Revised Elemental Warrior (Paladin Archetype)


Homebrew and House Rules


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Building off of a very good suggestion from my first attempt I'm rebuilding the Elemental Warrior Prestige Class from the Planar Handbook as a Paladin Archetype.

My biggest balance concern is the fact that the Elemental Warrior doesn't have the alignment restrictions of a Paladin, but I think I managed to offset that with a few careful changes. Elemental Smite got hit with the nerf bat a fair bit to make up for not being alignment-tied like Smite Evil is.

Also changed up the spell list quite a bit; lopped out most of the holy spells, and replaced them with elemental ones. I'm not sure about their early-entry into Elemental Body, but the spell is such a perfect fit for the class that it seems wrong not to include it.

Elemental Warrior

Alignment/Code of Conduct: An Elemental Warrior may be of any alignment, and is not required to follow any code of conduct.

Skills: An Elemental Warrior gains Bluff, Fly, Intimidate, Knowledge (Arcana), and Knowledge (The Planes) as class skills, but loses Handle Animal, Heal, Knowledge (nobility), Knowledge (religion), and Ride as class skills.

Align Element: At the start of each day, an Elemental Warrior must spend one minute meditating upon one of the four elements (air, earth, fire, and water) in order to align themselves with that Element. An Elemental Warrior may change their aligned element at any time by spending five minutes in meditation. Changing your aligned element does not refresh uses of Elemental Weapon or Elemental Manifestation.

Elemental Smite: Once per day, a Elemental Warrior can draw upon their connection to the elemental forces of the universe to strike down their foes. As a swift action, the Elemental Warrior chooses one target within sight to smite. The Elemental Warrior adds her Charisma bonus (if any) to her attack rolls and adds damage of their aligned Element equal to their Elemental Warrior level to all damage rolls made against the target of her smite.

In addition, while Elemental Smite is in effect, the elemental warrior gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.

The elemental smite effect remains until the target of the smite is dead or the next time the elemental warrior rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the elemental warrior may perform an elemental smite one additional time per day, to a maximum of seven times per day at 19th level.

This ability replaces Smite Evil, Aura of Good, and Detect Evil.

Energy Touch: Beginning at 2nd level, an Elemental Warrior may channel the power of their aligned element through their hands, and bring that power to bear against their enemies. Each day they can use this ability a number of times equal to 1/2 their Elemental Warrior level + their Charisma modifier. As a touch attack, an Elemental Warrior can cause 1d6 points of damage for every two Elemental Warrior levels they possess. Using this ability is a standard action that does not provoke attacks of opportunity.

This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an Elemental Warrior 2 additional uses of the Energy Touch class feature.

This ability replaces Lay On Hands.

Elemental Effects: These function exactly like the Cruelty Anti-Paladin ability.

Aura of Protection: An Elemental Warrior gains damage resistance equal to their Elemental Warrior level against their aligned element. Each ally within 10 feet of the Elemental Warrior gains a +4 morale bonus on saving throws against spells of the Warrior's element. This ability functions only while the Elemental Warrior is conscious, not if they are unconscious or dead.

Elemental Channeling: The Elemental Warrior gains the Channel energy ability, as a cleric of their level. However, an elemental warrior uses the Variant channeling rules presented in Ultimate Magic, utilizing the rules which correspond to their current aligned Element. Using this ability consumes two uses of the Elemental Warrior's Energy Touch ability.

Elemental Bond: Upon reaching 5th level, an Elemental Warrior achieves a new level of connection to the elements he draws his power from. This connection can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the Elemental Warrior to enhance his weapon as a standard action by calling upon the aid of an elemental for 1 minute per Elemental Warrior level. When called, the elemental causes the weapon to crackle with energy. At 5th level, this being grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: brilliant energy, corrosive, corrosive burst, flaming, flaming burst, frost, frost burst, keen, shock, shocking burst, speed (Elemental damage properties may only be of the warrior's aligned element).

