Lightning warrior (3.5e Class)
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- 1 Lightning Warrior
- 1.1 Making a Lightning
- 1.2 Campaign Information
|“||Don't waste your time speaking. You might be dead by then.||”|
|—General Kriton, Orc Warrior, Hiullyion, the canyon war. VOL. III|
The Lightning. An exiled or perhaps a traveler without destination; it tends to be a loner even when he finds company most amusing; however this does not mean that he cannot take part in a party, just don't be surprised if he's distant to the people, even in the most critical situations. For years, he's been wandering the world and has learned things that would make a wizard look ignorant. He has become one with the world and the links between them. A good ally and a powerful enemy, be careful of what you do around him.
Making a Lightning
The Lightning warrior is a quick and agile warrior, specialized in surprise attacks, ambushes and versatility in battle. As stated before, hes a highly skilled traveler with a lot of knowledge of the world and its creatures. He will usually avoid combat, not because of weakness, but because he thinks that pointless fightning leads to nothing but loss.
Abilities: Lightning warriors need two stats to be maxed, those being Dexterity and Wisdom. Dexterity will determine its speed and will act as a modifier on some skills. Wisdom will be used to grant him an AC bonus and to calculate amount of skills he can use per day. Constitution is also a very important factor since he has one of the lowest Fortitude saves in the game.
Starting Gold: 2d4x10gp
Starting Age: Moderate.
|Saving Throws||Special||(Ex) Skills per day|
|1st||+0||+0||+2||+0||Combat prodigy||WIS modifier|
|4th||+3||+1||+4||+1||Bonus Feat||WIS modifier|
|5th||+3||+1||+4||+1||AC Bonus, Wind slice||WIS modifier|
|7th||+5||+2||+5||+2||Lightning speed, Weapon clang||WIS modifier|
|8th||+6/+1||+2||+6||+2||Vitals spotting||WIS modifier|
|10th||+7/+2||+3||+7||+3||AC Bonus, Scrutiny||WIS modifier|
|12th||+9/+4||+4||+8||+4||Cleansing trance, Bonus Feat||WIS modifier|
|13th||+9/+4||+4||+8||+4||Double strike||WIS modifier|
|14th||+10/+5||+4||+9||+4||Timeless being||WIS modifier|
|15th||+11/+6/+1||+5||+9||+5||AC Bonus, Phantom traveler||WIS modifier|
|19th||+14/+9/+4||+6||+11||+6||Improved Cleansing trance||WIS modifier|
|20th||+15/+10/+5||+6||+12||+6||Lightning strike, AC Bonus, Bonus Feat||WIS modifier + 1|
Class Skills 4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Lightning.
Weapon and Armor Proficiency: Lightning warriors are proficient with all simple weapons and bucklers. They are not proficient with any type of armor or heavier shield.
- If the Lightning warrior were to use clothing heavier than light armour, or any bludgeoning weapon he'd lose all Extraordinary abilities.
- If the Lightning warrior gets a Weapon Focus, he may not use any other weapon than that (besides unarmed) or he will lose all Extraordinary abilities for as long as he holds the weapon. He may not gain more than one Focus. Both melee and ranged (or thrown) are counted separately. A Lightning warrior with a melee Focus can use any ranged weapon he is proficient with without any incurring penalties, this works both ways. If the Focus is for a Melee weapon, he may get a Focus for a ranged weapon and viceversa.
- The Lightning warrior can only use so many of his broad arsenal of Active skills per day. Although they are not spells and don't need to be prepared, there's a limit of how many of these skills he can use. To know the amount of Active skills he can use per day, check "Table: The Lightning" the (Ex) Skills per day column.
Combat Prodigy: If the Lightning warrior gets a focus, he's able to gain any kind of feat relative to the weapon, such as Greater Weapon Focus or Weapon Specialization as if he was a Fighter. Use Lightning warrior levels as equals to Fighter levels.
Sense(Ex):You gain a +X on your Listen checks, where X is your level.
AC Bonus(Ex): The Lightning warrior adds his WIS modifier (if any) to his AC. Lightning warriors gain a bonus to their AC depending on their level. It will be +1 at 5th lvl, +2 at 10th, +3 at 15th and +4 at 20th.
Lightning speed(Ex): At 7th level, the Lightning will gain a bonus to his speed equal to his Dexterity bonus times 2. At 14th level, the Dexterity modifier will be multiplied by 4, and on 22th level, by 6 and in combat your speed is times 4. This bonus stacks up with any other speed bonus.
Scrutiny(Ex):You gain a +X on your Spot checks, where X is your level minus 9.
Phantom traveler(Ex): The lightning warrior has began to be one with the planes, he may phase in and out from the Ethereal plane at any moment given, and he will move at normal speed in both planes. If he were to be in battle, it takes a whole turn to phase in and another whole turn to phase out of either the Material or Ethereal plane.
Timeless being(Ex):The character does not age, thus, does not suffer from age penalties, although he will die when his time is up.
