Vilathian Warder (3.5e Class)

From D&D Wiki

Jump to: navigation, search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed


Vilathian Warder[edit]

In the Vilathian plane of existence, Elemental entities chose a mortal being to bestow their power onto. This decision comes wisely through the elemental lords themselves for a Vilathian warder must have the balance of Vilath in mind. Also, Vilathian elementals never chose to bestow their gifts to mortals who already have obtained power from a pre-existing elemental. In order to retain balance, elemental entities mutually fight among the other elemental types in order to maintain the life-cycle of Vilath itself. Thus it is also among the mortals chosen to obtain these elemental gifts to battle the opposing elements in order to keep their world in balance.

Making a Vilathian Warder[edit]

Vilathian Warders are hardy casters, capable of good protection and good damage/healing depending on the element that was bestowed onto them. Fire: Damage/Healing, Earth: Protection/Damage, Water: Healing/Damage, Wind: Damage/Protection

Abilities: Vilathian warders need need primarily Wisdom then Charisma if they are of Fire or Wind, primarily Charisma then Wisdom if they are of Water, primarily Charisma then Constitution if they are earth.

Races: Any.

Alignment: Any non-Lawful, In order to benefit from the elements blessings, they cannot be lawful, for laws may need to be broken to retain natural balance. Note: Evil/Good Vilathian Warders must still try to maintain natural balance, before their own ambitions and views are even considered, so they usually lean towards neutral.

Starting Gold: As Druid.

Starting Age: "Moderate" or "As fighter".

Table: The Vilathian Warder

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 Elemental Gift, Improved Unarmed Strike
2nd +1 +2 +2 +2 Elemental Resistance, Elemental Skill
3rd +2 +3 +3 +3 Elemental Gift step 2
4th +3 +3 +3 +3 Elemental Skill, Uncanny Dodge
5th +4 +4 +4 +4 Elemental Protection, Cleave
6th +5 +4 +4 +4 Elemental Gift Step 3, Elemental Resistance, Elemental Skill
7th +6/+1 +5 +5 +5 Elemental Precision
8th +7/+2 +5 +5 +5 Elemental Skill, Improved Uncanny Dodge
9th +8/+3 +6 +6 +6 Elemental Gift Step 4
10th +9/+4 +6 +6 +6 Elemental Skill, Elemental Resistance, Elemental Protection
11th +10/+5 +7 +7 +7 Elemental Mind, Great Cleave
12th +11/+6/+1 +7 +7 +7 Elemental Gift Step 5, Elemental Skill
13th +12/+7/+2 +8 +8 +8 Dodge
14th +13/+8/+3 +8 +8 +8 Elemental Skill, Elemental Resistance
15th +14/+9/+4 +9 +9 +9 Elemental Gift Step 6, Elemental Protection
16th +15/+10/+5 +9 +9 +9 Elemental Skill
17th +16/+11/+6/+1 +10 +10 +10 Mobility
18th +17/+12/+7/+2 +10 +10 +10 Elemental Gift Step 7, Elemental Skill, Elemental Resistance
19th +18/+13/+8/+3 +11 +11 +11 Spring Attack
20th +19/+14/+9/+4 +12 +12 +12 Elemental Skill, Elemental Protection, Elemental Ascension

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Craft (Int), Gather Information (Cha), Heal (Wis), Knowledge Nature (Int), Knowledge Religion (Int), Knowledge Planes (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Intimidate (Cha)

Class Features[edit]

Your path as a Vilathian Warder depends on your element chosen. All of the following are class features of the Vilathian Warder.

Weapon and Armor Proficiency: All simple weapons, and no armor.

Starting at level 1 the Vilathian Warder gains the Improved Unarmed Strike feat without meeting the prerequisites.

Starting at level 4, the elemental that gave the Vilathian warder their gift, aids them spiritually to avoid getting them flatfooted in combat and they gain Uncanny Dodge.

Starting at level 5, the Vilathian warder's elemental energies can damage the nearest enemy if he/she slays a foe, gaining the Cleave feat without meeting the prerequisites, (A Wind Warder may make a 5-foot step before any cleave).

Starting at level 8, the elemental aids them more effectively to help them avoid being victim to sneak attacks or flanking and they gain Improved Uncanny Dodge.

Starting at level 11, the elemental energies with the Vilathian warder allow him/her to continue to slay foe to foe with ease, they gain the Great Cleave feat without meeting the prerequisites, (A Wind Warder may make a 5-foot step before any cleave).

Starting at level 13, The Vilathian Warder's defensive prowess improves, he/she gains the Dodge feat without meeting the prerequisites.

Starting at level 17, the Vilathian Warder's defensive prowess improves further, he/she gains the Mobility feat without meeting the prerequisites.