Adding these properties consumes an amount of bonus equal to the property’s cost (see Table 15–9 in the Core Rulebook). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The elemental imparts no bonuses if the weapon is held by anyone other than the Elemental Warrior but resumes giving bonuses if returned to the Elemental Warrior. These bonuses apply to only one end of a double weapon. An Elemental Warrior can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with an elemental spirit is destroyed, the Elemental Warrior loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the Elemental Warrior takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows an Elemental Warrior to gain the companionship of an elemental. This functions as the summon monster III spell, except the duration is permanent and the Elemental Warrior can only gain the service of an Elemental. Once selected, the choice is set, but it may be changed whenever the Elemental Warrior gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level.

Once per day, as a full-round action, an Elemental Warrior may magically call his companion to his side. This ability is the equivalent of a spell of a level equal to one-third the Elemental Warrior’s level. The companion immediately appears adjacent to the Elemental Warrior. An Elemental Warrior can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.

At 11th level, the companion gains the advanced template (see the Pathfinder RPG Bestiary). At 15th level, an Elemental Warrior’s companion gains spell resistance equal to the Elemental Warrior’s level + 11.

Should the Elemental Warrior’s elemental companion die or be banished, the Elemental Warrior may not summon another companion for 30 days or until he gains an Elemental Warrior level, whichever comes first. During this 30-day period, the Elemental Warrior takes a –1 penalty on attack and weapon damage rolls.

This ability replaces Divine Bond

Elemental Movement: The Elemental Warrior gains a special movement property based upon their aligned element.
Air: Gain a Fly Speed equal to your base land speed (average maneuverability. The character loses the ability to fly if carrying a medium or heavy load.
Earth: Gain a Burrow Speed equal to your base land speed
Fire: Increase base Land Speed by 10. The character loses the ability to fly if carrying a medium or heavy load.
Water: Gain a Swim Speed equal to your base land speed, and the ability to breath water.

This Abiliy Replaces Aura of Resolve

Aura of Energy: An elemental warrior can expend two uses of their elemental smite ability to grant the ability to make an elemental smite all allies within 10 feet, using their bonuses. Allies must use this elemental smite ability by the start of the elemental warrior's next turn and the bonuses last for 1 minute. Using this ability is a free action.

This Ability Replaces Aura of Justice

Elemental Manifestation: At 14th level, the Elemental Warrior gains the ability to manifest an aspect of their aligned element. Elemental Manifestation may be activated as a swift action, and consumes two uses of the Energy Touch ability. The effects of each Manifestation last for one minute.

Air: Brisk winds whip around the elemental warrior’s body. All ranged attacks against them have a 50% miss chance.
Earth: The elemental warrior’s skin is partially sheathed in rocky hide. Their natural armor bonus increases by 6.
Fire: A sheath of flame envelops the elemental warrior. Anyone adjacent to the Elemental Warrior takes 6d6 fire damage.
Water: The elemental warrior body becomes liquid and flowing, able to bend and dodge in seemingly impossible ways. All melee attacks against them have a 50% miss chance.

This ability replaces Aura of Faith

Elemental Mastery: The Elemental Warrior gains complete immunity to damage caused by their aligned element. In additon, the Elemental Warrior's mastery of their abilities is such that once per day an Elemental Warrior may change their aligned element as a full-round action.

This ability replaces Aura of Righteousness

Dual Align: The Elemental Warrior's mastery of the elements is such that they have gained the ability to be aligned with two different elements simultaneously.

This ability replaces Holy Champion

Spell List

1st-Level Spells

Air Bubble
Alter Winds
Create Water
Detect Magic
Divine Favor
Endure Elements
Glide
Grace
Knight's Calling
Lead Blades
Litany of Weakness
Magic Stone
Magic Weapon
Obscuring Mist
Protection from Alignment
Read Magic
Resist Energy
Resistance
Sun Metal
Touch of the Sea
Virtue

2nd-Level Spells

Bull’s Strength
Deadly Juggernaut
Eagle’s Splendor
Elemental Body I
Fire of Entanglement
Gust of Wind
Instant Armor
Invisibility
Litany of Defense
Litany of Entanglement
Litany of Warding
Owl’s Wisdom
Protection From Energy
Righteous Vigor
See Invisibility
Shield Other
Silence
Slipstream
Stone Call
Summon Monster II (Elementals Only)
Versatile Weapon
Vestment of the Champion
Weapon of Awe
Wind Wall

