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Fist of the Elements

Throughout Arda and the realms beyond, many have sought to combine powerful magics with the tried and true arts of war - such as paladins, magi, and arcane archers to name a few. Yet, few have sought to hone their bodies with the same vigor as they have honed their magical prowess. A formidable mixture of might and magic, the fist of the elements is just that - a practitioner of the martial arts empowered by the ancient and potent magic of the Primordial Lords.   The Fist of the Elements style was born from the orcish shaman, Gregor, who began to learn the Wandering Fist style under the monk Rotund. As Gregor grew learned martial arts, so to did he learn to blend the magic of himself and his familiar into a devastating weapon. Since his fateful encounter, Gregor has continued to develop his skills and making his style truly his own.   The fist of the elements is a prestige class designed for the campaign Shadows Over Arda.   Role: The fist of the elements is a role of versatility and skill. Often, such monks use their formidable magic to empower themselves to deliver killing blows with their enchanted fists. Other prefer a more blended approach, using their magic to mire their targets from afar before closing the distance between them.   Alignment: Being a disciple of martial arts as well as well as mastering the use of the mercurial elemental forces are not for the faint and carefree. As a result, a fist of elements must maintain a lawful alignment to gain and keep levels in this class.   Hit Dice: d8  
A fist of elements channels his inner fire

Table of Contents

Requirements

  To qualify to become a fist of the elements, a character must fulfill all the following criteria.   Alignment: Any lawful   Base Attack Bonus: +5   Spells: Ability to cast 2nd-level elemental spells (of any tradition).   Special: You must be a follower of Primordial Worship  

Skills

  The fist of the element’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Fly (Dex), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).   Skill Ranks per Level: 4 + Int modifier.  

Table: Fist of the Elements

Level Base Attack Bonus Fort Save Ref Save Will Save Special Storm Fist's Attack Bonus Unarmed Damage Spellcasting
1st +0 +1 +1 +1 Storm's Fists, Spells, Improved Unarmed, Martial Familiar 1d6 -2/-2 1d6 +1 to existing spellcasting class
2nd +1 +2 +2 +2 Ki Pool -1/-1 1d6
3rd +2 +2 +2 +2 +0/+0 1d6 +1 to existing spellcasting class
4th +3 +3 +3 +3 Hexstrike 1/day, Zephyr +1/+1 1d8 +1 to existing spellcasting class
5th +3 +3 +3 +3 Martial Familiar 1d8, Purity of Water +2/+2 1d8
6th +4 +4 +4 +4 +3/+3 1d8 +1 to existing spellcasting class
7th +5 +4 +4 +4 Hex, Hexstrike 2/day +4/+4/-2 1d8 +1 to existing spellcasting class
8th +6/+1 +5 +5 +5 Nimbus +5/+5/-1 1d10
9th +6/+1 +5 +5 +5 +6/+6/+0 1d10 +1 to existing spellcasting class
10th +7/+2 +6 +6 +6 Hexstrike 3/day One with Nature +7/+7/+1 1d10 +1 to existing spellcasting class

Storm's Fists

  At first level, the fist of the elements gains the ability to strike opponents with lightning speed. This ability is functionally similar to the monk ability Flurry of Blows, except noted as above on the chart. This ability stacks with Flurry of Blows with the progression listed on the table.  

Spells

  As the shaman taps further into the physical strength of the elements, she must divide her studies between magical and martial. The fist of elements improve their spells as noted on the table above.  

Improved Unarmed Attack

  From dedicated training under a strong master, the fist of the elements has learned effective martial techniques to complement their magics. At 1st level the Fist of the Elements gains Improved Unarmed Strike as a bonus feat. In addition, your unarmed strikes gain more strength over time, as noted above.  

Martial Familiar

  Upon observation of it's master your familiar becomes stronger and more tenacious than most. At 1st level, It gains an attack of 1d6+STR mod (if applicable) damage at your highest BAB. It also gains 20 extra HP and +2 to AC and saves from its base statblock.  

Ki Pool

  The fists of the element's unyielding training and observation of the forces of nature has led the shaman to imitate their ways in her battles. At level 2, the fist of the elements gains access to a Ki Pool to perform special abilities as listed below by spending 1 ki point. Your ki pool is equal to your wisdom modifier. Activating a ki ability is a swift action. If you already have a ki pool, add a number of ki points equal to your wisdom modifier to your current ki pool.
  • Elemental Fists - You gain your choice of an additional 1d6 fire, frost, lightning, or acid damage per successful attack you make for 1 minute. Only one element may be active at a time.
  • Wave's Majesty - Water rises around you and heals you, regaining HP equal to your total character level.
  • Fury of Flames - You fly into a rage as your blood boils, gaining +2 strength and constitution, but losing -1 AC. The rage makes it difficult to cast spells, giving a 25% spell failure. This ability lasts for 1 minute.
  • Grace of Winds - You gain a +20 bonus on your next acrobatics or athletics check.
  • Tenacity of Earth - You gain +4 to AC and saves until the end of your next round.

Hexstrike

  At 4th level, the fist of the elements has a better understanding of channeling the elements through their attacks. As a swift action, the fist of the elements may take a -2 on all attacks in that round. If she does, she may also cast a single spell of touch range or a hex as a part of an attack. The fist of the elements may use it once per day at 4th level, and once more per day at 7th and 10th levels.  

Zephyr

  At 4th level, your steps become lighter and quicker than the wind. You gain a static +10 feet to movement. Secondly, you gain a bonus to your AC equal to your wisdom modifier.  

Improved Martial Familiar

  At 5th level, the Fist's of the Element's familiar has become even more powerful. It's attacks increase to 1d8+STR mod (if applicable). In addition, if you use a Ki Pool ability, you may choose to have your familiar benefit from that ability as well. You may also use your hexstrike ability through your familiar, if you choose. Lastly, the HP of your familiar increases by an additional 20HP and another +2 to AC and saves.  

Purity of Water

  At 5th level, The Fist of Element's body becomes extremely resilient to poisons and disease, gaining a +4 to these effects. At 10th level, she instead gains a +6 bonus against these effects.  

Hex

  At 7th level, you learn another hex that you don't already know. You may choose a greater hex that you meet the pre-requisites for.  

Nimbus

  At 8th level, by intense focus and training, you are able to compress water and air elements into a nimbus you can ride and fly on. On this nimbus, you can support yourself and your equipment, and up to one other medium creature. You can maintain a nimbus for a number of minutes equal your total level. The minutes need not be consecutive, but must be spent in 1 minute increments.  

One With Nature

At 10th level, you have become a master of both elemental forces and martial prowess, and combine the two into a fearsome power:  
  • Your attacks will now deal 2 damage of all four elements in each strike (fire, frost, lightning, and acid).
  • You no longer suffer an attack penalty for using Hexstrike, and your familiar may copy the spell or hex on its next attack.
  • Lastly, your ki pool is doubled.

See Also

 

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