Starting at level 19, the Vilathian Warder's body moves in and out of the fray with ease, he/she gains the Spring Attack feat without meeting the prerequisites.



Elemental Gift: At level 1, A Vilathian Warder Chooses Either Fire, Earth, Water, or Wind. Once they have chosen their element, they cannot go back and retrain a new element nor can they lose this specific element.

All Elemental Gifts may only be applied when wearing no heavier than light armor.

Fire Warder: Now considered a Fire Warder from now on, He/she gains Fists of Fire(Ex)- All the Fire Warder's unarmed attacks are imbued with Fire, his/hers unarmed and natural attacks deal physical/fire damage and have an increased range of 20ft from now on. Replacing their Strength bonus for their attack rolls with their full Wisdom bonus instead and replacing their Strength bonus for their damage rolls with their full Charisma bonus instead.

Earth Warder: Now considered an Earth Warder from now on, He/she gains Earthen Presence(Ex)- All the Earth Warder's unarmed attacks deal 1d6 extra physical damage and he/she gains a +2 shield bonus to their AC, also The Earth Warder adds their Charisma bonus enhancement to their AC: Flatfooted and Touch are effected by the Charisma bonus. Treat the Earth Warder as always having a shield equipped for the purpose of feats and situations where having a shield equipped would be beneficial to the Earth Warder.

Water Warder: Now considered a Water Warder from now on, He/she gains Soothing Hands(Ex)- The Water Warder can chose to imbue their hands with Water, using their Charisma bonus to determine unarmed strike attack rolls. Capable of healing any living creature. He/she can chose to make their unarmed attacks heal instead of dealing damage: increasing their unarmed strike range to 20ft when using Soothing Hands to heal, they use their Charisma Bonus to determine healing rolls on Soothing Hands. NOTE: A Water Warder may use Soothing Hands on him/her self. Additionally, when used on an ally, attack rolls are not necessary unless the target chooses not to be healed by Soothing Hands.

Wind Warder: Now considered a Wind Warder from now on, He/she gains Whirlwind Fists(Ex)- All of the Wind Warder's unarmed attacks are imbued with Wind, He/she gains one extra attack per round at their full Base Attack Bonus with their natural and unarmed attacks. Replacing their Strength bonus for their attack rolls with their full Wisdom bonus instead and replacing their Strength bonus for their damage rolls with their full Charisma bonus instead.


Elemental Gift Step 2: At Lvl 3, The elemental gifts build within the Vilathian Warder.

Fire Warder: Cauterize(Ex)- As a Standard action, a Fire Warder may Cauterize a wound up to 10 ft away, stopping all bleeding. Healing for a total of 1d4 + Wisdom bonus, this ability may be used to automatically succeed a heal check to stabilize a person below 0 health. May be used once per Charisma bonus per day.

Earth Warder: Stone Wall(Ex)- As an Standard action, an Earth Warder may form a wall of stone in front of them as large as 4 cubic feet per Charisma bonus, the wall may be of varied height and width but cannot exceed the given volume. The wall has half the Earth Warder's health with his/her flatfooted AC + Charisma Bonus, This wall cannot get critically struck. Enemies and allies lose view of whoever is concealed on the opposite side of the wall, and ranged attacks and melee attacks may not pass through this wall unless the damage dealt to the wall is double that of it's health. Enemies and allies inside the space of the wall are knocked 5 feet away from it and must make a Reflex Save DC(5 + Charisma bonus + 1/2 lvl round down) or be knocked prone. May be used once per Wisdom bonus per day.

Water Warder: Water Burst(Ex)- As a Standard action, a Water Warder may shoot water in a quick forceful burst within 20ft, he/she may attempt to push an enemy or an ally Reflex Save DC(10 + Wisdom Bonus + lvl) 10 feet away from him/her if they fail the reflex save the enemy must make a Fortitude Save DC(5 + Wisdom Bonus + lvl) or is knocked prone, Doesn't effect creatures 2 size categories larger than the Water Warder. May be used once per Wisdom bonus per day.

Wind Warder: Gust(Ex)- As a swift action, a Wind Warder may charge forward (maximum speed x 2) in a rapid burst of wind powered speed without provoking an attack of opportunity, in addition to benefits of charge, Gust allows the Wind Warder to add 1 damage per lvl of Vilathian Warder to all damage rolls following Gust . May be used once per (Charisma bonus + lvl)s per day.


Elemental Gift Step 3: At Lvl 6, The elemental gifts grow stronger within the Vilathian Warder.

