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2014-07-12, 10:16 PM
ELEMENTAL WARRIOR
GAME RULE INFORMATION
Elemental Warriors have the following game statistics.
Abilities: An Elemental Warrior is able to command and coordinate with his aspect of nature, and to call upon that power she uses her charisma. As all fighters, she also has plenty of use for a moderate constitution as well as either strength or dexterity.
Alignment: Any, though an Elemental warrior usually tends away from chaos due to the discipline in learning any of the elemental forms.
Hit Die: d10
Starting Age: As Bard
Starting Gold: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
All Elemental Warriors consider the following class skills: Craft(Int), Knowledge(Arcana)(Int), Knowledge(History)(Int), Knowledge(Planes)(Int), Profession(Wis), and Survival(Wis).
Additional skills are considered class skills depending on the Elemental Warrior's Elemental Form. (See Elemental Form)
Skill Points: 4 + Int modifier
ELEMENTAL WARRIOR
Level
BAB
Good Save
Bad Saves
Special
1st
+1
+2
+0
Elemental Form, Form Pool, Form Feat
2nd
+2
+3
+0
Planar Bond +1, Form Art 1
3rd
+3
+3
+1
Form Feat
4th
+4
+4
+1
Planar Bond +2
5th
+5
+4
+1
Form Movement 1
6th
+6/+1
+5
+2
Planar Bond +3, Form Art 2
7th
+7/+2
+5
+2
Form Feat
8th
+8/+3
+6
+2
Planar Bond +4
9th
+9/+4
+6
+3
Form Movement 2
10th
+10/+5
+7
+3
Planar Bond +5, Form Art 3
11th
+11/+6/+1
+7
+3
Form Feat
12th
+12/+7/+2
+8
+4
Planar Bond +6
13th
+13/+8/+3
+8
+4
Form Movement 3
14th
+14/+9/+4
+9
+4
Planar Bond +7, Form Art 4
15th
+15/+10/+5
+9
+5
Form Feat
16th
+16/+11/+6/+1
+10
+5
Planar Bond +8
17th
+17/+12/+7/+2
+10
+5
Form Movement 4
18th
+18/+13/+8/+3
+11
+6
Planar Bond +9, Form Art 5
19th
+19/+14/+9/+4
+11
+6
Form Feat
20th
+20/+15/+10/+5
+12
+6
Planar Bond +10, Form Mastery
Class Features
All of the following are class features of the Elemental Warrior.
Weapon and Armor Proficiencies: Elemental Warriors are proficient with all simple weapons as well as additional weapons as determined by their Elemental Form. They are proficient with light armor but not with shields.
Elemental Form (Ex):
An Elemental Warrior is defined at least as much by her chosen element as by the class itself. At first level an Elemental Warrior must select Air, Earth, Fire, Water, or Wood. Once chosen this cannot be changed. This choice determines what your Form Pool is, what it can be used for, additional weapon proficiencies, additional class skills, what sort of Form Movement you get, what your primary save is, and of course what element you gain abilities from when you gain your next Form Art. The skills, proficiencies, and good save (the other two use the bad saves column) are covered here, and all else is addressed in their respective sections.
Air: All martial weapons with reach.
Earth: None
Fire: All martial light weapons
Water: All martial two-handed slashing weapons
Wood: All martial ranged weapons
Air: Diplomacy(Cha), Escape Artist(Dex), Perception(Wis), Ride(Dex), Sense Motive(Wis)
Earth: Climb(Str), Escape Artist(Dex), Heal(Wis), Intimidate(Cha), Sense Motive(Wis)
Fire: Acrobatics(Dex), Bluff(Cha), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Intimidate(Cha), Perform(Cha)
Water: Acrobatics(Dex), Bluff(Cha), Disguise(Cha), Ride(Dex), Sense Motive(Wis), Slight of Hand(Dex), Swim(Str)
Wood: Acrobatics(Dex), Climb(Str), Handle Animal(Cha), Heal(Wis), Perception(Wis), Ride(Dex), Stealth(Dex)
Air: Reflex
Earth: Fortitude
Fire: Reflex
Water: Fortitude
Wood: Will
Form Pool (Ex):
At first level an Elemental Warrior gains a pool of points that are used both for passive and activated effects based on their elemental form.
An Elemental Warrior begins each combat with none of these points and has a max pool equal to 1/2 her class level + her charisma modifier.
At tenth level an Elemental Warrior begins each combat with a number of points equal to her charisma modifier.
The name of these points and the way they are gained differs depending on the Elemental Warrior's Elemental Form as follows.
Air-”Zephyr Points”: A Zephyr Point is gained at the beginning of the Air Warrior's turn if she made an attack of opportunity or took an action that replaces an attack of opportunity since the end of her last turn.
Earth-”Mountain Points”: A Mountain Point is gained at the beginning of the Earth Warrior's turn if she was the target of an attack, spell, or combat maneuver since the end of her last turn.
Fire-”Flicker Points”: A Flicker Point is gained at the end of the Fire Warriors turn if she acts differently during her turn than she did the previous turn.
Water-”Flow Points”: A Flow Point is gained at the end of the Water Warrior's turn if he moves at least half his speed on that turn.
