The
Energy Warrior
by
Orkokhan
Minimum ability scores:
Strength: 6 (Maximum: 15)
Intelligence: 16
Wisdom: 16
Dexterity: 6
Constitution: 11
Charisma: 16
Comeliness: none
Racial stock: human
Hit die type: special
Spell ability: none
Class level limit: 16 (Energy Master)
Armor and weapons permitted:
Armor: leather or padded
Shield: none
Weapons: none
Oil: no
Poison: yes
Alignment: true neutral only
ENERGY WARRIOR EXPERIENCE LEVEL TABLE
Hit Dice for
Experience Accumulated
Experience Points Level Hit Points Level Title
0-1,000 1 d3+1 Energy Warrior (15th rank)
1,001-2,000 2 +d4 Energy Warrior (14th rank)
2,001-5,000 3 +d4+1 Energy Warrior (13th rank)
5,001-12,500 4 +d6 Energy Warrior (12th rank)
12,501-30,000 5 +d6+1 Energy Warrior (11th rank)
30,001-60,000 6 +d8 Energy Warrior (10th rank)
60,001-150,000 7 +d8+1 Energy Warrior (9th rank)
150,001-250,000 8 +d10 Energy Warrior (8th rank)
250,001-400,000 9 +d10+1 Energy Warrior (7th rank)
400,001-600,000 10 +d12 Energy Warrior (6th rank)+
600,001-850,000 11 +d12+1 Energy Warrior (5th rank)
850,001-1,150,000 12 +4 hit pts. Energy Warrior (4th rank)
1,150,001-1,500,000 13 +5 hit pts. Energy Warrior (3rd rank)*
1,500,001-1,900,000 14 +6 hit pts. Energy Warrior (2nd rank)
1,900,001-2,350,000 15 +7 hit pts. Energy Warrior (1st rank)
2,350,001+ 16 +10 hit pts. Energy Master
+ Only energy warriors with an intelligence and wisdom of 17+ can attain this level
or higher.
* Only energy warriors with an intelligence and wisdom of 18 can attain
this level or higher.
ENERGY WARRIOR ABILITY TABLES
Combat Abilities:
Touch Distance
Attacks Attacks “To Hit”
per Touch per Distance Range of Bonus
Armor Melee Attack Melee Attack Distance for All
Level Class Round Damage Round Damage Attacks Attacks
----------------------------------------------------------------
1 10 2 1 1 1 10' +1
2 9 2 2 1 d2 21' +1
3 8 2 d2+1 1 d3 33' +1
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4 6 2 d2+2 1 d4 46' +2
5 5 5/2 d3+3 3/2 d4+1 60' +2
6 4 5/2 d3+4 3/2 d6 75' +2
----------------------------------------------------------------
7 2 5/2 d4+5 3/2 d6+1 91' +3
8 1 5/2 d4+6 3/2 d8 108' +3
9 0 5/2 d5+7 3/2 d8+1 126' +3
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10 -2 3 d5+8 2 d10 145' +4
11 -3 3 d6+9 2 d10+1 165' +4
12 -4 3 d6+10 2 d12 186' +4
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13 -6 3 d8+12 2 d12+1 208' +5
14 -7 3 d8+13 2 4d4 231' +5
15 -8 3 d10+14 2 4d4+1 255' +5
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16 -10 7/2 d12+16 5/2 3d6+3 280' +6
Energy Detection, Deflection, and Dispelling Abilities:
Chance Chance to Chance to
to Nullify or Chance Detect
Deflect Dispel Non- to Nullify or
Physical Physically Detect Dispel Non-
Damage Damaging Magic Physically
(all Percentage Magical Use or Damaging
attack of Damage Effects Magical Psionic
Level forms) Deflected (by contact) Energy Range Energy Range
---------------------------------------------------------------------------
1 5% 5% 5% 3% 5' 5% 5'
2 10% 7% 6% 6% 10' 10% 11'
3 15% 9% 7% 9% 15' 15% 18'
---------------------------------------------------------------------------
4 20% 12% 9% 12% 20' 20% 26'
5 25% 15% 11% 15% 25' 25% 35'
6 30% 18% 13% 18% 30' 30% 45'
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7 35% 22% 16% 21% 35' 35% 56'
8 40% 26% 19% 24% 40' 40% 68'
9 45% 30% 22% 27% 45' 45% 81'
---------------------------------------------------------------------------
10 50% 35% 26% 30% 50' 50% 95'
11 55% 40% 30% 33% 55' 55% 110'
12 60% 45% 34% 36% 60' 60% 126'
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13 65% 51% 39% 39% 65' 65% 143'
14 70% 57% 44% 42% 70' 70% 161'
15 75% 63% 49% 45% 75' 75% 180'
--------------------------------------------------------------------------
16 85% 75% 60% 50% 85' 85% 200'
GENERATION OF ABILITY SCORES
Method V:
Number of Dice Rolled For:
Str Int Wis Dex Con Chr Com
3 9 9 6 8 9 4
Starting Hit Points for Player Characters
Energy Warrior 3 hit points
BEGINNING AGE FOR PLAYER CHARACTERS