Fire Warder: Fists of Flame(Ex)- All the Fire Warder's unarmed attacks are coursing in flames, They now apply 1 1/2 times their Wisdom bonus (instead of 1 times their Wisdom Bonus) to his/her Fists of Fire's attack rolls, now apply 1 1/2 times their Charisma bonus (instead of 1 times their Charisma Bonus) to his/her Fists of Fire's damage rolls has an increased range of 30ft from now on. Also, on successful hit, enemies adjacent to the Fire Warder's target take half fire damage from the attack, reflex save DC (5 + Wisdom bonus + 1/2 lvl round down) and takes no damage.

Earth Warder: Earthen Build(Ex)- The Earth Warder Can now apply 1/2 their Charisma bonus (Round down) to their unarmed/ natural attack rolls and damage rolls in addition to their full Strength bonus. Additionally the Earth Warder is treated as one size category larger for the purpose of opposed rolls on bull rush, grapple, overrun, and trip checks, and for qualifying against special attacks that can only be used against opponents of a certain size category (such as improved grab or trample). If this ability increases their effective size past colossal, then the Earth Warder gains an addition +4 to their opposed rolls on bull rush, grapple, overrun, and trip checks for each size category larger than colossal they are considered.

Water Warder: Glacial Hands(Ex)- The Water Warder may choose to imbue their hands with ice as an immediate action, making his/hers unarmed and natural attacks deal physical/cold damage, and have an increased range of 20ft. Replacing their Strength bonus for their attack rolls with their full Wisdom bonus instead and replacing their Strength bonus for their damage rolls with their full Charisma bonus instead.

Wind Warder: Thunder Fists(Ex)- in addition to Whirlwind Fists, a Wind Warder deals the physical/electric damage for the purposes of overcoming damage reduction.


Elemental Gift Step 4: At Lvl 9, The elemental gifts grow stronger within the Vilathian Warder.

Fire Warder: Combustion(Ex)- The Fire Warder may choose to ignite, within a 40ft radius around the Fire Warder, a ring of roaring flames. Dealing (1d10 + Charisma Bonus) fire damage to enemies and allies (with the exception of themselves), within range every round, must maintain as a full round action or end Combustion. Lasts for a maximum of 2 rounds per Charisma bonus. Can be used once per 5 levels in Vilathian Warder

Earth Warder: Earth Quake(Ex)- The Earth Warder may choose to Conjure, within a 40ft radius around the Earth Warder, an Earth Quake. Fort Save DC(10 + Charisma bonus + 1/2 level rounded down) or knock enemies prone within range, if the enemy is already prone, DC Fort Save (10 + Charisma bonus + 1/2 level rounded down) or they take (1d6 + Charisma) Physical damage. Must maintain as a full round action or end Earth Quake. Lasts for a maximum of 2 rounds per Charisma bonus. Can be used once per 5 levels in Vilathian Warder per day.

Water Warder: Flash Flood(Ex)- The Water Warder may choose to flood, within a 40ft radius around the Water Warder, in water. The immediate force of water pushes all enemies Fort Save DC(10 + Charisma Bonus + 1/2 lvl round down) and knocks them prone. For the duration of Flash Flood, the area affected is considered under 5ft of water, and enemies movement speed is reduced by 25ft when moving through the affected area or must perform a swim check DC(10 + Charisma bonus) if their movement is rendered below 0ft. Allies within the Flash Flood's area get healed by the soothing waters of (5 + Charisma bonus) per round and automatically succeed a swim check within the water. Must maintain as a full round action or end Flash Flood. Lasts for a maximum of 1 round per Charisma bonus. Can be used once per 5 levels in Vilathian Warder per day.

Wind Warder: Tornado(Ex)- The Wind Warder may choose to summon, within a 40ft radius around the Wind Warder, a Tornado as a standard action. Allies have a +10 movement speed within the Tornado, and enemies suffer a -10 movement speed within it's area. Enemies must succeed a fort save DC(10 + Charisma bonus + 1/2 lvl round down) per round or take a (2 + 1/2 Wisdom Bonus rounded down) Penalty to their attack rolls and damage rolls on their turn. Allies gain (2 + 1/2 Wisdom Bonus rounded down) enhancement bonus to their attack rolls and damage rolls. Lasts for a maximum of 2 rounds per Charisma bonus. Can be used once per 5 levels in Vilathian Warder per day.


Elemental Gift Step 5: At Lvl 12, The elemental gifts grow stronger within the Vilathian Warder.

Fire Warder: Writhing Flames(Ex)- The Fire Warder may choose to cover his/her body in flames as a swift action, Cauterizing all wounds giving them Fast Healing equivalent to their Charisma bonus, and dealing damage to any enemy adjacent to the Fire Warder equivalent to the his/her Charisma Bonus. He/she may only make a move action or a swift action per round while in this state. Additionally, The Fire Warder's effective size increases one step regarding damage rolls with unarmed/ natural attacks permanently.