Wood-”Root Points”: A Root Point is gained at the end of the Wood Warrior's turn if he does not move more than a 5-foot adjustment on that turn.
Clarification on Flicker Points: “Acts differently” is a touchy idea, but for clarification similar is the same usually. Moving half speed or full speed does not count as different. Moving before an attack is not different from after. Making a full attack as Main-Main-Off is the same as Off-Main-Main and Main-Off-Off and so on. However switching weapons and making attacks is different, making a different combat maneuver counts, and making a different number of attacks or splitting your attacks between multiple enemies counts as different. This may seem complicated but I suggest it be made very clear between players and GMs.
Form Feat :
At first level an Elemental Warrior gains a specific feat depending on her chosen Elemental Form. At third level and every four levels thereafter she may select a feat from a specific list again depending on her chosen form. She must meet the prerequisites to select any feat gained this way. She also counts as a fighter equal to her Elemental Warrior level when selecting feats that apply to a single weapon.
Air:
At first level an Air Warrior gains Combat Reflexes.
At third level and beyond she may choose from the following: Bodyguard, Combat Patrol, Combat Expertise, Weapon Focus(Any spear or polearm), Weapon Specialization(Any spear or polearm), Greater Weapon Focus, Greater Weapon Specialization. (List incomplete. Suggestions?)
Earth:
At first level an Earth Warrior gains Improved Unarmed Strike.
At third level and beyond she may choose from the following: Crane Style, Crane Wing, Crane Riposte, Deflect Arrows, PErfect Strike, Stunning Fist, Weapon Focus(unarmed strike), Weapon Specialization(unarmed strike), Greater Weapon Focus, Greater Weapon Specialization. (List incomplete. Suggestions?)
Fire:
At first level a Fire Warrior gains Two-Weapon Fighting.
At third level and beyond she may choose from the following: Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two Weapon Rend, Two Weapon Defense, Two-Weapon Feint, Double Slice, Weapon Focus(Any light melee, double, or thrown weapon), Weapon Specialization(Any light melee, double, or thrown weapon), Greater Weapon Focus, Greater Weapon Specialization. (List incomplete. Suggestions?)
Water:
At first level a Water Warrior gains Power Attack.
At third level and beyond he may choose from the following: Cleave, Great Cleave, Dodge, Mobility, Spring AttackShield of Swings, Weapon Focus(Any two-handed slashing weapon), Weapon Specialization(Any two-handed slashing weapon), Greater Weapon Focus, Greater Weapon Specialization. (List incomplete. Suggestions?)
Wood:
At first level a Wood Warrior gains Point-Blank Shot.
At third level and beyond he may choose from the following: Precise Shot, Clustered Shots, Impact Critical Shot, Weapon Focus(Any ranged weapon), Weapon Specialization(Any ranged weapon), Greater Weapon Focus, Greater Weapon Specialization. (List incomplete. Suggestions?)
Planar Bond (Ex):
At second level, an Elemental Warrior has a certain understanding of denizens of her respective elemental planes, as well as the element itself. She gains a bonus equal to half her Elemental Warrior level to Bluff, Diplomacy, and Sense Motive checks made while dealing with creatures of their element's subtype. (In my setting creatures will be given the “Wood” subtype. If not used in that setting it applies to intelligent animals and forest creatures such as wood nymphs)
She also gains this as a bonus to any survival rolls made to survive in a terrain primarily of her element or to withstand hardships caused by her element.
Form Art (Ex):
Beginning at second level and again every four levels thereafter an Elemental Warrior gains passive and/or active abilities based around her form points. All abilities gained are (Ex) unless listed otherwise.
Zephyr Art 1:
At second level an Air Warrior gains a bonus to all combat maneuver checks made to disarm and trip equal to half her current reserve of Zephyr Points.
As a swift action she may spend a Zephyr Point to threaten all squares adjacent to her in addition to her normal threat area for the round.
Zephyr Art 2:
At sixth level an Air Warrior gains a bonus to the attack and damage roll of all attacks of opportunity equal to half her current reserve of Zephyr Points.
She may make an additional number of attacks of opportunity per round equal to her current pool of Zephyr Points.
Zephyr Art 3:
At tenth level an Air Warrior gains a bonus to the attack and damage roll of all readied attacks equal to half her current reserve of Zephyr Points.
She may spend a Zephyr Point any time she would get to make an attack of opportunity to make a disarm attempt instead.
Zephyr Art 4:
At fourteenth level an Air Warrior instead adds her full reserve of Zephyr Points as a bonus to disarm, trip, attacks of opportunity, and readied attacks.
She also only loses one Zephyr Point on any turn in which she does not make an attack of opportunity.
Zephyr Art 5:
At eighteenth level an Air Warrior may spend a Zephyr Point any time she would make an attack of opportunity to instead make a trip attempt. If successful she may then make a single attack against the tripped creature.
Mountain Art 1:
At second level an Earth Warrior gains a bonus to CMD when a creature tries to grapple, trip, bull rush, or drag her equal to half her current reserve of Mountain Points.
She also treats her unarmed strike damage as a monk of equal level.
Mountain Art 2:
At sixth level an Earth Warrior gains a bonus to natural armor equal to half her current reserve of Mountain Points.