Class Age Plus Variable
Energy Warrior 21 + 1d4
ATTACK MATRIX FOR ENERGY WARRIORS
Opponent
Armor 20-sided Die Score to Hit by Level of Attacker
Class 1-3 4-6 7-9 10-12 13-15 16
---------------------------------------------------------
-10 26 23 20 20 19 15
-9 25 22 20 20 18 14
-8 24 21 20 20 17 13
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-7 23 20 20 19 16 12
-6 22 20 20 18 15 11
-5 21 20 20 17 14 10
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-4 20 20 19 16 13 9
-3 20 20 18 15 12 8
-2 20 20 17 14 11 7
---------------------------------------------------------
-1 20 19 16 13 10 6
0 20 18 15 12 9 5
1 20 17 14 11 8 4
---------------------------------------------------------
2 19 16 13 10 7 3
3 18 15 12 9 6 2
4 17 14 11 8 5 1
---------------------------------------------------------
5 16 13 10 7 4 0
6 15 12 9 6 3 -1
7 14 11 8 5 2 -2
---------------------------------------------------------
8 13 10 7 4 1 -3
9 12 9 6 3 0 -4
10 11 8 5 2 -1 -5
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SAVING THROW MATRIX FOR ENERGY WARRIOR CHARACTERS
Attack to be Saved Against
Paralyzation,
Experience Poison or Petrification Rod, Staff Breath
Level Death Magic or Polymorph or Wand Weapon Spell
------------------------------------------------------------------
1-3 14 15 11 13 12
4-6 13 14 9 12 10
7-9 10 12 7 9 8
10-12 8 11 5 7 6
13-15 7 9 3 5 4
16 5 6 2 2 2
The energy warrior
is the rarest of all character classes and one of the most difficult
to qualify for. It is certainly the most unusual class in that it
functions and fights through the manipulation of energy in a way unique
unto itself. This class cannot be combined with any other class, nor
can the character switch classes or begin a new profession once he
or she has begun adventuring as an energy warrior.
If an energy warrior has an intelligence and wisdom of 17+ in each
category, he or she receives a 5% experience point bonus. If intelligence
and wisdom are both 18, and charisma is 17, then the bonus for experience
points awarded is 10%.
Because very little of an energy warrior's time is spent developing
physical strength, the class is limited to a maximum of 15 in that
category. Conversely, a durable body and vigorous health are needed
to handle the physical stresses of energy manipulation. Thus, a character
needs a minimum constitution of 11 to qualify for this class. Energy
warriors gain a maximum of +2 hit points per die for high constitution.
Energy warriors use discipline and trained sensitivity to detect,
control and manipulate the patterns and properties of the energy within
themselves and in their surroundings. The dedication to the development
of these skills is all-consuming with regards to the energy warrior's
attentions and priorities. As a result, no energy warrior pays homage
to any god, and their alignment must always be true neutral. An energy
warrior whose alignment changes can no longer raise in the class until
he or she returns to true neutral. Since an energy warrior's dedication
is absolute, an alignment-changed energy warrior will do anything
and everything to return to true neutral in order to be able to progress
in their class once again.
At low levels, energy warriors are rather weak. They never use weapons
for attack or defense and may wear only leather or padded armor at
most. Shields and flaming oil are also forbidden, but poison is usable
by them. As an energy warrior increases in experience levels, the
innate offensive and defensive capabilities of the character also
improve. So much so, in fact, that few other characters classes can
match them in those areas once very high levels are achieved.
Unless otherwise noted, energy warriors are treated as either fighters
or magic-users, whichever is the least advantageous for the particular
situation.
Energy warriors can use energy manipulation to cause physical damage,
either by direct touch with the hands, or over a distance by projecting
a shimmering, barely visible burst of energy at a target.