Earth Warder: Earthen Blow(Ex)- The Earth Warder may choose to make a full round action to perform one massive earth powered slam attack, adding (Full Charisma bonus + 2 times Strength bonus) to their unarmed/ natural attack damage for the round, can only be done once per round. On successful strike, the enemy must make a Fortitude save DC(10 + Charisma bonus + 1/2 lvl round down) or be stunned for one round. Earthen Blow cannot critically strike.

Water Warder: Drown(Ex)- The Water Warder may choose make a full round action to attempt to force a lethal amount of water into the lunges of an enemy within 10 ft, Fortitude save DC (Wisdom bonus + 1/2 lvl) every round in order to continue holding their breath. Each round, the DC increases by 1. If the target enemy fails their Fortitude check, they begin to drown. In the first round, they fall unconscious (0 hp). In the following round, they drop to -1 hit points and are dying. In the third round, they drown. Can only be used on living enemies that require air to breathe and can be used only 1/2 the Water Warder's Charisma bonus (round down, minimum of 1) times per day. The Water Warder must maintain as a full round action until canceled or for (5 + 1/2 Charisma bonus) rounds.

Wind Warder: Thunderous Blows(Ex)- The Wind Warder is granted another permanent extra attack at his/her full base attack bonus. Additionally, the Wind Warder may choose to charge their fists with overwhelming electricity as a swift action. Temporarily making his/her attacks deal (2 x Charisma bonus) physical/electricity/sonic damage for the purposes of overcoming damage reduction, additionally any enemy adjacent to the Wind Warder takes equivalent electricity/sonic damage every round, Fortitude Save DC(10 + Charisma Bonus + 1/2 lvl rounded down) or takes half damage. Lasts 1 round per Wisdom bonus. May be used once per Charisma bonus per day.


Elemental Gift Step 6: At Lvl 15, The elemental gifts grow stronger within the Vilathian Warder.

Fire Warder: Inferno(Ex)- As a full round action, the Fire Warder may choose to incinerate the area in front of him/her in a cone of destruction. Enemies within a 30ft cone in front of the Fire Warder take (1d10 + 3 times Charisma bonus) Fire damage, Reflex Save (10 + Wisdom bonus + 1/2 lvl round down) or take half damage. Additionally, enemies are burning and take 5 fire damage until a successful Fortitude Save (10 + Charisma bonus + 1/2 lvl round down).

Earth Warder: Greater Earthen Presence(Ex)- The Earth Warder now adds 1 1/2 Charisma Bonus enhancement bonus to their AC (up from 1 times Charisma bonus to AC). Flatfooted and Touch are effected by the Charisma bonus, and the Earth Warder gains an additional +2 shield bonus to AC. Additionally, the Earth Warder gains Tremor Sense (10 + 5 x Charisma bonus)ft radius.

Water Warder: Deep Freeze(Ex)- As a full round action the Water Warder may attack an enemy with an empowered Glacial Hands attack, a Water Warder may choose to freeze on successful hit, enemy is slowed (can make one standard or move action at half speed for one round). and force the enemy to make a Fortitude Save DC(5 + Charisma Bonus + lvl) or they take 4d6 additional cold damage and they are frozen for 1 round then they're slowed (can make one standard or move action at half speed) the next round.

Wind Warder: Soar(Ex)- The Wind Warder can force a rush of wind to lift his/her body into the air. The Wind Warder can now fly at (10 x Charisma bonus)ft movement speed at a maneuverability based on the Wind Warder's Wisdom Bonus: Wisdom Bonus > 0 = clumsy, Wisdom Bonus > 2 = Poor, Wisdom Bonus > 4 Average, Wisdom Bonus > 8 Good, Wisdom Bonus > 16 Perfect. Soar's speed is also affected by the Elemental Protection ability.


Elemental Gift Step 7: At Lvl 18, The elemental gifts grow stronger within the Vilathian Warder.

Fire Warder: Waves of Flame(Ex)- All the Fire Warder's Fists of Flame are pulsating with hungry waves of Fire, The Fire Warder now applies 2 times their Wisdom bonus (instead of 1 1/2 times their Wisdom bonus) to his/her Fists of Flame's attack/ damage rolls and has an increased range of 40ft from now on. Also, on successful hit, enemies adjacent to their target take equivalent fire damage from the attack, reflex save DC (10 + Charisma + 1/2 lvl round down) and takes half damage.'