As a swift action she may spend a Mountain Point to cause a single creature within line of sight to take a penalty to its attack rolls made against any creature other than the Earth Warrior equal to her current reserve of Mountain Points for one round.
Mountain Art 3:
At tenth level an Earth Warrior gains DR/- equal to half her current reserve of Mountain Points.
She may spend a Mountain point any time an adjacent ally is hit with an attack to grant them her DR.
Mountain Art 4:
At fourteenth level an Earth Warrior instead adds her full reserve of Mountain Points to CMD, natural armor, and DR/-.
She also only loses one Mountain Point on any turn in which she is not targeted by an attack, spell, or combat maneuver.
Mountain Art 5:
At eighteenth level an Earth Warrior can spend a Mountain Point to negate an exhausted, fatigued, paralyzed, sickened, staggered, or stunned condition that would be inflicted upon her, or to delay falling unconscious or dying for a single round.
Flicker Art 1:
At second level a Fire Warrior gains a bonus to attack rolls when she makes more than one attack in a turn equal to half her current reserve of Flicker Points.
She may spend a Flicker Point as a swift action to make an additional attack at her highest base attack bonus when making a full attack.
Flicker Art 2:
At sixth level a Fire Warrior gains a bonus to damage rolls when she makes more than one attack in a turn equal to half her current reserve of Flicker Points.
As long as she has at least one Flicker Point she lessens the penalty for duel wielding by 1.
She may spend a Flicker Point as a swift action when she hits a creature with both her main and off hand weapon to cause her target to start bleeding. The creature hit takes 2 points of damage at the beginning of every turn for each attack that she damaged it with as part of that full attack. The bleeding can be stopped by a DC20 heal check or the application of any effect that heals hit point damage. At eleventh level this increases to 3 bleeding damage per attack. At sixteenth level it increases to 4.
Flicker Art 3:
At tenth level a Fire Warrior gains a dodge bonus to AC equal to half her current reserve of Flicker Points.
As long as she has at least one Flicker Point she lessens the penalty for duel wielding by an additional 1.
She may spend a Flicker point as a swift action when she hits a creature with both her main and off hand weapon to attempt a disarm or dirty trick with a bonus to her CMB equal to the number of attacks she hit the creature with that turn.
Flicker Art 4:
At fourteenth level a Fire Warrior instead adds her full reserve of Flicker Points to attack, damage, and AC.
As long as she has at least one Flicker Point she can make one attack with her on and off hand weapon when making an attack of opportunity.
She may spend a Flicker point as a swift action when making an attack against a creature who is flat footed, flanked, or otherwise denied its dexterity bonus to AC. She ignores that creatures DR for the round and deals an additional 1d6 of damage with each attack she makes against it per attack she connected with prior in the turn.
Flicker Art 5:
At eighteenth level A Fire Warrior can spend a Flicker Point to try and inflict the dazed condition on any creature she hit with more than one attack that turn. The DC to resist this effect is 10+1/2 the Fire Warrior's level+her charisma modifier.
Flow Art 1:
At second level a Water Warrior gains a bonus to damage equal to half his current reserve of Flow Points.
He may spend a Flow point to ignore an attack of opportunity that he would otherwise be targeted by.
Flow Art 2:
At sixth level a Water Warrior gains a bonus to attack rolls equal to half his current reserve of Flow Points.
As long as a Water Warrior has at least one Flow Point he adds twice his strength modifier when wielding a weapon two handed rather than one and a half times.
Flow Art 3:
At tenth level a Water Warrior gains a bonus to confirm criticals equal to half his current reserve of Flow Points.
He may spend a Flow Point when he charges to make a full attack at the end of the charge.
Flow Art 4:
At fourteenth level a Water Warrior instead adds his whole reserve of Flow Points to attack, damage, and critical confirmation rolls.
He also only loses one Flow Point on any turn in which he moves less than half his speed.
Flow Art 5:
At eighteenth level, as a swift action a Water Warrior can spend a Flow Point to take Power Attack's penalty to attack rolls to AC instead for one round.
Root Art 1:
At second level a Wood Warrior gains a dodge bonus to AC equal to half his current reserve of Root Points.
As long as he has at least one Root Point he does not provoke attacks of opportunity when making ranged attacks in melee.
Root Art 2:
At sixth level a Wood Warrior gains a bonus to attack and damage rolls made with a ranged weapon against creatures within 30 feet equal to half his current reserve of Root Points.
As a standard action he may spend a Root Point to make a disarm or grapple check against a single creature within 30 feet. He uses dexterity instead of strength to determine his CMB for this check. A target grappled by a projectile can break free by destroying the projectile (Hardness 5, Hit Points 1, Break DC 13) or with an Escape Artist or CMB check against the Wood Warrior's CMD+4.
Root Art 3:
At tenth level a Wood Warrior gains a bonus to resist poisons and diseases equal to half his current reserve of Root Points.
He may spend a Root Point when making an attack as a standard action to loose two projectiles as a single attack against a creature within 30 feet. Only one attack roll is made but if the Wood Warrior hits he hits with two projectiles. Precision based damage is only applied to one of the two, but all other bonuses are added to each of the projectiles.