3rd-Level Spells

Burst of Speed
Cloak of Winds
Dispel Magic
Effortless Armor
Elemental Aura
Elemental Body II
Fickle Winds
Fire of Judgement
Heal Companion
Litany of Escape
Litany of Sight
Magic Circle against Alignment
Magic Weapon, Greater
Meld Into Stone
Summon Monster IV (Elementals Only)
Water Breathing
Water Walk
Wrathful Mantle

4th-Level Spells

Elemental Body III
Fire of Vengeance
Fly
Litany of Madness
Litany of Thunder
Litany of Vengeance
Improved Invisibility
King's Castle
Resounding Blow
River of Wind
Summon Monster V (Elementals Only)
Stoneskin
Wall of Fire
Wall of Ice
Wall of Stone


I would change Elemental Smite so that it more resembles the elemental damage from magic items and is less like Smite. I take that back: this class seems like a Paladin of a Wrathful Nature deity, which is awesome. There isn't anything wrong with it.

That said, I'd still change smite to something like: add 1d6 elemental damage at level 1, +1d6 at levels 5, 10, 15 and 20. This damage would stack with magic weapons.

Then, the damaging lay on lands wouldn't seem needed, so you could do something a little different with that.


cranewings wrote:

I would change Elemental Smite so that it more resembles the elemental damage from magic items and is less like Smite. I take that back: this class seems like a Paladin of a Wrathful Nature deity, which is awesome. There isn't anything wrong with it.

That said, I'd still change smite to something like: add 1d6 elemental damage at level 1, +1d6 at levels 5, 10, 15 and 20. This damage would stack with magic weapons.

Then, the damaging lay on lands wouldn't seem needed, so you could do something a little different with that.

What did you have in mind to replace energy touch?


I like your elemental manifestations. Maybe you could use those as inspiration for spell like abilities the class could get as they level.

Elemental Deflection

The warrior summons a wave of elemental energy which protects him from one ranged weapon attack per round.

Elemental Extension

The warrior unleashes a burst of elemental energy with each strike of his blade. This power lets the warrior choose to make melee touch attack with reach, dealing 1d6 damage per odd numbered level, using the type of energy he currently has selected.

If you had about 10 or so of these, you could grant them at odd levels like Rogue Abilities. Especially strong ones could have a level requirement (probably 10th).


So, my current line of thought is to keep energy touch, but add a bit of diversity to it instead of just doing a copy-paste of existing abilities.

Energy Manipulation: At 3rd level, and every three levels thereafter, an elemental warrior can select one type of energy manipulation. The DC of any save is equal to 10 + 1/2 the elemental warrior's level + the elemental warrior's Charisma modifier. Unless otherwise noted, only one type of energy manipulation may be applied to energy touch at any given time.

At 3rd level, the elemental warrior can select from the following initial energy manipulations.[list]

  • Channeled Strike: The elemental warrior may deliver their elemental touch as part of making an attack roll with their weapon.
  • Elemental Range: The elemental warrior may deliver their elemental touch as a ranged touch attack, with a range of 25 ft. + 5ft/2 levels.
  • Status Touch: The elemental warrior's elemental touch ability also inflicts one of the following conditions upon a failed fortitude save, depending on their current aligned element.
    Air: The target is dazed for 1 round.
    Earth: The target is fatigued.
    Fire: The target is shaken for 1 round per level of the Elemental Warrior.
    Water: The target is sickened for 1 round per level of the Elemental Warrior.
  • Deafening Touch: The target is deafened for 1 round per two levels of the Elemental Warrior. A Fortitude save negates the effect.

    At 6th level, an elemental warrior adds the following energy manipulations to the list of those that can be selected.

  • Confusing Touch: The target is confused for 1 round per two levels of the Elemental Warrior. A Will save negates the effect. This ability requires the deafening touch ability.
  • Elemental Blast: When using their Elemental Touch with the Elemental Range ability, the elemental warrior may spend an additional use of their elemental touch ability to give the attack a 10ft blast radius. All those within the radius receive a Reflex save for half damage. This requires the Elemental Range energy manipulation ability.
  • Knockback Touch: The elemental warrior may make a free bull rush attempt upon successfully delivering an elemental touch.