Earth Warder: Gripping Fissure(Ex)- Once per day and as a standard action, an Earth Warder may choose to open up the earth underneath the enemies Reflex Save (10 + Charisma bonus + lvl) and they fall into the earth that attempts to crush into them, rendering them immobilized for 2d6 rounds and they are forced to make a Fortitude Save DC(10 + Charisma bonus + 1/2 lvl round down) if they fail they immediately take (3d10 + Charisma bonus + 1/2 lvl round down) damage and are stunned for another 1d4 rounds.

Water Warder: Torrential Downpour(Ex)- A Water Warder may choose as an move action to conjure a downpour of rain to fall from above, the water heals the wounds of allies (1 + 1/2 Charisma bonus rounded up) health per round, and disrupts the senses of the Water Warder's enemies reducing their Attack Bonus and AC with a (2 + 1/2 Wisdom bonus rounded down) penalty, this affects enemies with tremor sense, blind fight, and scent abilities as well as enemies with better than average sight. This ability lasts for (5 + Charisma bonus + 1/2 lvl rounded up) rounds per day, this ability can be turned on and off at any time, but the effective rounds cannot exceed (5 + Charisma bonus + 1/2 lvl rounded up) per day.

Wind Warder: Thunder Storm(Ex)- Once per day as an immediate action, a Wind Warder may choose to hurl large bolts of lightning increasing his/her Thunder Fists effective range to 80 + (5 x Charisma bonus)ft and deal an extra Electricity/Sonic damage equal to full Charisma bonus on successful hit. This ability lasts for (Charisma bonus + 1/2 lvl rounded down) rounds per day, this ability can be turned on and off at any time, but the effective rounds cannot exceed (Charisma bonus + 1/2 lvl rounded down) per day. During Thunder Storm, a Wind Warder can retain all combat functionality in the air as if on land.


Elemental Resistance: at level 2 and every 4 levels thereafter the Vilathian Warder Gains a Elemental Resistance.

Fire Warder: +10 Fire Resistance.

Earth Warder: +5 Electricity Resistance, +2/- Damage Reduction

Water Warder: +5 Cold Resistance, +5 Fire Resistance

Wind Warder: +10 Electricity Resistance


Elemental Skill: at level 2 and every 2 levels thereafter they add the below benefits based on their gift.

Fire Warder: Add +2 Enhancement bonus to their Intimidate Skill, +1 Enhancement bonus to their Disable Device Skill, and +1 Enhancement bonus their Craft Skill.

Earth Warder: Add a +2 Enhancement bonus to their Balance Skill, +1 Enhancement bonus to their Climb Skill, and a +1 Enhancement bonus to their Craft Skill.

Water Warder: Add a +2 Enhancement Bonus to their Swim Skill, +1 Enhancement bonus to their Heal Skill, and a +1 Enhancement bonus to their Craft Skill.

Wind Warder: Add a +2 Enhancement bonus to their Listen Skill, +1 Enhancement bonus to their Tumble Skill, and a +1 Enhancement bonus to their Craft Skill.


Elemental Protection: The elemental that gave the Vilathian Warder his/her gift bestows it's own protection to them. Starting at level 5 and every 5 levels thereafter, they add the below benefits based on their gift.

Fire Warder: Add a +1 Enhancement bonus to their natural armor's AC, and all successful attacks made on him/her take (1d6 every 5 levels in Vilathian Warder) fire damage.

Earth Warder: Add a +2 Enhancement bonus to their natural armor's AC. Additionally the Earth Warder gains +2 enhancement bonus to their attack rolls while in defensive stance.

Water Warder: Add a +1 Fast Healing, Water Warder's Fast Healing stacks with any other Fast Healing factors. If the Water Warder has Regeneration then instead it adds 1 to their current Regeneration factor.

Wind Warder: Add a +1 Enhancement bonus to their touch AC, and he/she gains a movement speed bonus of +10ft.


Elemental Precision: At level 7, the Vilathian Warder Sees a portion of the elemental plane unseen by other mortals. Benefits differ based on elemental path.

Fire Warder: +1 Increase to their critical threat range of natural and unarmed attacks. Additionally all critical strikes confirmed by a Fire Warder burn the target for 1d6 fire damage once every Charisma bonus rounds thereafter.

Earth Warder: Gains the Improved Grapple feat without meeting the prerequisites and gains the Combat Expertise feat without meeting the prerequisites.

Water Warder: +1 Increase to their critical threat range and multiplier to natural and unarmed attacks when using them to heal using the Soothing Hands ability.

Wind Warder: Rolling a natural "1" no longer automatically fails to hit using natural and unarmed attacks, treat it as a regular attack.


Elemental Mind: At level 11 the Vilathian Warder is capable of Telepathically communicating to all elemental entities of the Vilathian Warder's Element type. Additionally the Vilathian Warder is capable of landing a critical strike on any elementals not of their element type.