Root Art 4:
At fourteenth level a Wood Warrior instead adds his full reserve of Root Points to AC, attack, damage, and poison and disease resistance.
He also only loses one Root Point on any turn in which he moves more than a single 5-foot step.
Root Art 5:
At eighteenth level a Wood Warrior can spend a Root Point when he scores a critical hit with a ranged weapon against a creature within 30 feet to force that creature to make a fortitude save with a DC of 10 + 1/2 the Wood Warrior's class level + the Wood Warrior's Charisma modifier. On a failed saving throw the target becomes stunned for 1d4 rounds.
Form Movement (Ex):
At fifth level an Elemental Warrior learns to move more like her chosen element and style. This manifests in different ways depending on her Elemental Form as follows.
Zephyr Movement 1: At fifth level an Air Warrior gains a +10 foot bonus to her land speed.
Zephyr Movement 2: At ninth level an Air Warrior can walk on vertical surfaces or even upside down as if it were the floor. She must end her turn on a space she could stand as if she didn't have this ability or she will fall.
Zephyr Movement 3: At thirteenth level an Air warrior no longer falls if she is not on a vertical surface by the end of her turn. Instead she only falls if she moves less than her speed on any given turn while using this ability. In addition she gains an additional +10 foot bonus to her land speed.
Zephyr Movement 4: At seventeenth level, when a creature threatened by an Air Warrior makes a 5-foot step she may either make an attack of opportunity. She may replace this attack of opportunity with a 5-foot step of her own.
Mountain Movement 1: At fifth level an Earth Warrior gains proficiency with medium armor and can move at her normal speed while wearing medium armor.
Mountain Movement 2: At ninth level an Earth Warrior gains proficiency with heavy armor and can move at her normal speed while wearing heavy armor.
Mountain Movement 3: At thirteenth level, when a creature makes an attack against an adjacent ally an Earth warrior can switch spaces with that ally as an immediate action, becoming the new target of the attack.
Mountain Movement 4: At seventeenth level an Earth warrior can switch places with any willing ally within 10 feet rather than only an adjacent ally. In addition, any damage she takes for that ally is halved (after DR).
Flicker Movement 1: At fifth level a Fire Warrior gains a +10 foot bonus to her land speed.
Flicker Movement 2: At ninth level a Fire Warrior gains an additional +10 foot bonus to her land speed. In addition she counts as flanking any creature if her current space and one she occupied earlier that turn would flank it.
Flicker Movement 3: At thirteenth level a Fire Warrior gains and additional +10 foot bonus to her land speed. In addition she can spend her movement between attacks made on her turn.
Flicker Movement 4: At seventeenth level a Fire Warrior gains an additional +10 foot bonus to her land speed. In addition she can move half her speed as part of a full attack action.
Flow Movement 1: At fifth level a Water Warrior gains a +10 foot bonus to his land speed and +2 bonus to acrobatics checks to move through a threatened square.
Flow Movement 2: At ninth level a Water Warrior gains an additional +2 bonus to acrobatics checks to move through a threatened square. In addition he no longer takes a penalty to move full speed when doing so. He can also move on water as if it were solid ground so long as he moves at least half his speed each turn.
Flow Movement 3: At thirteenth level a Water Warrior gains an additional +10 foot bonus to his land speed and +2 bonus to acrobatics checks to move through a threatened square. In addition he can take a 5-foot step any time he brings a creature to 0hp with an attack, ignoring the limit of one 5-foot step per round.
Flow Movement 4: At seventeenth level a Water Warrior gains an additional +2 bonus to acrobatics checks to move through a threatened square. In addition he can move his speed as part of a full attack action.
Root Movement 1: At fifth level a Wood Warrior gains a climb speed equal to his land speed.
Root Movement 2: At ninth level a Wood Warrior ignored the movement penalty of difficult terrain.
Root Movement 3: At thirteenth level a Wood Warrior moves 10 feet when making a “5-foot step”. This does not prevent him from gaining a Root Point during his turn.
Root Movement 4: At seventeenth level a Wood Warrior can use his 5-foot step to switch places with any creature within 10 feet no more than one size larger than him by making a combat maneuver check against them. If successful he can make that creature treat all terrain as difficult terrain on that creature's next turn.
Form Mastery (Ex):
At twentieth level an Elemental Warrior has mastered her chosen form of combat. This means different things depending on her chosen Elemental Form.
Air:
Zephyr Mastery:
At twentieth level an Air Warrior can spend one Zephyr Point to extend her reach by one square and make every space within her reach rough terrain to her enemies for one round.
Earth:
Mountain Mastery:
At twentieth level an Earth warrior can spend one Mountain Point any time she would take damage in order to take only half that damage (after DR).
Fire:
Flicker Mastery:
At twentieth level a Fire Warrior can spend two Flicker Points as a swift action when making a full attack action to make two full attack routines.
Water:
Flow Mastery:
At twentieth level a Water Warrior can spend a Flow point as a full round action to move his speed. He may decide that any creature who he threatens an attack of opportunity from must take it, and he may redirect the attack to target another creature which the attacker threatens.
Wood:
Root Mastery:
At twentieth level a Wood Warrior can spend a Root Point as a full-round action to make a single attack against every creature he chooses within 30 feet at his highest BAB.
