse effect.
This ability replaces Weapon Training 3.

Retributive Strike (Su)
At 15th level, by spending one daily use of his hex ability, a Pactblade can use *Retribution hex as modified below:

*Retribution (Su):
*Retribution (Su): As an immediate reaction, when hit, a Pactblade can place a Retribution hex on any creature within 60 feet that hit him, causing terrible wounds to open across the target’s flesh. Immediately after the hexed creature deals damage to the Pactblade, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the Pactblade’s Intelligence modifier. A Will save negates this effect.

This ability replaces Armor Training 4.

Plague (Su)
At 17th level, the Pactblade learn how to spread his hexes across his enemies, throwing multiple hexes a Pactblade can use his Hex Strike ability more than once per round. By spending multiple daily uses of his hex ability, he can hex as many time per round as the number of attacks allowed by his base attack bonus (BAB). By spending one daily use he can hex 2 times, by spending 2 daily uses he can hex 3 times, and so on, up to his maximum number of attacks per round. Therefore, a 17th level Pactblade can hex 4 times per round if he wishes. Each additional hex is treated as a new one, and the target save against each hex separately.
This ability replaces Weapon Training 4

Pact Lord (Ex)
At 20th level, a Pactblade bond with his weapon is complete. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, whenever he’s using his Hex Strike ability to deliver a hex, the save DC for that hex is increase by +2.
This ability replaces Weapon Mastery.


No worries Big, i know you what you mean and to an extend: you're right! They both use the same approche. But to make a non magical version, that have magical attacks... it's knida hard, lol! I'll try to build a feat / style instead of a magic / style... And we'll see


Yep yep, if i'm to create new style, might as well put them in context. Air style could be skittish, swashbuckler in genre using quick parries and dodging blows. While Earth style would be solid, all armored, trading blows for blows trusting in their defenses. A lot can be done...

I choose to do it using archetypes cause it give you basics, template to built on. Making a whole new class would prove more difficult, not only cause you have to create everything, but for balance issues.

We are lucky enough, PF already did elemental style feats, usually design for monks, but easily workable for other classes. When i created the Fighter variant i found it really easy to do cause of that. Ranger was more tricky, because Ranger have a lot more abilities than Fighter... So you might want to think about that also...
Keep me posted if you come up with something, always interested in elemental base classes.


You know Big Lemon, i like your idea... i can leave my Fighter as is, but modifies my Ranger to add elemental combat style, one for each element of coarse! Ho well... seems i'm back on drawing board, lol!


Just for you Maulium :), hope you like the twist... I still like the Fighter one better... feels more... right
Big Lemon: i was not aware of this archetype, will look into it.
Toaster: ya i almost pick the bloodline power and spread them on as you go up level... almost :)


Alright, after building the Elemental Warrior as a fighter archetype, I will try to make a new archetype, but for the Ranger class instead. My Fighter version follows the class pattern: focus, single-minded, and deadly. The Ranger version will be more versatile, adaptable, while staying true to the class. Compare to the Fighter who focuses on one element, mastering it; the Ranger will explore many, but won’t go as deep as the Fighter. Hope you enjoy!

Favored Element – Primary (Su)
At 1st level, you must select one of the four elements: air, earth, fire, or water. This will become your primary element, this choice cannot be changed. A number of your abilities grant resistances and deal damage differently based on your primary element, so choose wisely. You also add Knowledge (planes) as a class skill and can make Knowledge skill checks untrained when attempting to identify outsiders creatures with one of the element subtype (air, earth, fire, water)
At 1st level, you gain Elemental Strike as ability, this works like Elemental Fist except that you can use it with any weapon you are holding (instead of unarmed strike)
On a successful hit, the attack deals normal weapon damage plus 1d6 points of d damage of your energy type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental strike attack a number of times per day equal to your level, and no more than once per round.
This ability replaces the ranger’s first favored enemy and track.

Empathy (Ex)
This ability is identical to the ranger’s normal wild empathy with the exception that it applies only to creatures related to his primary element (i.e. desert creatures for fire as primary)
This ability alters the ranger’s wild empathy class features.

Favored Resistance - Primary (Ex)
At 3rd level, you gain energy resistance 10 and +2 bonus on your reflexes save against your primary energy type.
This ability replaces the favored terrain class feature.

Elemental Calling (Sp)
At 4th level, the Elemental Warrior can summon an elemental ally to help him in combat. This ability functions like the Summoner’s ability: monsters summoning except that it can only be used to summon elemental. The Elemental Warrior’s effective level is equal to his class level. He can use the ability only one time per day plus an additional time per day every four levels after 4.
This ability replaces hunter’s bond.

Favored Element – Secondary (Su)
At 5th level, the Elemental Warrior may select an additional favored element or enhance his primary one. If he chose to pick another element, he gain Elemental Strike with his new element (using the same pool, not a new one), and can now choose which elements he wants to use when striking. If he decides to go further in his primary element, he gains one of the four feats below according to his primary element. He performs the style with any weapon he’s holding and uses his Wisdom for his bonus on damage. With the exceptions above, this ability is the same as the associated feat (style feat) of the same name. Also, the damage of his Elemental Strike goes up by 1d6 (for 2d6)
Djinni Style: Air, Shaitan Style: Earth, Efreeti Style: Fire, Marid Style: Water
This ability replaces the ranger’s second favored enemy.

Stride (Ex)
This ability is identical to the ranger’s normal woodland stride with the exception that it applies only to terrains associated with his unlock element or elements (i.e. rubbles for earth).
This ability alters the ranger’s woodland stride class features.

Favored Resistance - Secondary (Ex)
Beginning at 8th level and every five levels after that, the Elemental Warrior may select an additional favored resistance or enhance his primary one. If he chose to pick another element, he gain resistance 5 and a +1 bonus on reflexes save against this new energy type. If he decides to go further in his primary element, his bonuses increase by 5 and +1 respectively.
This ability replaces the ranger’s Swift tracker, and 2nd favored terrain class feature.

Favored Element – Tertiary (Su)
At 10th level, the Elemental Warrior may select an additional favored element or enhance his primary one. If he chose to pick another element, he gain Elemental Strike with his new element (using the same pool, not a new one), and can now choose which elements he wants to use when striking. If he decides to go further in his primary element, he gains one of the four feats below according to his primary element. He can use them with any weapon he’s holding and uses his Wisdom for the save’s DC. Also, ignore the added energy resistance. With the exceptions above, this ability is the same as the associated feat (style feat) of the same name. Like before, the damage of his Elemental Strike goes up by 1d6 (for 3d6)
Djinni Spirit: Air, Shaitan Skin: Earth, Efreeti Stance: Fire, Marid Spirit: Water
This ability replaces the ranger’s third favored enemy.

Elemental Manifestations (Ex)
At 11th level, an Elemental Warrior bonds to his primary element his such that it imbues him with a special gift. Air: +1 dodge bonus to AC, Earth: +1 NA, Fire: +10 speed, Water: DR 2. These bonuses double at level 19.
This ability replaces Quarry and Improved quarry class feature.

Camouflage (Ex)
This ability is identical to the ranger’s normal camouflage with the exception that it applies only to terrains associated with his unlock element or elements (i.e. swamp for water).
This ability alters the ranger’s camouflage class features.

Favored Element – Quarterly (Su)
At 15th level, the Elemental Warrior may select an additional favored element or enhance his primary one. If he chose to pick another element, he gain Elemental Strike with his new element (using the same pool, not a new one), and can now choose which elements he wants to use when striking. If he decides to go further in his primary element, he gains one of the four feats below according to his primary element. The attack deals normal weapon damage plus your Elemental Strike damage and any other conditions. He can use them with any weapon he’s holding and uses his Wisdom for the save’s DC. With the exceptions above, this ability is the same as the associated feat (style feat) of the same name. The damage of his Elemental Strike goes up by 1d6 (for 4d6)
Djinni Spin: Air, Shaitan Earthblast: Earth, Efreeti Touch: Fire, Marid Coldsnap: Water
This ability replaces the ranger’s fourth favored enemy.

Hide in Plain Sight (Ex)
This ability is identical to the ranger’s normal Hide in plain sight with the exception that it applies only to terrains associated with his unlock element or elements (i.e. caves for earth).
This ability alters the ranger’s Hide in plain sight class features.

Elemental Mastery (Ex)
An Elemental Warrior of 20th level becomes a master of the elements. The damage of his Elemental Strike goes up by 1d6, putting it at 5d6 for his primary element (if he enhanced it) and 2d6 for all others. So strong is his control that he can now mix the energy types when he’s using his Elemental Strike ability. So he can now do a fire– acidic Strike or a cold– shocking Strike, and so on. The damage remains the same, but he’s harder to resist. He CANNOT use the element oppose by his primary element in the mix. Air is opposed by Earth, Fire by Water.
This ability replaces the ranger’s last favored enemy and master hunter


I'll work on a plurielemental warrior, using Ranger class as template... But i the mean time: how's this one?
Anything to make it better?


I taught about it... but would not fit easily on a Fighter's archetype. It could probably done with the Ranger, changing favored enemy for favored element and adjusting the abilities as we go up level.