Elemental Ascension At level 20, the Vilathian Warder ascends to new levels of power of the mind and body, specific benefits differ from Element type. The Physical forms of the Vilathian Warder remains the same with small cosmetic changes. He/she is considered an elemental outsider and the Vilathian Warder is considered an elemental of their type of elemental gift regarding elemental traits. Also when a Vilathian Warder of 20th level dies, their souls remain on the elemental plane of existence in the form of a dormant elemental.

Fire Warder: +3 Wisdom, +1 Charisma. Immunity to poison, sleep effects, paralysis, and stunning, Not subject to critical hits or flanking. Do not need to eat, sleep, or breathe. But are still subject to death from old age. Additionally, The Fire Warder's effective size increases one step regarding damage rolls with unarmed/ natural attacks. Fire Mastery (EX): A fire elemental gains a + 1 bonus on attack and damage rolls when at least 30ft from a water source of a size category equal to it's size or larger.

Earth Warder: +2 Charisma, +2 Constitution. Immunity to poison, sleep effects, paralysis, and stunning, Not subject to critical hits or flanking. Do not need to eat, sleep, or breathe. But are still subject to death from old age. Additionally, The Earth Warder may now add their full shield bonus to their AC as DR/-. Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls.

Water Warder: +3 Charisma, +1 Wisdom. Immunity to poison, sleep effects, paralysis, and stunning, Not subject to critical hits or flanking. Do not need to eat, sleep, or breathe. But are still subject to death from old age. Additionally, The Water Warder may now make a Soothing Hands attack on successful reflex saves. Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are of Large size or smaller.

Wind Warder: +2 Wisdom, +2 Charisma. Immunity to poison, sleep effects, paralysis, and stunning, Not subject to critical hits or flanking. Do not need to eat, sleep, or breathe. But are still subject to death from old age. Additionally, The Wind Warder may now make a Thunder Storm-equivalent attack on successful reflex saves and attacks of opportunity. Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Ex-Vilathian Warder[edit]

The elemental Gifts never are taken away if the Vilathian Warder is to ever leave his/her path to balance their world, but they cannot further into levels unless they return to the specified alignment and the path of balance once again.

Epic Vilathian Warder[edit]

Table: The Epic Vilathian Warder

Hit Die: d12

Level Special
21st Epic Bonus Feat
22nd Elemental Skill, Elemental Resistance
23rd Epic Bonus Feat
24th Elemental Skill
25th Epic Bonus Feat, Epic Elemental Protection
26th Elemental Skill, Elemental Resistance
27th Epic Bonus Feat
28th Elemental Skill
29th Epic Bonus Feat
30th Elemental Skill, Epic Elemental Protection, Elemental Resistance, Epic Elemental Ascension

4 + Int modifier skill points per level.

Epic Elemental Protection: The elemental that gave the Vilathian Warder his/her gift bestows it's own protection to them. Starting at level 5 and every 5 levels thereafter, they add the below benefits based on their gift.

Fire Warder: Add a +2 Enhancement bonus to their natural armor's AC, and all successful attacks made on him/her take (2d6 per 5 Vilathian Warder levels) fire damage.

Earth Warder: Add a +4 Enhancement bonus to their Shield Deflection Bonus to AC. Additionally the Earth Warder may make attacks of opportunities equivalent to their Dexterity bonus plus their Charisma bonus.

Water Warder: He/she gains +2 Fast healing.

Wind Warder: Add a +2 Enhancement bonus to their touch AC, and he/she gains a movement speed bonus of +10ft.


Elemental Skill: at level 2 and every 2 levels thereafter they add the below benefits based on their gift.

Fire Warder: Add +2 Enhancement bonus to their Intimidate Skill, +1 Enhancement bonus to their Disable Device Skill, and +1 Enhancement bonus their Craft Skill.

Earth Warder: Add a +2 Enhancement bonus to their Balance Skill, +1 Enhancement bonus to their Climb Skill, and a +1 Enhancement bonus to their Craft Skill.

Water Warder: Add a +2 Enhancement Bonus to their Swim Skill, +1 Enhancement bonus to their Heal Skill, and a +1 Enhancement bonus to their Craft Skill.

Wind Warder: Add a +2 Enhancement bonus to their Listen Skill, +1 Enhancement bonus to their Tumble Skill, and a+1 Enhancement bonus to their Craft Skill.


Epic Elemental Ascension At level 30, the Vilathian Warder ascends further to levels of power that little ever witness, specific benefits differ from Element type. The Physical forms of the Vilathian Warder remains the same with small cosmetic changes. When a Vilathian Warder of 30th level dies, their souls remain on the elemental plane of existence in the form of a living elemental that has to sleep for 48 days and will awaken after the time is up.