GAME RULE INFORMATION
Elemental Warriors have the following game statistics.
Abilities: An Elemental Warrior is able to command and coordinate with his aspect of nature, and to call upon that power she uses her charisma. As all fighters, she also has plenty of use for a moderate constitution as well as either strength or dexterity.
Alignment: Any, though an Elemental warrior usually tends away from chaos due to the discipline in learning any of the elemental forms.
Hit Die: d10
Starting Age: As Bard
Starting Gold: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
All Elemental Warriors consider the following class skills: Craft(Int), Knowledge(Arcana)(Int), Knowledge(History)(Int), Knowledge(Planes)(Int), Profession(Wis), and Survival(Wis).
Additional skills are considered class skills depending on the Elemental Warrior's Elemental Form. (See Elemental Form)
Skill Points: 4 + Int modifier
ELEMENTAL WARRIOR
Level
BAB
Good Save
Bad Saves
Special
1st
+1
+2
+0
Elemental Form, Form Pool, Form Feat
2nd
+2
+3
+0
Planar Bond +1, Form Art 1
3rd
+3
+3
+1
Form Feat
4th
+4
+4
+1
Planar Bond +2
5th
+5
+4
+1
Form Movement 1
6th
+6/+1
+5
+2
Planar Bond +3, Form Art 2
7th
+7/+2
+5
+2
Form Feat
8th
+8/+3
+6
+2
Planar Bond +4
9th
+9/+4
+6
+3
Form Movement 2
10th
+10/+5
+7
+3
Planar Bond +5, Form Art 3
11th
+11/+6/+1
+7
+3
Form Feat
12th
+12/+7/+2
+8
+4
Planar Bond +6
13th
+13/+8/+3
+8
+4
Form Movement 3
14th
+14/+9/+4
+9
+4
Planar Bond +7, Form Art 4
15th
+15/+10/+5
+9
+5
Form Feat
16th
+16/+11/+6/+1
+10
+5
Planar Bond +8
17th
+17/+12/+7/+2
+10
+5
Form Movement 4
18th
+18/+13/+8/+3
+11
+6
Planar Bond +9, Form Art 5
19th
+19/+14/+9/+4
+11
+6
Form Feat
20th
+20/+15/+10/+5
+12
+6
Planar Bond +10, Form Mastery
Class Features
All of the following are class features of the Elemental Warrior.
Weapon and Armor Proficiencies: Elemental Warriors are proficient with all simple weapons as well as additional weapons as determined by their Elemental Form. They are proficient with light armor but not with shields.
Elemental Form (Ex):
An Elemental Warrior is defined at least as much by her chosen element as by the class itself. At first level an Elemental Warrior must select Air, Earth, Fire, Water, or Wood. Once chosen this cannot be changed. This choice determines what your Form Pool is, what it can be used for, additional weapon proficiencies, additional class skills, what sort of Form Movement you get, what your primary save is, and of course what element you gain abilities from when you gain your next Form Art. The skills, proficiencies, and good save (the other two use the bad saves column) are covered here, and all else is addressed in their respective sections.
Air: All martial weapons with reach.
Earth: None
Fire: All martial light weapons
Water: All martial two-handed slashing weapons
Wood: All martial ranged weapons
Air: Diplomacy(Cha), Escape Artist(Dex), Perception(Wis), Ride(Dex), Sense Motive(Wis)
Earth: Climb(Str), Escape Artist(Dex), Heal(Wis), Intimidate(Cha), Sense Motive(Wis)
Fire: Acrobatics(Dex), Bluff(Cha), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Intimidate(Cha), Perform(Cha)
Water: Acrobatics(Dex), Bluff(Cha), Disguise(Cha), Ride(Dex), Sense Motive(Wis), Slight of Hand(Dex), Swim(Str)
Wood: Acrobatics(Dex), Climb(Str), Handle Animal(Cha), Heal(Wis), Perception(Wis), Ride(Dex), Stealth(Dex)
Air: Reflex
Earth: Fortitude
Fire: Reflex
Water: Fortitude
Wood: Will
Form Pool (Ex):
At first level an Elemental Warrior gains a pool of points that are used both for passive and activated effects based on their elemental form.
An Elemental Warrior begins each combat with none of these points and has a max pool equal to 1/2 her class level + her charisma modifier.
At tenth level an Elemental Warrior begins each combat with a number of points equal to her charisma modifier.
The name of these points and the way they are gained differs depending on the Elemental Warrior's Elemental Form as follows.
Air-”Zephyr Points”: A Zephyr Point is gained at the beginning of the Air Warrior's turn if she made an attack of opportunity or took an action that replaces an attack of opportunity since the end of her last turn.
Earth-”Mountain Points”: A Mountain Point is gained at the beginning of the Earth Warrior's turn if she was the target of an attack, spell, or combat maneuver since the end of her last turn.
Fire-”Flicker Points”: A Flicker Point is gained at the end of the Fire Warriors turn if she acts differently during her turn than she did the previous turn.
Water-”Flow Points”: A Flow Point is gained at the end of the Water Warrior's turn if he moves at least half his speed on that turn.