Any comments, toughs, advises or insults?


Borthos: you're right, it's a bit powerful for just an archetype. I can tune it down, but i'm afraid it would ruin it. I would follow Trogdar advice and put Constitution instead of Charisma for abilities dho, easy fix :) and i think Dragon Resistance is ok at 3rd level. Will look into it and repost.
Thanks for comment and keep them coming.


Petty: i did but mheeeee, seems ordinary to me. The rage power - dragon are weak (compare to the rogue counter part) and the first one is meaningless, waste of power. I see them as thematic and what-nut, but that's about it! Mind you... wings are good :)


Here’s my take on the Elemental Warrior, one that combine steel with the fury of the elements. His chosen element protects him, enhance his attacks and unleash destruction on his enemies. The Elemental Warrior is an archetype for the Fighter.

Chosen Element
At 1st level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, so choose wisely. You also add Knowledge (planes) as a class skill.

Elemental Strike (Su)
At 1st level, you gain Elemental Strike as ability, this works like Elemental Fist except that you can use it with any weapon you are holding (instead of unarmed strike)
On a successful hit, the attack deals normal weapon damage plus 1d6 points of damage of your energy type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental strike attack a number of times per day equal to your level, and no more than once per round.
This ability replaces the fighter’s 1st-level bonus feat.

Elemental Resistance (Ex)
At 3rd level, you gain energy resistance 10 against your energy type. This bonus increases by +5 every four levels after 3rd.
This ability replaces Armor Training 1 and 3.

Elemental Style (Ex)
At 5th level, an Elemental Warrior starts mimicking the fighting style of elemental creatures of his type. He gains one of the four styles below according to his chosen element. He performs the style with any weapon he’s holding and uses his Constitution modifier instead of his Wisdom for his bonus on damage. With the exceptions above, this ability is the same as the associated feat (style feat) of the same name.
Djinni Style: Air Shaitan Style: Earth Efreeti Style: Fire Marid Style: Water
This ability replaces Weapon Training 1.

Armor Training (Ex)
At 7th level, an Elemental Warrior gains Armor Training 1, and can move at his normal speed in medium armor. At 15th level, the Elemental Warrior gains Armor Training 2, and can move at his normal speed in heavy armor.
This ability replaces Armor Training 2 and 4.

Elemental Manisfestation (Ex)
At 9th level, an Elemental Warrior goes further down the path of his style and focuses more energy into his attacks. He gains one of the four feats below according to his chosen element. He can use them with any weapon he’s holding and uses his Constitution modifier instead of his Wisdom for the save’s DC. Also, ignore the added energy resistance. With the exceptions above, this ability is the same as the associated feat (style feat) of the same name.
Djinni Spirit: Air Shaitan Skin: Earth Efreeti Stance: Fire Marid Spirit: Water
This ability replaces Weapon Training 2.

Elemental Mastery (Ex)
At 13th level, an Elemental Warrior has reached the end of the path, and, is now a master of his style. He gains one of the four feats below according to his chosen element. The attack deals normal weapon damage plus your Elemental Strike damage and any other conditions. He can use this ability with any weapon he’s holding and uses his Constitution modifier instead of his Wisdom for the save’s DC.
Djinni Spin: Air Shaitan Earthblast: Earth Efreeti Touch: Fire Marid Coldsnap: Water
This ability replaces Weapon Training 3.

Elemental Storm (Ex)
At 17th level, an Elemental Warrior can use his Elemental Strike ability more than once per round. For each additional uses per round, the damage is reduce by 1d6. The maximum number of time per round he can use Elemental Strike is equal to his number of attacks that round.
This ability replaces Weapon Training 4.

Elemental Immunity (Ex)
At 19th level, an Elemental Warrior gain immunity to damage from his energy type.
This ability replaces Armor Mastery.


Thanks guy for comments..
Luna: it's a figther, didn't want to be to powerful for archetype.. so gave him a limeted time.
Trogdar: hhummm tempting, CON instead of CHA, make sense since his abilities are comming from him, i mean not buy magic (like sorcerer) but from his own personal energy.
Borthos: i taugh of that... but ya, dragon shaman is a full class, not an archetype for sure.


Anyone, critique?


Hi guys

After looking on these very pages for THE archetype i wanted, a warrior that use the power of dragons to win the day, i end up empty handed. So i decide to create one...

"At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins." this is true to a sorcerer, but not all who are gifted with dragon's blood decide to wield spells and magic! For some, a sword and the power of the mightiest creature is enough. They are called: Dragon Warrior.

At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Breath Weapons, so choose wisely...

Dragon Senses (Ex) Starting at 1st level, you gain Low-Light Vision, if you already have this ability, you can now see 3 times better than normal (instead of 2 times). At 5th level, you now gain Darkvison 30', if you already have this ability, you add 30' to your range. At 10th level, you add another 30' to your Darkvison. Finely, at level 15, you gain blindsense 30'.
This feature replace your 1st and 10th level bonus feat.
Perception is a class skill for you.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 7th level, 11th level, and 15th level, these bonuses increases by one step each.
this feature replace armor training 1, 2, 3 and 4.

Breath Weapon (Su): At 5th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your fighter level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). You can use this ability once per day. At 9th level, you can use this ability 1 more time per day and the shape of your Breath Weapon become larger. At 17th level, you can use this ability 3 times per day.
This feature replace weapon training 1, 2, 4.

Table: Breath Weapons

Dragon Type Energy Type Breath Shape (5th) (9th)
Black Acid 30' line -- 60' line
Blue Electricity 30' line -- 60' line
Green Acid 15' cone -- 30' cone
Red Fire 15' cone -- 30' cone
White Cold 15' cone -- 30' cone
Brass Fire 30' line -- 60' line
Bronze Electricity 30' line -- 60' line
Copper Acid 30' line -- 60' line
Gold Fire 15' cone -- 30' cone
Silver Cold 15' cone -- 30' cone

Wings (Su): At 13th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a move action. The wings last for 1 min per level + you CHA modifier.
This feature replace weapon training 3

Dragon Toughness (ex) you gain Damage Reduction 5 and your energy resistance increase to 25.
This feature replace armor mastery.

Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.


Well i play a DEX based single class fighter and he rocks!, forget multi-class, you need feats! and fighter got them.

I went Aldori Swordlord as archetype, they are the ultimate duelist.
First: the sword; 1d8 damage, 19-20 crit, finessable, you can use it 2Handed and add 1 1/2 STR bonus, feat to go with it. Really a fantastic weapon. Aldori mastery give you +2 AC, sweettttt
Make sure you pick an Agile magic version (+1 enhanc, put DEX to damage)

Archetype: focus on AC and disarm, fit with your city style.

Armor: get mithral chainshirt, don't look back! enchant it, be happy!

Feats: Combat Expertise(CE) is nice, -to hit for +AC, perfect (as a fighter you'll have a ton of to hit) but CE open up a bunch of feats, like Imp Disarm, Imp Trip, etc..
I recommend Dodge, not for the meager +1AC (which is still +1) but for what's it brings: Mobility and Spring Attack!
Now, the coup de grace: Vital Strike :) this little feat let you roll twice and ADD the damage... me love, me love beaucoup!
At 7th level... you become nearly untouchable..

So by going full fighter- Aldori Swordlord, at level 6 (like mine) you can look like that:
DEX: 20, base 17, +2 racial (human), +1 level 4
AC: 25 (27 with CE), mith chainshirt+1, ring+1, feats and class feature.
HP: 58 (14 CON) not to bad!
Feats: EWP: Aldori sword, WF: Aldori sword, WF, dodge, Quickdraw, Vital Stike. Next feats will be Mobility and Spring Attack.

With that set up, i can go in, strike (hard with Vital Strike) and get out of the way. Well that's my build, full mobility and he can pack a punch to! hope it help...


I found this version online http://smitethegoblin.blogspot.ca/2012/01/elemental-warrior.html

Very well done! As you can see he used the Dragon Shaman template and twist it to an elemental warrior. Some of the abilities are powerful, but overall a well done job, full of flavor.

Check it out!


I love the idea, Elemental Warrior as archetype!

Your first version (as a fighter) was perfect: good abilities, original, and above all: balance
But this version is way overpower. The paladin is probably the most powerful class in PF, but to add more damage to it, and better spells!!! it's to much man. Beside, paladin are divine warriors, the "god" aspect is crucial to the class, taking that away and their alignment is wrong.

Of all the class to add archetype, ranger will be the more fitting. They already are nature's guardians. Their spells are already half elemental and even their abilities reflect that. It would probably be easy to modify their abilities ans class features to an elemental flavor.

As for a whole new class, using paladin abilities/ structure as template is dangerous, like i said: they are so strong! I would maybe use the barbarian template, adding "elemental powers" instead of rage powers, and so on... The trick would be to make each elements a bit different in powers/ abilities.

Anyway man good work!!!! seriously, my comment are not critiques, just "pointers" lol! When i look at 3rd party stuff i always ask myself: as a DM, would i allowed this? If the answer is : no, it's time to go back to the drawing board.