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Hello, I Am Someone Who Randomly Generates Stuff, So If It's Incompletely Changed, Sorry.


Phrenic Air Elemental, Huge
Size/Type: Huge Elemental (Air, Extraplanar, Psionic)
Hit Dice: 16d8+64 (136 hp)
Initiative: +13
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 21 (–2 size, +9 Dex, +4 natural), touch 17, flat-footed 12
Base Attack/Grapple: +12/+24
Attack: Slam +19 melee (2d8+4)
Full Attack: 2 slams +19 melee (2d8+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Air mastery, whirlwind, Psionic Teleport 3/Day
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, PR 26, 1 Power Point
Saves: Fort +9, Ref +19, Will +6
Abilities: Str 18, Dex 29, Con 18, Int 8, Wis 13, Cha 15
Skills: Listen +11, Spot +12
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative B, Mobility, Spring Attack, Weapon FinesseB
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Usually neutral
Advancement: 17–20 HD (Huge)
Level Adjustment:

Air elementals speak Auran, though they rarely choose to do so.


Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Huge Air Elemental Whirlwind
Elemental Height Weight —––—— Whirlwind ——––—
Save DC Damage Height
Huge 32 ft. 8 lb. 22 2d8 10–50 ft.

Psionic Teleport (Sp): 3/Day As the power. (Manifester Level 16) Energy Current (Sp): 1/Day As the power. (Manifester Level 16) Tower of Iron Will (Sp): 1/Day As the power. (Manifester Level 16) Psionic Dominate (Sp): 1/Day As the power. (Manifester Level 16) Intellect Fortress (Sp): 3/Day As the power. (Manifester Level 16) Psychic Crush (Sp): 1/Day As the power. (Manifester Level 16) Aversion (Sp): 1/Day As the power. (Manifester Level 16) Psionic Blast (Sp): 1/Day As the power. (Manifester Level 16) Body Adjustment (Sp): 1/Day As the power. (Manifester Level 16) Brain Lock (Sp): 1/Day As the power. (Manifester Level 16) Empty Mind (Sp): 3/Day As the power. (Manifester Level 16) Mind Thrust (Sp): 3/Day As the power. (Manifester Level 16) Defensive Precognition (Sp): 3/Day As the power. (Manifester Level 16) Force Screen (Sp): 1/Day As the power. (Manifester Level 16)


This One Is Because I Recently Read The Tier List For Classes So I'm Going To Try And Fix Fighters Here. Hope It Works! Any Feedback Would Be Very Nice.

Making a Fighter[edit]

Alignment: Any.

Starting Age: Moderate.

Table: The Fighter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Bonus Feat
2nd +2 +3 +0 +0 Bonus Feat
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Bonus Feat
5th +5 +4 +1 +1 Fighter Combat Style
6th +6/+1 +5 +2 +2 Bonus Feat
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Bonus Feat
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Bonus Feat, Fighter Combat Style
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Bonus Feat
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Bonus Feat
15th +15/+10/+5 +9 +5 +5 Fighter Combat Style
16th +16/+11/+6/+1 +10 +5 +5 Bonus Feat
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat, Fighter Combat Style

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str).

Class Features[edit]

All of the following are class features of the fighter.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Fighter Combat Styles: Fighter Combat Styles Are Effects That Take Place When A Fighter Makes An Attack Using One (Or More) Combat Trick. The (Incomplete) List Is:

A Fighter Can Use A Combat Trick A Number Of Times Per Day Equal To (1/2 Fighter Class Level+Average (Mean) Of Str, Dex And Con Modifiers).

Body Strike: When An Attack Using This Style Hits An Enemy, That Enemy Must Make A Fortitude Save (DC=10+Str Mod+1/2 Fighter Level (Rounded Down)) Or Suffer A Penalty Equal To The Fighter's Strength Bonus To Any Physical Stat (Str, Dex, Con) For A Number Of Rounds Equal To The Fighter's Class Level.

Head Strike: As Body Strike, But Affects Mental Stats (Int, Wis, Cha).

Wounding Hit: Causes Lingering Damage Each Turn Equal To (Str Mod-(4-Dex Mod)) For A Number Of Rounds Equal To The Fighter's Class Level, Fortitude Save (DC=10+Str Mod+1/2+Fighter Level-(4-Dex Mod)) Negates.

Evisceration: Take A Penalty On The Attack Roll Equal To (10-Dex Mod), But If You Hit, Add Damage Equal To (Dex Mod*Con Mod*Str Mod).

Skillful Parry: When An Enemy Would Hit You With An Attack That Does Bludgeoning, Piercing Or Slashing Damage, You Can Use This Trick. Both You And Your Enemy Make An Attack Roll, Then You Both Make Damage Rolls With The Currently Used Weapon (With A Bonus Equal To The Margin Of Victory On The Attack Roll Going To Whoever Won The Attack Roll On The Damage Roll). If The Defender Rolls Higher, Then Subtract The Margin Of Victory From The Damage Of The Original Attack. This Ability Can Reduce Damage To But Not Below 0.

Epic Fighter[edit]

Table: The Epic Fighter

Hit Die: d10

Level Special
22nd Bonus Feat
24th Bonus Feat
26th Bonus Feat
28th Bonus Feat
30th Bonus Feat

2 + Int modifier skill points per level.

Bonus Feats: The epic fighter gains a bonus feat (selected from the list of epic fighter bonus feats) every two levels after 20th.

Epic Fighter Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the fighter may treat any feat designated as a Fighter Bonus Feat, but not listed here, as being on his or her bonus feat list.


Size/Type: Large Elemental (Air, Extraplanar)
Hit Dice: 12d8+24 (76 hp)
Initiative: +9
Speed: 30 ft. (6 squares), fly 30 ft. (perfect)
Armor Class: 18 (–1 size, +5 Dex, +4 natural), touch 14, flat-footed 13
Base Attack/Grapple: +9/+17
Attack: Slam +14 melee (3d6+4)
Full Attack: 2 slams +14 melee (3d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., elemental traits, natural invisibility, improved tracking
Saves: Fort +6, Ref +13, Will +6
Abilities: Str 18, Dex 20, Con 14, Int 14, Wis 15, Cha 11
Skills: Listen +17, Move Silently +20, Search +17, Spot +17, Survival +2 (+4 following tracks)
Feats: Combat Reflexes, Improved Initiative, Weapon Focus (slam), Weapon Finesse, Improved Natural Attack (slam)
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral
Advancement: 13–24 HD (Huge)
Level Adjustment:

Invisible]stalkers are creatures native to the Elemental Plane of Air. They sometimes serve wizards and sorcerers, who summon them to perform specific tasks.

A summoned invisible stalker undertakes whatever task the summoner commands, even if the task sends it hundreds or thousands of miles away. The creature follows a command until the task is completed and obeys only the summoner. However, it resents protracted missions or complex tasks and seeks to pervert its instructions accordingly.

Invisible stalkers have an amorphous form. A see invisibility spell shows only a dim outline of a cloud, while a true seeing spell reveals a roiling cloud of vapor.

These creatures speak only Auran but can understand Common.


An invisible stalker attacks by using the air itself as a weapon. It creates a sudden, intense blast of wind that pounds a single target on the same plane as the creature.

An invisible stalker can be killed only when it is on the Elemental Plane of Air. When performing a task elsewhere, it automatically returns to its home plane when it takes damage sufficient to destroy it.

Natural Invisibility (Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Improved Tracking (Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature’s passage.

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