Wood-”Root Points”: A Root Point is gained at the end of the Wood Warrior's turn if he does not move more than a 5-foot adjustment on that turn.
Clarification on Flicker Points: “Acts differently” is a touchy idea, but for clarification similar is the same usually. Moving half speed or full speed does not count as different. Moving before an attack is not different from after. Making a full attack as Main-Main-Off is the same as Off-Main-Main and Main-Off-Off and so on. However switching weapons and making attacks is different, making a different combat maneuver counts, and making a different number of attacks or splitting your attacks between multiple enemies counts as different. This may seem complicated but I suggest it be made very clear between players and GMs.
Form Feat :
At first level an Elemental Warrior gains a specific feat depending on her chosen Elemental Form. At third level and every four levels thereafter she may select a feat from a specific list again depending on her chosen form. She must meet the prerequisites to select any feat gained this way. She also counts as a fighter equal to her Elemental Warrior level when selecting feats that apply to a single weapon.
Air:
At first level an Air Warrior gains Combat Reflexes.
At third level and beyond she may choose from the following: Bodyguard, Combat Patrol, Combat Expertise, Weapon Focus(Any spear or polearm), Weapon Specialization(Any spear or polearm), Greater Weapon Focus, Greater Weapon Specialization. (List incomplete. Suggestions?)
Earth:
At first level an Earth Warrior gains Improved Unarmed Strike.
At third level and beyond she may choose from the following: Crane Style, Crane Wing, Crane Riposte, Deflect Arrows, PErfect Strike, Stunning Fist, Weapon Focus(unarmed strike), Weapon Specialization(unarmed strike), Greater Weapon Focus, Greater Weapon Specialization. (List incomplete. Suggestions?)
Fire:
At first level a Fire Warrior gains Two-Weapon Fighting.
At third level and beyond she may choose from the following: Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two Weapon Rend, Two Weapon Defense, Two-Weapon Feint, Double Slice, Weapon Focus(Any light melee, double, or thrown weapon), Weapon Specialization(Any light melee, double, or thrown weapon), Greater Weapon Focus, Greater Weapon Specialization. (List incomplete. Suggestions?)
Water:
At first level a Water Warrior gains Power Attack.
At third level and beyond he may choose from the following: Cleave, Great Cleave, Dodge, Mobility, Spring AttackShield of Swings, Weapon Focus(Any two-handed slashing weapon), Weapon Specialization(Any two-handed slashing weapon), Greater Weapon Focus, Greater Weapon Specialization. (List incomplete. Suggestions?)
Wood:
At first level a Wood Warrior gains Point-Blank Shot.
At third level and beyond he may choose from the following: Precise Shot, Clustered Shots, Impact Critical Shot, Weapon Focus(Any ranged weapon), Weapon Specialization(Any ranged weapon), Greater Weapon Focus, Greater Weapon Specialization. (List incomplete. Suggestions?)
Planar Bond (Ex):
At second level, an Elemental Warrior has a certain understanding of denizens of her respective elemental planes, as well as the element itself. She gains a bonus equal to half her Elemental Warrior level to Bluff, Diplomacy, and Sense Motive checks made while dealing with creatures of their element's subtype. (In my setting creatures will be given the “Wood” subtype. If not used in that setting it applies to intelligent animals and forest creatures such as wood nymphs)
She also gains this as a bonus to any survival rolls made to survive in a terrain primarily of her element or to withstand hardships caused by her element.
Form Art (Ex):
Beginning at second level and again every four levels thereafter an Elemental Warrior gains passive and/or active abilities based around her form points. All abilities gained are (Ex) unless listed otherwise.
Zephyr Art 1:
At second level an Air Warrior gains a bonus to all combat maneuver checks made to disarm and trip equal to half her current reserve of Zephyr Points.
As a swift action she may spend a Zephyr Point to threaten all squares adjacent to her in addition to her normal threat area for the round.
Zephyr Art 2:
At sixth level an Air Warrior gains a bonus to the attack and damage roll of all attacks of opportunity equal to half her current reserve of Zephyr Points.
She may make an additional number of attacks of opportunity per round equal to her current pool of Zephyr Points.
Zephyr Art 3:
At tenth level an Air Warrior gains a bonus to the attack and damage roll of all readied attacks equal to half her current reserve of Zephyr Points.
She may spend a Zephyr Point any time she would get to make an attack of opportunity to make a disarm attempt instead.
Zephyr Art 4:
At fourteenth level an Air Warrior instead adds her full reserve of Zephyr Points as a bonus to disarm, trip, attacks of opportunity, and readied attacks.
She also only loses one Zephyr Point on any turn in which she does not make an attack of opportunity.
Zephyr Art 5:
At eighteenth level an Air Warrior may spend a Zephyr Point any time she would make an attack of opportunity to instead make a trip attempt. If successful she may then make a single attack against the tripped creature.
Mountain Art 1:
At second level an Earth Warrior gains a bonus to CMD when a creature tries to grapple, trip, bull rush, or drag her equal to half her current reserve of Mountain Points.
She also treats her unarmed strike damage as a monk of equal level.
Mountain Art 2:
At sixth level an Earth Warrior gains a bonus to natural armor equal to half her current reserve of Mountain Points.