To make a direct touch attack, an energy warrior need only make physical
contact with an opponent. The attack causes a disruption in the personal
energy of the victim, resulting in the death of tissue, damage to
the physical structure of the victim, etc. This can be done by the
energy warrior with bare or covered hands. The base armor class of
armor is disregarded for purposes of this attack since the energy
of this attack can pass through such thin materials unhampered. Only
the magical pluses of the armor, and modifiers for dexterity, if applicable,
count in thwarting or dodging this form of attack. Devices such as
bracers of defense and items that provide similar defensive effects
will also work. One-quarter of a foot thickness of any solid material,
even cloth, will effectively shield a target from this sort of attack.
Magical barriers or force fields will not block this attack, however.
The only way to prevent an energy warrior from being able to make
this sort of attack is by severing or otherwise removing the energy
warrior's hands. If only one of an energy warrior's hands are severed,
the number of attacks is halved, rounded up.
Damage inflicted over distance is not as great, nor is this sort of
attack as frequent, due to the added difficulty of gathering and projecting
such a burst of harmful energy. Starting out, an energy warrior cannot
shoot these bursts of energy very far at all, only 10'. At higher
levels, however, the range of this attack can approach or even exceed
conventional missile weapons, at least indoors. Range is constant,
regardless whether the attack is made indoors or outside. Dexterity
bonuses do not apply for purposes of determining "to hit" rolls.
An energy warrior must be able to see at least a tiny part of the
intended target in order to hit it. It should be noted that there
are no short/medium/long range figures given for the range of this
attack. This means that there is no penalty for attacks at extreme
range simply because the energy warrior is able to guide the energy
burst visually towards the target. Blinding an energy warrior or obscuring
his or her vision will effectively render this sort of attack useless.
Magical and physical defenses will have the same effect against this
attack as they would against touch attacks by an energy warrior.
As noted in the ENERGY WARRIOR ABILITY TABLE, energy warriors get
a bonus "to hit" with both sorts of attacks based on experience level.
High scores in intelligence, wisdom and charisma will also give an
energy warrior bonuses to his or her attacks. An energy warrior gains
+1 "to hit" for every point of intelligence, wisdom and charisma that
above 16. In addition, for every point of those abilities that exceeds
17, damage per attack will be increased by 1 point. For distance attacks,
range is increased by 5' per point over 16 of the above mentioned
abilities.
Up to and including 4th level, an energy warrior's attacks can only
affect living creatures from the Prime Material Planes. At 5th level,
he or she can affect living beings from all other planes as well.
At 10th level or higher, an energy warrior can affect any creature,
including undead and such things as golems or other animated, nonliving
objects. Non-living matter other than that indicated above is not
damaged by the attacks of an energy warrior since the energy of such
objects is not organized or purposefully directed. Living creatures
gain an unmodified saving throw for half damage, using the target's
least advantageous saving throw category, against these attacks, but
undead and animated, non-living objects do not.
Critical hits with energy manipulation attacks are treated as strikes
with edged weapons, although both types of attacks will cause damage
to any target, regardless of whatever weapon type is needed. In the
case of fumbles, an energy warrior cannot hit him or herself. The
energy warrior's control of their energy manipulation abilities is
too precise for that to happen, although their allies can be struck
by errant energy attacks.
In addition to their attack capabilities, energy warriors use energy
manipulation to deflect or nullify attacks and damage by directing
the energy of such attacks away from themselves. This accounts for
their ever improving armor class, their ability to avoid damage from
physical attacks, spells and psionic disciplines, and their excellent
saving throw chances. Energy warriors can also nullify or dispel magical
effects and psionic powers, magic when in contact with it and psionic
powers within the ranges given above on the ENERGY WARRIOR ABILITY
TABLE. In all cases, bonuses for high ability scores do apply, i.e.,
magical attack adjustments for wisdom, reaction and defensive adjustments
for dexterity, etc.
The ability of an energy warrior to detect magical energy or magic
use, and psionic energy and psionic use, is a limited power, unlike
the attack and defense capabilities, which are usable at will. An
energy warrior can use his or her ability to detect magic or psionics
as many times per day as he or she has levels, plus 1. The energy
warrior will be able to detect exactly what sort of energy is present
or is being used, throughout the entire area of the detection range,
which is the radius of the detection. Intervening walls and materials
will not prevent this ability from working, nor will magical means
of concealment, since it is the energy that is being detected. Each
use of these powers lasts for 1 round per level of the energy warrior
employing it. The exception to this is that each use of these powers
by an Energy Master (16th level) will last for 20 rounds.
Each point of intelligence, wisdom, and charisma over 16 will give
an energy warrior a bonus of +1% on each of the following abilities:
Chance to Deflect Physical Damage; Percentage of Damage Deflected;
Chance to Nullify or Dispel Non-Physically Damaging Magical Effects;
Chance to Detect Magic Use or Magical Energy; and Chance to Detect,
Nullify, or Dispel Non-Physically Damaging Psionic Energy. For every
point of those abilities above 17, an energy warrior's range to Detect
Magic Use or Magical Energy is increased by 5'. For every point of
those abilities over 16, the range of the ability to Detect, Nullify,
or Dispel Non-Physically Damaging Psionic Energy is increased by 4'.
Energy warriors can never be psionic and are immune to normal psionic
attack, including psionic blast attacks. Against the energy manipulation
attacks of an energy warrior, the psionic discipline of energy control,
q.v., will not work.
As previously stated, only leather or padded armor is permitted for
use by this class. Magical versions of these armor types are allowed.
Once an energy warrior's effective armor class exceeds that of any
armor worn, that armor class figure takes over, negating any protections
given by the armor. The armor class of an energy warrior is in effect
at all times and from all angles of attack, as long as the energy
warrior is conscious.
In lieu of using their energy manipulation attacks, an energy warrior
may punch, kick, or grapple as a magic-user character.
Energy warriors have no restrictions on possession of valuables and
monetary treasure, but wealth is secondary to the pursuit of perfecting
their energy manipulation skills. As a result, energy warriors tend
to live a relatively spartan lifestyle, caring for treasure only as
a means to secure lodging and sustenance.
Magic items usable by energy warriors are those only usable by all
classes, with some exceptions. An energy warrior will never, under
any circumstances, use items that improve armor class (except magical
leather or padded armor), reduce or block physical or magical damage
or effects, or cause physical hit point damage to opponents. Items
that inflict a change on opponents, such as polymorphing or paralyzing,
or kill them through poison, death magic, or similar means are usable.
If an energy warrior does by some rare chance use a prohibited item,
all experience gained from that point on is forfeited until he or
she spends one month in isolation, meditating and practicing his or
her skills to reaffirm his or her dedication to the disciplines of
being an energy warrior.
Energy warriors have no restrictions on hirelings and henchmen, nor
are there any limitation about whom they may associate with due to
character class or alignment restrictions. Lower lever energy warriors
who possess the means will often hire bodyguards to help protect them
until their powers become potent enough to enable the energy warrior
to hold his or her own.
Since there are so few members of this character class, all energy
warriors will be comradely or even well disposed towards each other,
unless some exceptional circumstances have occurred to cause bad blood
between two such characters. The highest level an energy warrior can
reach is 16th, whereupon he or she earns the title Energy Master.
There is no limit to how many such lofty individuals can exist simultaneously,
and no limit even to how many can operate or associate with one another.
When an energy warrior reaches 12th level (Energy Warrior of the 4th
rank), he or she can opt to set up a monastery-like training center
in a remote location, far away from any large centers of population.
Through active recruiting, the energy warrior can acquire 1 to 4 students
initially. Once beyond the initial setup phase of the training center,
the energy warrior will attract 1 to 4 additional students for each
level he or she gains from that point on. At 16th level, an Energy
Master will automatically gain 4 more students, bringing his total
of students to anywhere between 8 and 20. Twenty students are the
maximum any Energy Master can train alone; additional students require
the presence of a 12th level or higher energy warrior to assist in
training. Assistant instructors of this nature will increase the training
capacity of an Energy Master's training center by 4 students per level
over 11 that the assistant possesses. Multiple assistant instructors
are possible for an Energy Master who wishes to expand his or her
training capacity even further, providing that students are available
and willing to submit to the arduous decade-long pre-training necessary
to qualify as a 1st level energy warrior (Energy Warrior of the 15th
rank).
Since energy warriors are extremely uncommon in most parts, and since
they bear no weapons or significant armor, they are often viewed as
easy prey by many who encounter them. If an energy warrior is of low
level and has no protection, this could spell trouble. However, once
an energy warrior reaches 4th level or so, the field begins to level
out in combat situations. Throw in their steadily improving defensive
powers and the balance shifts even more. This is a character that,
if played wisely and well, can become a devastating force in any campaign.