Leap(Ex): A Lightning warrior may use his move action to leap high in the air and land or grab onto something. The leap distance is equal to (STR Bonus + DEX Bonux) bonus x2 + Jump skill x2. You may move no more than 10 feet horizontally. At lvl14 the multipliers will be x3 and you may not move more than 15 feet horizontally.
Wind slice(Ex): You may use your weapons to create a wave of air thats 5 feet wide and has no more than an inch in height. You will have to throw the same dice your weapon has 3 times and then add 2d3 to the result. EJ: If you have a dagger (1D4) you will throw 3d4 and add 2d6 to the result. Ref save negates damage (Your WIS mod + 12). This uses your full action.
Weapon clang(Ex): You may use your weapons to create a burst of sound; it has a burst effect range of 20ft around you, with you as the epicenter. You will have to throw the same dice your weapon has 2 times and then add 1d3 to the result. People within the range must make a Fort equal to (Your WIS mod + 12) or become deafened for 1d6 turns. And a Fort Save equal to (Your WIS mod + 7) or become stunned for 1 round. This uses your full attack action.
Double strike(Ex): At the cost of your move action, you may attack an extra time in one turn without penalties.
Cleansing trance(Ex): At 12th Level, a Lightning is able to enter a trance in which he will gain, 2d4 + 4 to his Fort save; for every minute spent in this trance he will gain a roll against natural, and from his own plane, diseases and poisons. Were he to be interrupted by an external source, the poison will act immediatly, making the character suffer from it. If it's a disease, it will continue to spread twice as fast. This trance does not prevent the poison or disease from spreading.
Breeze(Ex): At lvl 16, a Lightning warrior may move as a free action at half his speed.
Arrowport(Ex): If attacking with a ranged weapon, after attacking, you might teleport instantly to where the throwable hit, consuming your movement action. You can only use this skill if you have the ranged weapons' focus.
Improved cleansing trance(Ex): Same as Cleansing trance but instead, you gain 2d6+ 4 and you can be interrupted without the disease acting up. Also, you can use this skill against any disease or poison you have seen in your characters life, whether from your native plane or not.
Banish(Ex): By using this skill, when you hit a creature that is not native to the plane where you are, you may banish it to its homeplane, along with you if you want. WILL save negates (Your lvl + your WIS modifier + 5).
Lightning strike(Ex): At lvl 20, a Lightning warrior may teleport behind anyone. Attack adding (his or hers) speed times his WIS modifier x4. You may re-teleport behind anyone, but this will add a stacking -2 penalty to attack rolls (which adds up with the other -2).
If a Lightning warrior should become of any alignment that is lawful, then the Lightning warrior can no longer gain levels as a Lightning warrior until his alignment does change to any chaotic. The Lightning warrior still maintains all of his current class features and feats he has gained from his progression as a Lightning warrior.
Epic Lightning warrior
|21st||Acute eyes||WIS modifier + 1|
|22nd||Environmetal conservation||WIS modifier + 1|
|23rd||Wind cut, Plane skipping||WIS modifier + 1|
|24th||Wisdom attack||WIS modifier + 1|
|25th||Light weapons, Sound burst, AC Bonus||WIS modifier + 2|
|26th||Planar traveling, Bonus feat||WIS modifier + 2|
|27th||One with the light||WIS modifier + 2|
|28th||Flurry; Stopwatch||WIS modifier + 2|
|29th||Ethereal weapons||WIS modifier + 2|
|30th||Planar summoning, AC Bonus, Plane alterations||WIS modifier + 3|
4 + Int modifier skill points per level.
Epic Passive skills
AC Bonus: You gain +5 AC at lvl 25 and +6 at lvl 30.
Environmental conservation(Ex): Whenever someone attacks you from a distance, you may do a Reflex save (Opponents lvl + his BAB + 10); if you succeed, you will create a small portal (3 feet x 3 feet) in front of you which will absorb the attack and then dissapear. Were someone to somehow enter the portal, it will lead to the ethereal plane. You can use this skill WIS times a day, and you may double the size of the portal as by using a Maximize spell and consuming 2 spells.
Acute eyes(Ex): You gain +X to your spot checks where X is your level minus 20.
Light weapons(Ex): Any weapon wilded by you will drop its category by 1.
Ethereal weapons(Ex): Your weapons become ethereal at your will; they cannot be seen by regular means and can hit ethereal creatures. Although they're ethereal, they can hit in the Material and Shadow plane as if they weren't. Although they can be grabbed nor seen by anyone by you while ethereal, you can still be disarmed.
Plane skipping(Ex): Twice a day, you might teleport to any place you've been before.
Epic Active skills
Epic Arrowport(Ex): Now, if you have a melee weapons' focus, you may attack someone after you teleport to where the throwable hit. If you attack the same creature that you hit with your ranged weapon, the character will be flat-footed. You may not move this turn if you do this.
Wind cut(Ex): You may use your weapons to create a wave of air thats 15 feet wide and has no more than an inch in height. You will have to throw the same dice your weapon has 6 times and then add 2d6 to the result. EJ: If you have a dagger (1D4) you will throw 6d4 and add 2d6 to the result. Ref save negates damage (Your WIS mod + your lvl + 5).
Sound burst(Ex): You may use your weapons to create a burst of sound it will be an AoE of 60' around you, with you as the epicenter. You will have to throw the same dice your weapon has 4 times and then add 1d6 to the result. People within the range must make a Fort DC equal to (Your WIS mod + your level + 5) or become deafened for 2d6 turns. And a Fort Save equal to (Your WIS mod + your level) or become stunned for 1d4 rounds.
Planar traveling(Ex): The Epic Lightning warrior may travel to other planes by meditating. This traveling will work instantly, and will transport up to 1 person besides the Lightning warrior.
One with the light(Ex):You may perform an extra free action. You may only use this skill every 1 minute.
Flurry(Ex): You may take 4 extra attacks in a row without penalty; if you do, you cannot realize any other action than attacking and you'll become exhausted for 2 rounds at the end of the turn. If you attempt to use this attack while exhausted, you'll have to do a Fort save of DC (5 + half your level + half of your CON score) or your HP will be reduced to -1.
Greater Ethereal weapons(Ex): You may attack anyone on the material plane while you're ethereal.
Stopwatch(Ex): Stop the time for 1 round. You may use an extra skill point to extend the duraion to an extra round. You may not do so more than 2 times each day.
You may only use one of these abilities when you are at full health and only once a day; they will not reduce your skill pool.
- Broken fractiles(Ex):At the cost of 25% HP (rounded down), you can send up to 1d8 objectives, along with you, to the Ethereal plane. Will DC (10 + WIS mod + half your level) negates.
- Broken hourglass(Ex): At the cost of 25%your HP (rounded down)you can stop time for up to 4 objectives for 1d6 rounds, or 1d4 objectives for 6 rounds. Will DC (10 + WIS mod + half your level) negates.
Human Lightning warrior Starting Package
Weapons: Longsword (1d8).
Skill Selection: Pick a number of skills equal to 6 + Int modifier.
|Knowledge (The Planes)||4||—|
|Use magic device||4||—|
Feat: Longsword focus.
Bonus Feats: Dodge.
Gear: Bedroll, rations.
Playing a Lightning warrior
Religion: Usually follows no religion although he may. He respects all religions even if they oppose to his' or even if he has had a bad experience with that religions' followers. Respect does not mean love, he might hate a religion with his guts, but not because of that will he degrade it.
Other Classes: He can get along very well with Bards and lonely Rangers, because of their place in the world. Even when it's a rare case, these warriors may be very sociable and follow the company of a Bard.
Combat: Versatile. Although somewhat fragile, it's speed makes up for it; he can take place as a damage dealer, and even a tanker on higher levels.
Advancement: A straightforward advancement is recommended, and is usually the best way to go. Although a Rogue multiclassing can be desirable because of evasion and even a higher reflex save; plus the ability to disable traps.
Lightning warriors in the World
|“||I've been traveling since the begging of time, I know your kind.||”|
|—Kird'dik, Drow Lightning warrior|
These characters are usually the loning traveler you find in roads , whether on a horse or walking. They are usually merchants and try to survive on themselves. Whenever in a city or town, they may do shows with bards, dancing, playing an instrument or telling stories. Even when usually lonely, they are kind and happy people.
Daily Life: <-day in the life of a character of this class->.
Organizations: There's been legends, or even myths, that say that these wanderersare the true keepers of peace and that they shall reunite to restore balance were there to be a major disrupting force in the world or planes.
NPC Reactions: NPC's reactions vary. They might look at him with disgust, were he to be a foreigner, indistinctively, or with affection. They usually attempt trading with the shady looking guy, because of his vast supplies and items, which does not mean that they trust him. Kids usually like to play with this mysterius character.
Lightning warrior Lore
Characters with ranks in Gather knowledge, Knowledge (Legends/Local/History) can research Lightning warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||Usully merchants, known to be warriors.|
|15||They usually use Longswords as their weapons.|
|20||They are really agile and can jump great heights.|
|5||A long time ago, there was a fight involving one of them.|
|10||It was against merchants that were extortionists and monopolic.|
|15||It's said there were someone people that looked like him.|
|20||The warrior's name was Beehoy, he was a Wise elf that fended the city bandits off.|
|5||People tell they're faster than the eye.|
|10||They're known to be able to leap great heights.|
|15||Bards sing about histories where he killed two people in the blink of an eye.|
|20||They're said to have come from another dimension, and that from time to time, they open portals for support.|
|5||He comes and goes.|
|10||He's a merchant.|
|15||He trades both magic and normal things.|
|20||He has enchanted amulets and armour, usually battle trophies.|