As a swift action she may spend a Mountain Point to cause a single creature within line of sight to take a penalty to its attack rolls made against any creature other than the Earth Warrior equal to her current reserve of Mountain Points for one round.
Mountain Art 3:
At tenth level an Earth Warrior gains DR/- equal to half her current reserve of Mountain Points.
She may spend a Mountain point any time an adjacent ally is hit with an attack to grant them her DR.
Mountain Art 4:
At fourteenth level an Earth Warrior instead adds her full reserve of Mountain Points to CMD, natural armor, and DR/-.
She also only loses one Mountain Point on any turn in which she is not targeted by an attack, spell, or combat maneuver.
Mountain Art 5:
At eighteenth level an Earth Warrior can spend a Mountain Point to negate an exhausted, fatigued, paralyzed, sickened, staggered, or stunned condition that would be inflicted upon her, or to delay falling unconscious or dying for a single round.
Flicker Art 1:
At second level a Fire Warrior gains a bonus to attack rolls when she makes more than one attack in a turn equal to half her current reserve of Flicker Points.
She may spend a Flicker Point as a swift action to make an additional attack at her highest base attack bonus when making a full attack.
Flicker Art 2:
At sixth level a Fire Warrior gains a bonus to damage rolls when she makes more than one attack in a turn equal to half her current reserve of Flicker Points.
As long as she has at least one Flicker Point she lessens the penalty for duel wielding by 1.
She may spend a Flicker Point as a swift action when she hits a creature with both her main and off hand weapon to cause her target to start bleeding. The creature hit takes 2 points of damage at the beginning of every turn for each attack that she damaged it with as part of that full attack. The bleeding can be stopped by a DC20 heal check or the application of any effect that heals hit point damage. At eleventh level this increases to 3 bleeding damage per attack. At sixteenth level it increases to 4.
Flicker Art 3:
At tenth level a Fire Warrior gains a dodge bonus to AC equal to half her current reserve of Flicker Points.
As long as she has at least one Flicker Point she lessens the penalty for duel wielding by an additional 1.
She may spend a Flicker point as a swift action when she hits a creature with both her main and off hand weapon to attempt a disarm or dirty trick with a bonus to her CMB equal to the number of attacks she hit the creature with that turn.
Flicker Art 4:
At fourteenth level a Fire Warrior instead adds her full reserve of Flicker Points to attack, damage, and AC.
As long as she has at least one Flicker Point she can make one attack with her on and off hand weapon when making an attack of opportunity.
She may spend a Flicker point as a swift action when making an attack against a creature who is flat footed, flanked, or otherwise denied its dexterity bonus to AC. She ignores that creatures DR for the round and deals an additional 1d6 of damage with each attack she makes against it per attack she connected with prior in the turn.
Flicker Art 5:
At eighteenth level A Fire Warrior can spend a Flicker Point to try and inflict the dazed condition on any creature she hit with more than one attack that turn. The DC to resist this effect is 10+1/2 the Fire Warrior's level+her charisma modifier.
Flow Art 1:
At second level a Water Warrior gains a bonus to damage equal to half his current reserve of Flow Points.
He may spend a Flow point to ignore an attack of opportunity that he would otherwise be targeted by.
Flow Art 2:
At sixth level a Water Warrior gains a bonus to attack rolls equal to half his current reserve of Flow Points.
As long as a Water Warrior has at least one Flow Point he adds twice his strength modifier when wielding a weapon two handed rather than one and a half times.
Flow Art 3:
At tenth level a Water Warrior gains a bonus to confirm criticals equal to half his current reserve of Flow Points.
He may spend a Flow Point when he charges to make a full attack at the end of the charge.
Flow Art 4:
At fourteenth level a Water Warrior instead adds his whole reserve of Flow Points to attack, damage, and critical confirmation rolls.
He also only loses one Flow Point on any turn in which he moves less than half his speed.
Flow Art 5:
At eighteenth level, as a swift action a Water Warrior can spend a Flow Point to take Power Attack's penalty to attack rolls to AC instead for one round.
Root Art 1:
At second level a Wood Warrior gains a dodge bonus to AC equal to half his current reserve of Root Points.
As long as he has at least one Root Point he does not provoke attacks of opportunity when making ranged attacks in melee.
Root Art 2:
At sixth level a Wood Warrior gains a bonus to attack and damage rolls made with a ranged weapon against creatures within 30 feet equal to half his current reserve of Root Points.
As a standard action he may spend a Root Point to make a disarm or grapple check against a single creature within 30 feet. He uses dexterity instead of strength to determine his CMB for this check. A target grappled by a projectile can break free by destroying the projectile (Hardness 5, Hit Points 1, Break DC 13) or with an Escape Artist or CMB check against the Wood Warrior's CMD+4.
Root Art 3:
At tenth level a Wood Warrior gains a bonus to resist poisons and diseases equal to half his current reserve of Root Points.
He may spend a Root Point when making an attack as a standard action to loose two projectiles as a single attack against a creature within 30 feet. Only one attack roll is made but if the Wood Warrior hits he hits with two projectiles. Precision based damage is only applied to one of the two, but all other bonuses are added to each of the projectiles.
