Elemental Warrior, archetype (fighter), please critique


Homebrew and House Rules


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.


Any comments, toughs, advises or insults?

The Exchange

One, what about a plurielemental warrior?


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.


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?


It doesn't seem very different from the Elemental Knight Magus archetype, from the Advanced Race Guide. Albeit, that archetype is supposed to be Suli-exclusive, but it it is almost the same as this.

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

Interesting concept. I've long wondered why Paizo didn't have any elemental-based martial classes, and this is a good start.


funny i thought about doing something similar, though mine had elemental sorcerer bloodlines and switched bonus feats. never fleshed it out though. as to yours i find it to be very flavorful and well balanced


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


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 :)


Something I WOULD like to see in Pathfinder, though, are

A) Fighting style feats for weapon-wielding classes
B) Fighting style feats based on elementals/genies that do not grant magical abilities in any way.

I would be much more interested in your class archetype if it was the above; it becomes too much like a magus if they're suddenly gaining magical abilities, and it doesn't make much sense to me for an explicitly non-magic class to have an archetype that gives them magic powers.


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!


I've been thinking about adding something similar: not a new archetype, but at least some abilities on par with feats. In my setting there is a neutral city-state in the middle of the continent (sort of like the Vatican) which serves as a safe haven for all the elemental off-shoot races and as a temple devoted to studying the elements as a physical and spiritual ideal. Lore-wise, it's a place for mages and non-mages alike to study, but the only non-caster class that can gain any element-based abilities in the monk. It's something I want to change:

Water/Marid stylists would be all about going with the flow of combat, being able to change strategy on a dime. Probably focused on disarming opponents and using their weapons against them, decreasing penalties for non-proficiency and/or giving bonuses to hit when using a disarmed weapon against the person you took it from.


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.


I had been meaning to reply to this for a while now, but I've been rather busy lately. I really dig the concept on this, and think it's pretty well thought-out. I mean that. While there's a lot of text that follows, I really do like the work you've put into these. But, me being me (and by that, I mean I love meddling around with rules, options, and the like), I do have a few suggestions.

Before that, though, I'd just like to say that I don't really see this as similar to the suli's elemental knight magus archetype - none of those archetype abilities have anything to do with empowering a weapon with elemental energy and hitting people with it... which is what [u]any[/u] suli can do, especially with the Incremental Assault feat (and they arguably do it better, since their ability lasts all round, not just one strike).

I'm going to spoiler my thoughts, because there are a lot. I know it makes quoting harder, but it's better than a giant wall of text.

For the fighter archetype:

Spoiler:

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 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.

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.

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.

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.

With that in mind, I'd suggest to give him an aura of his element that deals 1d6 to anyone starting within 5 ft. (or maybe even 10 ft.), and increase his elemental strike damage dice to 2d6 + modifier. You could also add the elemental burst here, or keep the auto-confirmed crits (but not increased multiplier) if you added burst at 17th level.

For the ranger archetype:

Spoiler:

I'd make that very first element of choice his "favored element"; that is, he'll learn the rest of them, but that one element will always be better. I think doing this opens up some interesting options.

At 5th, 10th, and 15th level, he learns a secondary element, and the damage on his primary element strike increases. I'd honestly just tack on another 1d6 to elemental strikes using that element. The reason is shown in the capstone.

At 3rd, he gains resist 5 and +1 to save vs. that primary element. At 8th, 13th, and 18th, he gains resist 5 and +1 to save vs. a new element and to his primary element.

At 20th, for the capstone ability, we add a final 1d6 on to his primary element damage (so now, he'd have like 5d6 fire and 1d6 for every other), and we let him mix-and-match energy types however he wants, but only 1d6 for his secondary energy types (so he could have 2d6 fire + 1d6 acid + 1d6 cold + 1d6 electricity, if desired). Give him total immunity to his primary element and double the resist and save bonuses on his secondary elements (up to resist 10 and +2 to saves). That's elemental mastery :D

Note that unlike the fighter suggestions, I don't suggest that the ranger ever get "true" elemental properties on his weapons. He'd always be limited to using his strike ability to get extra damage.

I dig elemental calling - it's a good replacement for hunter's bond. I'd make almost a straight port of the summoner ability in terms of power increase and uses per day (except Wis-based instead of Cha-based), but definitely keep the "elemental only" restriction.

Making empathy, stride, and HiPS work only with associated elemental terrains is fine, but those terrain types have to be [u]clearly defined[/u] right here. Otherwise, you start to have arguments like "I can use my air/fire/water/earth affinity on this mountain, because it's so tall / it's volcanic / it's snow-covered / it's a FREAKING MOUNTAIN OF EARTH. That's just no good.

Personally, though, I'd swap empathy and track for scaling (+1/2 level) bonuses on Knowledge (both arcana and planes) and Spellcraft, but only when related to the ranger's chosen elements. I'd swap stride with a movement perk identical to 1/2 what an elemental sorcerer gets, that becomes the full movement buff at 17th level (conveniently replacing HiPS at that time).

So yea, that's what I think. I know it's a bunch of stuff, but it's a giant pack of ideas that I would have never thought of attempting had you not first done the layout and presented the ideas. Again, props to you on the ideas to make these work.

If you like the ideas, I can help to format the abilities and make them look pretty (I've got my own archetype that I posted in this section for critique). I've got a bit too much on my plate to think of "non-magical elemental styles" like what you and Big Lemon are talking about, but if you do come up with something, I can at least give my opinion on it :D


My intent with that comment wasn't to claim this archetype is mechanically the same as the Elemental Knight (even though arguably it is despite it only modifying abilities the suli already has), but that thematically it's identical. I want this homebrew archetype to be as distinct as possible, and making it purely non-magical would. But that's only one guy's opinion, it could be interesting if built others ways as well.


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


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


choopak: I don't think changing bravery into something else is overkill, given the nature of the archetype. If anything, it just adds to the flavor.

About the resistance, I didn't notice that elemental sorcerers start at resist 10 at 3rd level. That said, I still think the fighter should start at 5 with the advancement as written. Let the squishy sorcerer keep his greater energy resistance, fighters have armor! Also, yep, I completely missed the point about the 9th level ability ignoring the resistance clause. It kinda weakens the feat, but the fighter is getting it early and already has resistance, so I guess it's fine as-is.

About elemental storm: I didn't see any clause in the fighter archetype that mentions the elemental strike damage increasing. I see it in the ranger archetype, but not in the fighter one. Knowing that you intended for the damage to scale upward, elemental storm makes a lot more sense now. I'm just not sure that the ability would be worth using as written - at that point, the fighter is dealing an extra 4d6 on an elemental strike, and sacrificing dice to use it more often in a round (especially once you factor that those iterative attacks probably have a good chance to miss) probably isn't a good trade-off unless the situation is somewhat desperate.

I'd probably specify that once storm is achieved, that by using a single daily usage of elemental strike, you can activate strike at the start of a round, and that successive hits diminish the charge as you specified.

Also, knowing how you want elemental strike to scale, the capstone I previously suggested wouldn't work. I'm just too brain-dead right now to come up with something to replace it :P

Three random parting questions: how does elemental strike interact with two-weapon fighting, thrown weapons, and/or projectile weapons?


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


choopak: Ah, I see what's going on. I've been cross-referencing the actual Elemental Fist feat, and / or the ability that was typed above, but didn't check the Mot4W monk archetype. Their Elemental Fist works differently than the feat. That explains a bunch.

As for the capstone, I'm not sure that I like it. I mean, it's not bad, and it kinda reflects what the basic fighter gets, but I'm just not a fan of crit-based mechanics. I'd do my best to avoid a crit-based mechanic (the sight of a flaming greataxe seems far cooler than a falchion to me), mainly due to the limited use of EleS - you'd almost require a 15-20 weapon to maximize your chance of using the burst property.

/rant

Spoiler:
I read too much on these forums, and everyone's running around with a kukri / scimitar / falchion to max out their crit potential, and it really irks me. The fault isn't with the players and their min/max, it's the 3.x / Pathfinder crit mechanic. I honestly liked 2nd edition crits better, since all they did was multiply the weapon damage dice, not dice + modifiers. You had less swingy combat rolls, and weapon selection was based on more factors than just its crit modifier. BAH!
/end rant

<ahem> Sorry about that.

To answer the other question, no, I haven't really looked at the pactblade in detail yet. I took a quick glance, and saw that it was based on witch mechanics. Truth be told, I don't care much for the witch class in general.

After a bit of stretching my imagination, I can see how the fighter could get a patron and some hex access (I actually had a very different post typed, but did some thinking before submitting), but I don't think my general dislike for the witch would let me be very helpful in a reply =/


might consider some way of making an elemental fighter beat resistance periodically or this class will be completely neutered from time to time(more often if he happens to be fire based).


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 :)


admixtured elementalist sounds about right for an elemental feat name.

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