From Compendium of Worldly Lore
Requirements
Base Attack Bonus: +5
Skills: Alchemy 2 ranks, Craft (Crystal): 8 ranks
Feats: Power Attack, Improved Sunder
Special: The crystal warrior must undergo a ritual involving 10,000 gp worth of crystal, all of which melds into his body at the end of the ceremony and is gone forever.
Summary
Crystal warriors are beefy tanks that can make crystal objects and splinter them off to do damage using the new crystal powers they have been augmented with.
Role: DPS Tank
Characteristics: A warrior that augments their abilities by controlling crystal
Source: Arcana Evolved
Game Rule Information
The Crystal Warrior has the following game statistics.
Abilities: Dexterity to augment your crystal abilities, Strength and Constitution to give yourself more combat abilities
Alignment: Any
Hit Die: d10
Starting Gold: N/A
Class Skills
The Crystal Warrior's class skills are Alchemy (Int), Climb (Str), Craft (any) (Int), Gather Information (Cha), Listen (Wis), Search (Int) Spot (Wis), Swim (Str), and Wilderness Lore (Wis).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Crystal Warrior.
Weapon and Armor Proficiency: A Crystal Warrior is proficient with all simple and martial weapons and all armors and shields
Spun Crystal Sp: Starting at 1st level, a crystal warrior can create threads of super-strong crystal from his fingertips. He can weave these threads to lace an existing object with a crystalline lattice that makes it much stronger and more powerful. Crystal-laced objects gain a +10 bonus to their hardness, although this increase never takes the total hardness over 30. Objects laced with crystal threads triple their normal number of hit points. Armor and shields gain a +1 crystalline bonus to Armor Class when laced with crystal, and weapons gain a +1 crystalline bonus to attack and damage rolls. Lacing an object requires one day if the object is Medium or smaller, three days if Large, a week if Huge, two weeks if Gargantuan, and five weeks if Colossal. The crystal warrior must make a Craft (crystal) check with the Difficulty Class equal to the DC required to create the item with the Craft skill. Crystal warriors are not the equal of the legendary crystal weavers, however. Unless a laced crystal item remains in their possession so they can keep it in good shape, the crystal disintegrates in 1d3 days. An Appraise check (DC 15) allows someone to recognize the difference between an item created by a true crystal weaver and a crystal warrior.
Crystal Shield Sp: At 2nd level and higher, the crystal warrior can take spun crystal and make it into a shield that floats within a few feet of him, protecting him from blows but keeping his hands free. The shield offers a +2 shield bonus to Armor Class and lasts for one hour per class level, at which point it turns to dust. Creating the crystal shield is a full-round action and can be performed only once per day.
Crystal Nature Su: At 3rd level, the crystal warrior begins to take on a crystalline nature. His skin hardens, giving him a +1 natural armor bonus. At 6th level, the natural armor bonus increases to +2. At 9th level, it becomes +3.
Shattering Blow Ex: With his growing knowledge of materials and structure, the 4th-level and higher crystal warrior can ignore the hardness of an object he strikes. To do so, he must succeed at a Concentration check (DC equal to the object’s hardness) as a free action. He can attempt only a single shattering blow that round.
Crystal Barrier Sp: Once per day, starting at 5th level, a crystal warrior can create a wall-like barrier, no larger than 10 feet square and 1 inch thick. (The warrior can shape it, for instance, so that it measures 2 feet by 5 feet, but it always remains 1 inch thick). It is always flat. The crystal wall has a hardness of 30 and 200 hit points. It fuses with materials around it, so that it solidly repairs a breach in an existing wall or stands upright in the middle of a room, resting on the floor. The barrier must touch a solid surface along one full edge. It can seal a corridor or doorway, or cover a pit. It cannot appear in mid-air. The barrier deteriorates on its own, disintegrating after one hour, regardless of what the crystal warrior does.
Splinter Storm Sp: Once per day, a 7th-level and higher crystal warrior can fling razor-sharp crystal threads from his fingers in a 50-foot cone. Anyone in this area suffers 10d6 points of slashing damage, although they can attempt a Reflex saving throw for half damage (DC 10 + crystal warrior class levels + his Dexterity bonus). The crystal threads turn to dust immediately afterward.
Crystalline Encasement Sp: Once per day, beginning at 8th level, a crystal warrior can use the crystal threads from his hands to encase a Large or smaller foe in a crystal cocoon, imprisoning it. The victim must be within 25 feet and can make a Reflex saving throw to avoid the threads (DC 10 + crystal warrior class levels + his Dexterity bonus). If the victim fails the save, the crystal wraps around her and imprisons her. Within the prison, she is bound—she can take no actions that are not purely mental. She cannot break free on her own. However, the crystal cocoon renders her immune to all forms of attack and keeps her alive without need of air, water, food, and so on. The cocoon does not move, even if the victim was flying at the time of her imprisonment (in which case, the cocoon floats in midair). The cocoon lasts for 1d3 days, unless the crystal warrior is present to renew it and keep the victim imprisoned. Outside forces can attempt to destroy the cocoon. It has a hardness of 30 and 200 hp.
Crystal Body Sp: The 10th-level crystal warrior can, for up to one hour once per day, lace his own body with crystal threads. Doing so grants his Strength and Constitution a +6 enhancement bonus and adds a +6 natural armor bonus to his Armor Class (a +3 net increase, since his crystal nature ability already granted him +3 natural armor at this point). He gains damage reduction of 10/+2 (or 10/magic).
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
---|---|---|---|---|---|
1st | +1 | +2 | +0 | +0 | Spun crystal |
2nd | +2 | +3 | +1 | +0 | Crystal shield |
3rd | +3 | +3 | +1 | +1 | Crystal nature +1 |
4th | +4 | +4 | +2 | +1 | Shattering blow |
5th | +5 | +4 | +2 | +1 | Crystal barrier |
6th | +6 | +5 | +3 | +2 | Crystal nature +2 |
7th | +7 | +5 | +3 | +2 | Splinter storm |
8th | +8 | +6 | +3 | +2 | Crystal encasement |
9th | +9 | +6 | +4 | +3 | Crystal nature +3 |
10th | +10 | +7 | +4 | +3 | Crystal body |