Root Art 4:
At fourteenth level a Wood Warrior instead adds his full reserve of Root Points to AC, attack, damage, and poison and disease resistance.
He also only loses one Root Point on any turn in which he moves more than a single 5-foot step.
Root Art 5:
At eighteenth level a Wood Warrior can spend a Root Point when he scores a critical hit with a ranged weapon against a creature within 30 feet to force that creature to make a fortitude save with a DC of 10 + 1/2 the Wood Warrior's class level + the Wood Warrior's Charisma modifier. On a failed saving throw the target becomes stunned for 1d4 rounds.
Form Movement (Ex):
At fifth level an Elemental Warrior learns to move more like her chosen element and style. This manifests in different ways depending on her Elemental Form as follows.
Zephyr Movement 1: At fifth level an Air Warrior gains a +10 foot bonus to her land speed.
Zephyr Movement 2: At ninth level an Air Warrior can walk on vertical surfaces or even upside down as if it were the floor. She must end her turn on a space she could stand as if she didn't have this ability or she will fall.
Zephyr Movement 3: At thirteenth level an Air warrior no longer falls if she is not on a vertical surface by the end of her turn. Instead she only falls if she moves less than her speed on any given turn while using this ability. In addition she gains an additional +10 foot bonus to her land speed.
Zephyr Movement 4: At seventeenth level, when a creature threatened by an Air Warrior makes a 5-foot step she may either make an attack of opportunity. She may replace this attack of opportunity with a 5-foot step of her own.
Mountain Movement 1: At fifth level an Earth Warrior gains proficiency with medium armor and can move at her normal speed while wearing medium armor.
Mountain Movement 2: At ninth level an Earth Warrior gains proficiency with heavy armor and can move at her normal speed while wearing heavy armor.
Mountain Movement 3: At thirteenth level, when a creature makes an attack against an adjacent ally an Earth warrior can switch spaces with that ally as an immediate action, becoming the new target of the attack.
Mountain Movement 4: At seventeenth level an Earth warrior can switch places with any willing ally within 10 feet rather than only an adjacent ally. In addition, any damage she takes for that ally is halved (after DR).
Flicker Movement 1: At fifth level a Fire Warrior gains a +10 foot bonus to her land speed.
Flicker Movement 2: At ninth level a Fire Warrior gains an additional +10 foot bonus to her land speed. In addition she counts as flanking any creature if her current space and one she occupied earlier that turn would flank it.
Flicker Movement 3: At thirteenth level a Fire Warrior gains and additional +10 foot bonus to her land speed. In addition she can spend her movement between attacks made on her turn.
Flicker Movement 4: At seventeenth level a Fire Warrior gains an additional +10 foot bonus to her land speed. In addition she can move half her speed as part of a full attack action.
Flow Movement 1: At fifth level a Water Warrior gains a +10 foot bonus to his land speed and +2 bonus to acrobatics checks to move through a threatened square.
Flow Movement 2: At ninth level a Water Warrior gains an additional +2 bonus to acrobatics checks to move through a threatened square. In addition he no longer takes a penalty to move full speed when doing so. He can also move on water as if it were solid ground so long as he moves at least half his speed each turn.
Flow Movement 3: At thirteenth level a Water Warrior gains an additional +10 foot bonus to his land speed and +2 bonus to acrobatics checks to move through a threatened square. In addition he can take a 5-foot step any time he brings a creature to 0hp with an attack, ignoring the limit of one 5-foot step per round.
Flow Movement 4: At seventeenth level a Water Warrior gains an additional +2 bonus to acrobatics checks to move through a threatened square. In addition he can move his speed as part of a full attack action.
Root Movement 1: At fifth level a Wood Warrior gains a climb speed equal to his land speed.
Root Movement 2: At ninth level a Wood Warrior ignored the movement penalty of difficult terrain.
Root Movement 3: At thirteenth level a Wood Warrior moves 10 feet when making a “5-foot step”. This does not prevent him from gaining a Root Point during his turn.
Root Movement 4: At seventeenth level a Wood Warrior can use his 5-foot step to switch places with any creature within 10 feet no more than one size larger than him by making a combat maneuver check against them. If successful he can make that creature treat all terrain as difficult terrain on that creature's next turn.
Form Mastery (Ex):
At twentieth level an Elemental Warrior has mastered her chosen form of combat. This means different things depending on her chosen Elemental Form.
Air:
Zephyr Mastery:
At twentieth level an Air Warrior can spend one Zephyr Point to extend her reach by one square and make every space within her reach rough terrain to her enemies for one round.
Earth:
Mountain Mastery:
At twentieth level an Earth warrior can spend one Mountain Point any time she would take damage in order to take only half that damage (after DR).
Fire:
Flicker Mastery:
At twentieth level a Fire Warrior can spend two Flicker Points as a swift action when making a full attack action to make two full attack routines.
Water:
Flow Mastery:
At twentieth level a Water Warrior can spend a Flow point as a full round action to move his speed. He may decide that any creature who he threatens an attack of opportunity from must take it, and he may redirect the attack to target another creature which the attacker threatens.
Wood:
Root Mastery:
At twentieth level a Wood Warrior can spend a Root Point as a full-round action to make a single attack against every creature he chooses within 30 feet at his highest BAB.