Fire Warder: +2 Wisdom, +2 Charisma. The Fire Warder's effective size increases one more step regarding damage rolls with unarmed/ natural attacks.


Earth Warder: +2 Charisma, +2 Constitution. The Earth Warder may now add twice their full shield bonus to their AC as DR/-. Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the Earth Warder no longer takes a penalty if they are not on the ground.

Water Warder: +2 Charisma, +2 Wisdom. Immunity to poison, sleep effects, paralysis, and stunning, Not subject to critical hits or flanking. Do not need to eat, sleep, or breathe. But are still subject to death from old age. Additionally, The Water Warder may now make a Soothing Hands attack on successful reflex saves. Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are of Large size or smaller.

Wind Warder: +2 Wisdom, +2 Charisma. Immunity to poison, sleep effects, paralysis, and stunning, Not subject to critical hits or flanking. Do not need to eat, sleep, or breathe. But are still subject to death from old age. Additionally, The Wind Warder may now make a Thunder Storm-equivalent attack on successful reflex saves and attacks of opportunity. Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.


Bonus Feats: The epic Vilathian Warder gains a bonus feat (selected from the list of epic Vilathian Warder bonus feats) every odd number levels after 20th.

Epic Vilathian Warder Bonus Feat List: Armor Skin, Damage Reduction, Epic Dodge, Epic Endurance, Epic Fortitude, Epic Reflexes, Epic Toughness, Epic Speed, Epic Weapon Focus, Epic Will, Epic Potency, Great Charisma, Great Constitution, Great Wisdom, Great Dexterity, Perfect Cleave

Elf Vilathian Warder Starting Package[edit]

Weapons: Unarmed Strike.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex —"
Craft 4 Int —"
Gather Information 4 Cha —"
Heal 4 Wis —"
Knowledge (Nature) 4 Int —"
Knowledge (Religion) 4 Int —"
Knowledge (Planes) 4 Int —"
Listen 4 Wis —"
Search 4 Wis —"
Sense Motive 4 Cha —"
Spot 4 Wis —"
Swim) 4 Str —"
Intimidate 4 Cha —"

Feat: Weapon Focus (Unarmed Strike).

Bonus Feats: Improved Unarmed Strike.

Gear: Food (5 lbs), Waterskin, Simple Clothes.

Gold: 30 gp.

Campaign Information[edit]

Playing a Vilathian Warder[edit]

Religion: Gods are usually not revered highly to the Vilathian Warder, since their primary focus is the balance of their world. However a Vilathian Warder has the will to worship anyone as long as it doesn't interfere with the balance of nature.

Other Classes: Vilathian Warders can get along with Fighters and Sorcerers alike, they are strong and confident in their views so a divine classes such as Paladin's will agitate them if they try to push their views onto them. Rogues and Assassin's may need more time to gain a Vilathian Warder's trust, but if their intentions don't seem malevolent to the Vilathian Warder's goals, they will usually not have an issue with them either.

Combat: Fire Warder: Long range damage dealer. Earth Warder: The tank. or a sturdy melee brawler. Water Warder: The Healer, or support and damage. Wind Warder: The melee range damage dealer and support.

Advancement: Fighter is always good for combat feats, Druid can add variety to their nature-type abilities, and Monk can be very useful be adding multiple attacks given by the Monks flurry of blows ability and added AC, but lastly Vilathian Warder once reaching level 20, may relearn the class again and level to benefit from other elementals.

Vilathian Warders in the World[edit]

We are the sons and daughters of Vilath itself, no matter the costs, balance must be held above all... even family.
—Vos, Kiiroshan Vilathian Warder

Vilathian Warders usually stay near the place the element gave them their gift and call it home, of course their is always the exceptions, some Vilathian Warders may place themselves in the opposite elemental type to challenge their will to balance the chaotic world that they live in.

Daily Life: A Vilathian Warder could be a peasant, a noble, a king, an adventurer, or a farmer, a Vilathian Warder is what they are because their element knew that their intentions were good to the world, their powers are only needed when the balance of the elemental plane is under peril.

Notables: Vos, Kiiroshan Vilathian Warder: After a war struck between the Kiiroshan Warders, the elementals of Vilath, enraged by tragic misuse of their gifts, chose to bring the world into elemental pandemonium, Vos, seeking to bring balance no matter the cost, halted the raging elemental forces threatening to tear the world asunder, and slew the person responsible for the terrifying misuse of the elemental gifts, Kerrin, Vos's Son.

Organizations: There are no organizations to become a Vilathian Warder, however, gatherings of such people are likely due to the wisdom more powerful Warders are capable of teaching to other Warders.

