Essentia Warrior (3.5e Class)

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Essentia Warrior
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Essentia Warrior[edit]

An Essentia Warrior draws out the essences of defeated enemies in order to become stronger and more dangerous in future battles.

Making an Essentia Warrior[edit]

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<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Charisma is by far the most important ability score for an Essentia Warrior. It dictates his ability to draw out the essences of fallen enemies, as well as having some influence over his ability to use techniques in battle. Next is Constitution, which at higher values can provide him with the ability to hold more essences at once than his typical capacity would allow.

Races: Any.

Alignment: Typically not Lawful, typically not Good. Never Lawful Good.

Starting Gold: 4d8×10 gp (180 gp).

Starting Age: "Moderate" or "As fighter"

Table: The Essentia Warrior

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Essences Held
Fort Ref Will
1st +0 +1 +0 +2 Extract Essence, Study Essence, Use Active Essence 1 + Con
2nd +1 +1 +0 +3 Use Passive Essence 1 + Con
3rd +2 +1 +1 +3 2 + Con
4th +3 +2 +1 +4 Force of Personality 2 + Con
5th +3 +2 +1 +4 Quicken Essence 3 + Con
6th +4 +3 +2 +5 Target Essence 3 + Con
7th +5 +3 +2 +5 4 + Con
8th +6/+1 +4 +2 +6 Essence Fusion 4 + Con
9th +6/+1 +4 +3 +6 5 + Con
10th +7/+2 +5 +3 +7 Core Link 5 + Con
11th +8/+3 +5 +3 +7 Burn Essence 6 + Con
12th +9/+4 +6 +4 +8 Lightening Essence 6 + Con
13th +9/+4 +6 +4 +8 7 + Con
14th +10/5 +7 +4 +9 Sharpened Focus 7 + Con
15th +11/+6/+1 +7 +5 +9 8 + Con
16th +12/+7/+2 +8 +5 +10 Increased Understanding 8 + Con
17th +12/+7/+2 +8 +5 +10 Panic Rush 9 + Con
18th +13/+8/+3 +9 +6 +11 Chain Essence 9 + Con
19th +14/+9/+4 +9 +6 +11 10 + Con
20th +15/+10/+5 +9 +6 +12 Burst Gambit 10 + Con

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Search (Int), Sense Motive (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

Essentia Warriors draw their powers from the essences of defeated foes. All of the following are class features of the Essentia Warrior.

Weapon and Armor Proficiency: An Essentia Warrior is proficient in all simple weapons and light armor. In addition, upon taking the first level in Essentia Warrior, if the character has no martial weapon proficiencies, they gain martial weapon proficiency in the weapon of their choice.

Extract Essence (Su): An Essentia Warrior may use Extract Essence to remove the essence from a recently slain enemy. In order to successfully extract a creature's essence, the character must make a check of (d20+character level+Cha) vs. (the enemy's number of hit dice + 10). If this check succeeds, the character may receive one locked essence that contains a supernatural ability or spell-like ability that the creature had (chosen at random.) If this check is failed, the character my retry a number of times equal to half Cha. If a 1 is rolled at any point during this process, the essence is immediately and irreversibly destroyed. If a 20 is rolled on the first attempt, it automatically succeeds and the essence is considered to be unlocked. Only one essence may be retrieved from a single enemy. Finally, essences may only be drawn out of enemies with hit dice of two times the Essentia Warrior's level or less.

Study Essence (Su): Given some time of quiet to study a locked essence, an Essentia Warrior may attempt to gain greater understanding of it and unlock it. This requires a spellcraft check DC (enemy's number of hit dice), and takes (6 * enemy's number of hit dice) seconds. If interrupted, the check fails. If a 1 is rolled, the check automatically fails and the player must roll another d20. If he rolls less than 20-Cha, the essence is destroyed. A 20 does not automatically succeed. The Essentia Warrior may retry as many times as they please, and each time they fail (without rolling a 1), the DC is lowered by 5. When an essence is unlocked, it is assigned a recharge time (in rounds) of 1d4+2.

Use Active Essence (Su): An Essentia Warrior can use a charged essence with an activated effect as a standard action. The essence is now uncharged and will be charged again after its recharge time has passed.

Use Passive Essence (Su): An Essentia Warrior's essences which contain passive abilities (such as damage resistance or being healed by electricity) are automatically activated when appropriate and charged. The essence is now uncharged and will be charged again after its recharge time has passed.

Force of Personality: Charisma is used instead of Wisdom in will saves.

Quicken Essence (Su): An Essentia Warrior may destroy an essence in order to lower the max recharge time of another essence by 1 permanently. This process takes 60 seconds and may not be done during battle.

Target Essence (Su): The Essentia Warrior strikes at an enemy in such a way as to weaken its essence. This ability is used as part of a melee attack, and the Essentia Warrior gets a +5 to extract that creature's essence at the end of battle. This ability can be used multiple times on the same foe, but each use after the first only gives a +2 to extracting its essence later.

Essence Fusion (Su): The Essentia Warrior may destroy an essence as fuel for a 24-hour ritual in which he attempts to merge two other essences into one. Either both must be active or both must be passive. When the ritual finishes or if interrupted, roll a d12. If interrupted, subtract 1 for every 4 hours of the ritual not completed. Results:

5 or less: Both essences are destroyed. 6-9: One essence is selected at random and destroyed. 10-11: Nothing happens (retain both essences.) 12 or greater: Both essences cease to exist and a new essence appears, combining the abilities of the two essences which were combined.

Core Link (Su): When using an activated essence, an Essentia Warrior can immidiately use a second activated essence so long as this ability has not been used in the last 3 turns.

Burn Essence (Su): Use and destroy a charged essence in order to charge all other essences as a standard action.

Lightening Essence (Su): This skill replaces Quicken Essence. The Essentia Warrior may destroy one essence in order to lower one essence's charge time by 2 or lower two essences' charge times by 1.

Sharpened Focus (Su): Uncharge x charged essences in order to add 2x to a save. This may be done after rolling, but must be done before finding out the results of the roll. X may be no greater than the Charisma modifier.

Increased Understanding (Su): It is possible to draw out the essences of creatures with 3x your level in hit dice.

Panic Rush (Su): When an Essentia Warrior would expire from having -10 or lower health, he may destroy an essence in order to stabilize and have 0 health instead.

Chain Essence (Su): When using the Core Link skill, an Essentia Warrior may add a third essence to the attack, at the cost of having to wait an additional round before using Core Link again.

Burst Gambit (Su): As a last resort, the Essentia Warrior can make an all out attack. Make DC(10+level/2) will saves, adding 5 to the DC every time after the first until one is failed. For every successful will save, the Essentia Warrior may use one charged essence. More will saves succeeded than there are charged essences, one uncharged essence can be used for every three remaining saves.

<-class feature->: <-class feature game rule information->

Ex-Essentia Warrior[edit]

If an Essentia Warrior becomes Good or Lawful, he may lose the Extract Essence ability at the discretion of the DM. He will still be able to use abilities that harness the power of the essences however. If an Essentia Warrior becomes Lawful Good, he loses all essences and may not use any class features of the Essentia Warrior relating to essences.

Campaign Information[edit]

Playing an Essentia Warrior[edit]

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Religion: Essentia Warriors just as often worship the god or gods of their choice as worshipping no gods at all.

Other Classes: Essentia Warriors have great respect for melee combatants as well as being eager to protect and aid magic-wielding teammates. They tend to distrust rogues and other shady characters.

Combat: In combat, Essentia Warriors try to protect allies with less armor, while staying close enough to the front to make good use of their essences. They make good vanguards.

<-class name-> Lore[edit]

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Characters with ranks in knowledge arcana can research Essentia Warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

knowledge arcana
DC Result
5 Essentia Warriors harness are fearsome adversaries with strange powers.
10 Essentia Warriors can sometimes use many of their abilities at once.
15 Essentia Warriors use the essences of fallen enemies to recreate their abilities.
20 Characters who get this result can know the name and location of a specific Essentia Warrior and any item related to them.



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