    At 9th level, an elemental warrior adds the following energy manipulations to the list of those that can be selected.

  • Improved Channeled Strike: Channeled Strike may now be used in conjunction with status touch, improved status touch, confusing touch, knockback touch, deafening touch, and stunning touch. Requires Channeled Strike.
  • Improved Elemental Blast: The blast radius on Elemental Blast increases to 20 feet, and the elemental warrior's control over this ability increases to the point that they gain the ability to choose not to effect a number of squares equal to their charisma modifier. This requires the Elemental Blast energy manipulation abilty.
  • Improved Status Touch: The elemental warrior's status touch can now inflict the following effects. Requires status touch
    Air: The target is staggered for one round per two levels of the elemental warrior
    Earth: The target is exhausted
    Fire: The target is frightened for one round per two levels of the elemental warrior
    Water: The target is nauseated for one round per three levels of the elemental warrior
  • Knockdown Touch: When using Knockback touch, the enemy is knocked prone at the end of their movement, and the elemental warrior gains a +2 bonus on the bull rush check (this stacks with bonuses provided by improved bull rush and greater bull rush). This ability requires the knockback touch ability.
  • Sonic Alignment: The elemental warrior may now choose to be aligned with sonic energy for purposes of the elemental smite, energy touch, elemental mastery, and aura of protection abilities, and effectively uses deafening touch and stunning touch in place of the status touch abilities. For all other purposes, this is treated as being aligned with the air element. This ability requires the confusing touch ability.
  • Stunning Touch: The target is stunned for 1 round per four levels of the Elemental Warrior. A Fortitude save negates the effect. This ability requires the knockback touch ability.

    At 12th level, an elemental warrior adds the following energy manipulations to the list of those that can be selected.

  • Force Alignment: The elemental warrior may now choose to be aligned with force energy for purposes of the elemental smite, energy touch, elemental mastery, and aura of protection abilities, and effectively uses knockdown touch in place of the status touch abilities. For all other purposes, this is treated as being aligned with the earth element. This ability requires the stunning touch ability.
  • Greater Channeled Strike: As a swift action, the elemental warrior my spend an elemental touch attempt to add 1/2 of their elemental touch damage to all of their attacks for one round.
  • Greater Elemental Blast: The blast radius on Elemental Blast increases to 30 feet, and the range increases to 100 ft + 10 ft/level. The elemental warrior's may now combine this ability with status touch, deafening touch, or improved status touch to inflict a condition upon all enemies within the blast radius on a failed fortitude save. This requires the Improved Elemental Blast energy manipulation ability.

    This ability replaces the Mercy Class feature

    Also, something I left out last time:

    Elemental Shield: As a swift action, the elemental warrior may spend a use of their elemental touch ability to gain Shield AC equal to their charisma modifier. This bonus lasts for a number of rounds equal to their elemental warrior level.

    This Ability replaces Divine Health.


  • Liking this thought line.


    I'm kinda drunk, so I'm not going to try and think to throughly. Looks pretty sweet though. Good Job.


    Glad to see it works.

    Halfway tempted to turn this from an archetype to an alternate class; I'm pretty sure the only things I haven't changed are the proficiencies, Hit Dice, BAB, and Divine Grace.


    I like it! Reminds me of my Aeonic Paladin. Well done!


    If I do turn this into an alternate full-class, what ought to be done with Divine Grace? Just put a new name on it and keep the same effect (Elemental grace?), or try to come up with something that would actually be a reasonable trade-off for it? Have to say, I'm not getting many ideas for what could replace putting a primary stat into all of your saves.


    Chengar Qordath wrote:
    If I do turn this into an alternate full-class, what ought to be done with Divine Grace? Just put a new name on it and keep the same effect (Elemental grace?), or try to come up with something that would actually be a reasonable trade-off for it? Have to say, I'm not getting many ideas for what could replace putting a primary stat into all of your saves.

    Call it "Primeval Resilience".


    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.


    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!

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