NPC Reactions: NPC's regard Vilathian Warders with hope or a means to benefit from them to gain wisdom of the world from. Usually this hope comes from necessities such as water for farming, wind for travel by sea, and air, fire for cooking and warmth, and earth for shelter and protection.

Vilathian Warder Lore[edit]

Characters with ranks in Knowledge, (Planes) and (Nature) can research Vilathian Warders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Planes),(Nature)
DC Result
5 They are capable of performing elemental abilities.
10 They can only be of one element.
15 Knowledge of abilities levels 10 and lower
20 Complete knowledge of abilities.

Vilathian Warder's in the Game[edit]

Can be leaders and lords, but they can also be underlings at lower levels, though it's usually uncommon that after they gain their elemental gift that they remain as low ranked civilians for long.

Adaptation: It's possible for a Vilathian Warder to be a powerful shaman that defends his/her city. "Vilathian" is the name of a concept world, you may change it to "Elemental" if you please.

Sample Encounter: Go'ma, a young Kiiroshan girl who lived her life atop the cliffs of Nerad Mountain, lived a life of hardship. During the war of the Mard'ihid clans and the Domid'hal clan, her city was under attack by a raid of the Mard'ihid Kiiroshan. A group pillaged her home, cutting everyone in their path, Go'ma was the only one left alive as she was pulled from the dieing arms of her mother. Words cannot describe the abuse that Go'ma suffered in her years, imprisoned in a village far off into the desert. Forced to be a slave to the murderers of her family, Go'ma's spirit was faltering. All until one night, as a rare storm blew into their village, Go'ma felt the rain touch her fur, and then heard the rain speak the word "hope" to her. Suddenly she was empowered by the water elemental who called itself "Emhular". The water healed her many bruises, and gave her renewed strength. Years passed as Go'ma continued to suffer the abuse of her new masters, but her spirit remained strong as she mended the wounds of the day and focused on growing stronger by night. Go'ma stayed awake this night for she knew she was strong now, and she waited for morning, as the night became day, one of her masters walked into her tent, ready to start a new day of torment for her, as he went to grab for her, Go'ma brought her claw to his face as a shower of freezing water blasted him. She took his key, unshackled herself and ran out of the tent as her master screamed through the sheet of ice covering his face, writhing in pain. A group of the Mard'ihid barbarians were met with a blast of water, knocking them down as Go'ma made ran out of the village, shouts were heard behind her as the archers began firing arrows out towards her, a whit hot pain coursed through her body as an arrow head poked out of her stomach. Go'ma did not stop running, she brought her hand to the arrow tip and began healing her body to keep her from passing out. Many days and nights passed, she did not stop until she stumbled, weak from starvation, from the trauma, from the arrow still fully penetrated through her back, she fell onto the grassy base of a mountain. A group of Kiiroshan hurried to her and carried her into the city. Go'ma smiled before she finally passed out. She was home.

Go'ma since then, she has defended her city from further attacks of the Mard'ihid clans, and aids any who are allied with her people.

EL 10:

Go'ma Naor

CR 10

Female Kiiroshan Vilathian Warder 10
CG Large Humanoid, Monstrous Humanoid
Init/Senses +5/Listen 25, Spot 10
AC 13, touch 13, flat-footed 10
(+3 Dex, Uncanny Dodge)
hp 140 (10d12 HD)
Fort/Ref/Will 8/9/16
Speed 50ft
Melee Soothing Hands +17/+15/+12 (d12+15 natural healing, d17-d20x3 20ft), Glacial Hands +17/+15/+12 (d12+15 cold/slashing damage, d19-d20x2, 20ft)
Base Atk/Grp +9/+4
Atk Options Water Burst Reflex Save DC(28), Flash Flood Fort Save DC(30) heals (20) per round.
Special Actions Quick Scent,
Abilities Str 13 (0), Dex 15 (1), Con 14 (1), Int 16 (2), Wis 20 (4), Cha 27 (7)
SQ 10ft Blindsense, Fast Healing +2, Cold/Fire Resistance +15. Endure Elements,
Feats Unarmed Strike, Uncanny Dodge, Cleave, Improved Uncanny Dodge, Improved Natural Attack,
Skills Balance +13, Climb +14, Heal +18, Jump +14, Listen +25, Search +14, Spot +11, Swim +20, Craft (Alchemy) +12

Go'ma is a Kind hearted individual, who has a dark past, but used it to grow her power. She is always willing to lend a helping hand to those who ask for it. Go'ma usually resides in Domid'hal City along the side of Nerad Mountain in the world: Vilath.



Back to Main Page3.5e HomebrewNPCsCR 10
Back to Main Page3.5e HomebrewNPCsECL 10



Back to Main Page3.5e HomebrewClassesBase Classes -->

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors