Character Options
Classes
Energy Warper
Classes
Energy Warper
All energy in nature is conserved. An energy warper does not create or destroy energy, merely moves it from place to place. They pull energy from one place and redistribute it, and by doing this they can create areas of extreme heat or cold, heal their allies and damage their foes, and dim or brighten entire areas as large as city blocks.
Alignment: Any
Hit Die: d12
Class Skills
Craft (Int), Escape Artist (Dex), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)Skill Ranks Per Level: 2 + Int modifier.
| Level | Base Attack | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Darkvision, Conduit of Heat 1 zone |
| 2nd | +1 | +3 | +0 | +3 | Conduit of Life 1d6 |
| 3rd | +2 | +3 | +1 | +3 | Conduit of Light level 1 |
| 4th | +3 | +4 | +1 | +4 | Conduit of Heat 2 zones |
| 5th | +3 | +4 | +1 | +4 | Conduit of Life 2d6, Weapon of Energy +1d6 |
| 6th | +4 | +5 | +2 | +5 | Conduit of Light level 2 |
| 7th | +5 | +5 | +2 | +5 | Conduit of Heat 3 zones, Deepsight |
| 8th | +6/+1 | +6 | +2 | +6 | Conduit of Life 3d6 |
| 9th | +6/+1 | +6 | +3 | +6 | Conduit of Light level 3 |
| 10th | +7/+2 | +7 | +3 | +7 | Conduit of Heat 4 zones, Weapon of Energy +2d6 |
| 11th | +8/+3 | +7 | +3 | +7 | Conduit of Life 4d6 |
| 12th | +9/+4 | +8 | +4 | +8 | Conduit of Light level 4 |
| 13th | +9/+4 | +8 | +4 | +8 | Conduit of Heat 5 zones, See Without Light |
| 14th | +10/+5 | +9 | +4 | +9 | Conduit of Life 5d6 |
| 15th | +11/+6/+1 | +9 | +5 | +9 | Conduit of Light level 5, Weapon of Energy +3d6 |
| 16th | +12/+7/+2 | +10 | +5 | +10 | Conduit of Heat 6 zones |
| 17th | +12/+7/+2 | +10 | +5 | +10 | Conduit of Life 6d6 |
| 18th | +13/+8/+3 | +11 | +6 | +11 | Conduit of Light level 6, Magnetic Command |
| 19th | +14/+9/+4 | +11 | +6 | +11 | Conduit of Heat 7 zones |
| 20th | +15/+10/+5 | +12 | +6 | +12 | Conduit of Life 7d6, Weapon of Energy +4d6, Master of Energy |
Class Features
Weapon and Armor Proficiency: The energy warper is proficient in all simple and martial weapons. The energy warper is proficient in light armor. The energy warper is proficient in light armor. The energy warper’s abilities require precise movement, and armor impedes this. Light armor does not impede the energy warper’s movements, but medium and heavy armor causes the energy warper to incur arcane spell failure chance on his abilities as a sorcerer.Darkvision (Su): At 1st level, the energy warper gains Darkvision 60 feet.
Conduit of Heat (Su): At 1st level, an energy warper can pull heat from a 1-square area and move it to another 1-square area. When he does this, the hot zone deals 1d6 fire damage to anything occupying it. The cold zone deals the same amount as cold damage. The energy warper can stand in his own zones without harm. Zones last for 1 minute. Zones start dealing damage on the energy warper’s next turn and deal their damage every turn on his initiative count. The damage for zones is rolled once and remains the same throughout the duration of the zone.
Zones stack with each other and with other effects that deal zone damage (i.e. lava). Cold damage and fire damage zones cancel each other out at a 1 to 1 rate. An energy warper can stack his zones, causing them to deal additional damage. Every 3rd level after 1, the energy warper gains an additional zone per cast. He can use this ability a number of times per day equal to twice his constitution modifier + half his Energy Warper level (rounding down, minimum of 1).
4th level: 2 zones
7th level: 3 zones
10th level: 4 zones
13th level: 5 zones
16th level: 6 zones
19th level: 7 zones
The energy warper can stack these squares, adding additional dice to the square's effect.
Conduit of Life (Su): At 2nd level, the energy warper can pull energy from one living or undead target within 30 feet and transfer it to another. The target drained is affected by 1d6 negative energy, while the receiver is affected by the same amount of positive energy. He can do this a number of times a day equal to twice his Constitution modifier + half his Energy Warper level (rounding down, minimum of 1). Every 3rd level after 2, the effect is increased by 1d6.
5th level: 2d6
8th level: 3d6
11th level: 4d6
14th level: 5d6
17th level: 6d6
20th level: 7d6
Conduit of Light (Su): At 3rd level, the energy warper can move light from one place to another, creating areas of brightness and darkness. He can do this a number of times a day equal to twice his Constitution modifier plus half his Energy Warper level. The center of this effect must be within the energy warper's line of sight, and its radius is that of a torch (20 feet). The darkened zone reduces by one step, where the brightened zone increases by one step. The effects of this spell increase every 3rd level.
6th level: 60-foot radius
9th level: 2 light levels
12th level: 120-foot radius
15th level: 3 light levels
18th level: Can be cast at-will
Weapons of Energy (Su): At 5th level, the energy warper learns to alter his weapons with his conduit abilities. Creating one weapon counts as half of the conduit effect. The energy warper can spend the other half on either the other weapon or on the conduit’s normal effect. Use of Conduit of Heat creates fire or cold weapons, while use of Conduit of Life creates positive and negative weapons and use of Conduit of Light creates holy and unholy weapons. This effect deals +1d6 damage of the indicated element in addition to the weapon’s regular damage. Element effects do not stack on a singular weapon, nor can the energy warper stack zones on a weapon.
His additional weapon damage increases every 5 levels.
10th level: +2d6
15th level: +3d6
20th level: +4d6
Deepsight: At 7th level, the energy warper gains Deepsight as a bonus feat.
Energy Resistances (Su): At 7th level, the energy warper becomes immune to all climate effects. Also, the energy warper resists the first 10 damage per attack of any of the energy types he can imbue his weapon with. Positive resist only applies to undead energy warders, while negative resist only applies to living ones.
See Without Light: At 15th level, the energy warper gains the ability to see without light as far as he can see in daylight.
Magnetic Command (Su): At 18th level, the energy warper can electrically charge two items, one positive and one negative. Positive and negative objects attract each other. Wielded items require a Strength check with a DC of the 10 + the Energy Warper’s Constitution modifier. Tiny and smaller creatures will be moved with the item unless they make a Reflex save to drop it. The DC for the Reflex save is 10 + the Energy Warper’s Constitution modifier + half his class level. This only applies to metal objects. The effect ends when the positive and negative charges collide, and the pull effect is limited to a range of 60 feet.
Master of Energy (Su): At 20th level, the energy warder reaches the pinnacle of his command over energy. He becomes immune to all damage from any of the types he can imbue his weapon with, and his energy damage penetrates Damage Reductions and Energy Resistances. The energy warper still cannot damage creatures with immunity to a specific element with that element, such as damaging a fire elemental with fire.
Author's Note: A friend of mine had an idea for a dragon that could breathe in heat from an area to make it cold, and then blow that heat somewhere else to ignite that area. The energy warder class was a vast expansion of that idea.
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