Much gratitude to sirpercival for the remarkably easy to follow instructions for table formats on these boards...

Change Log:
5/11/12 (Morning)
- Reworded Natural Attunement to clarify damage types per element
- Tweaked Elemental Motes to be a static value and added universal save DC for Mote abilities, added first elemental ability
- Reworded Maelstrom to help cover gaps and explain it better
- Removed Motes from table, pending revision of scale
- Added a couple of missing skills to the list
5/11/12 (Evening)
- Replaced Motes with better model
- Added Sense Elements and Enhance Maelstrom
- Added 'Circles progression' to table, pending some flesh on the idea
- Gave a HD, unrestricted alignment, re-addressed skills due to psionic nature of class
6/11/12 (Lunch break)
- Added Sonic Maelstrom and Maelstrom of Force to the Enhancements list (hope you like them bob!)
- Added opening section for Weaves
6/11/12 (Evening)
- Tidied up and added/changed a few bits of wording all over the place
- Added a couple of 1st Circle Weaves to test the waters
12/11/12 (Evening)
- Added rules clarification to 'Maintaining the Weave' section
- Four 1st Circle Weaves up
- Flight Weave moved to 2nd Circle due to balance issues
- Clarified Sonic & Force Maelstrom enhancements due to possible confusion in conjunction with Intensified Maelstrom
13/11/12 (Lunch break)
- Added first mixed element Weaves; Quickening and Impediment
- Tidied up Flight
- Added vulnerability clause to Natural Attunement to avoid silliness
- Added Attuned Resistance and Attuned Immunity
- Expanded upon maintaining the Weave for clarification
13/11/12 (Evening)
- Created/Added Core Control and Greater Control
- Created/Added Core Command and Core Contingency
- Added proficiencies...because I forgot them

14/11/12 (Evening)
- Switched Greater Control and Core Command so you turn from 9th
- Added action economy on Greater Control due to move from 9th to 13th (coz it sucked otherwise
) - Started on capstone, just ideas in text for now
World Warper Hit Dice:D8Alignment: Any
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save |
Special |
Motes |
1st | +0 | +0 | +0 | +2 | Wild Talent, Natural Attunement, Elemental Motes, Maelstrom | 3 |
2nd | +1 | +0 | +0 | +3 | Sense Elements, Enhance Maelstrom 1/encounter | 4 |
3rd | +2 | +1 | +1 | +3 | 1st Circle Weaves | 5 |
4th | +3 | +1 | +1 | +4 | Attuned Resistance | 6 |
5th | +3 | +1 | +1 | +4 | Maelstrom (1 Mote), Core Control | 7 |
6th | +4 | +2 | +2 | +5 | Enhance Maelstrom 2/encounter | 8 |
7th | +5 | +2 | +2 | +5 | 2nd Circle Weaves | 9 |
8th | +6/+1 | +2 | +2 | +6 | | 10 |
9th | +6/+1 | +3 | +3 | +6 | Core Command | 11 |
10th | +7/+2 | +3 | +3 | +7 | Maelstrom (2 Motes), Enhance Maelstrom 3/encounter | 12 |
11th | +8/+3 | +3 | +3 | +7 | 3rd Circle Weaves | 13 |
12th | +9/+4 | +4 | +4 | +8 | Attuned Immunity | 14 |
13th | +9/+4 | +4 | +4 | +8 | Greater Control | 15 |
14th | +10/+5 | +4 | +4 | +9 | Enhance Maelstrom 4/encouter | 16 |
15th | +11/+6/+1 | +5 | +5 | +9 | Maelstrom (3 Motes), 4th Circle Weaves | 17 |
16th | +12/+7/+2 | +5 | +5 | +10 | | 18 |
17th | +12/+7/+2 | +5 | +5 | +10 | Core Contingency | 19 |
18th | +13/+8/+3 | +6 | +6 | +11 | Enhance Maelstrom 5/encounter | 20 |
19th | +14/+9/+4 | +6 | +6 | +11 | 5th Circle Weaves | 21 |
20th | +15/+10/+5 | +6 | +6 | +12 | Elemental Apotheosis | 22 |
Class Skills (4+Int): Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (psionics)(Int), Knowledge (the planes)(Int), Listen (Wis), Profession (Wis), Psicraft (Int), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str)
Proficiencies.The World Warper is proficient with all simple weapons, light and medium armour and all shields except for tower shields.
Wild Talent.At 1st level, the World Warper gains
Wild Talent as a bonus feat.
Natural Attunement. (Su)At 1st level, a World Warper chooses an element to focus on, and gains unique abilities based on that choice. This element is referred to as your Attuned Element, however, each element has an opposed element which imposes certain restrictions on your choices. Each element also has an energy and mundane damage type associated with it, both of which are listed with their element below along with what types of abilities each element specialises in. If you have a weakness or vulnerability to an element when you obtain this ability, you may not attune to that element. Choose from one of the following:
- Air. Electricity and piercing damage (movement abilities). Opposed element: Earth.
- Earth. Acid and bludgeoning damage (defences). Opposed element: Air.
- Fire. Fire and slashing damage (offence). Opposed element: Water.
- Water. Cold and subdual damage (insightful abilities). Opposed element: Fire.
Once made, this choice is permanent and may never be changed, not even with a
Wish or
Miracle. The element chosen is inextricably linked to your very soul.
Elemental Motes. (Su)From 1st level onwards, the World Warper gains control of a certain number of tiny elemental conduits called Motes, made real by his psionic power. Each Mote connects to a single element, chosen when you gain access to each Mote individually, and once chosen it remains of that element. However, at 4th level and every 4 levels thereafter, you may choose to reassign the element of a number of Motes you control equal to your Wisdom modifier. This is the only way a World Warper may change the element of a Mote he controls, it is otherwise permanent. You gain a number of Motes as listed on the table.
You may treat any non-opposed Mote as a Mote of your Attuned Element, but may never do so with an opposed element Mote (for example, you choose Air as your Attuned Element, you may treat any Fire or Water Mote you control as being an Air Mote, but cannot do so with any Earth Mote you control). As such, you need never choose a Mote of your Attuned element, but you may still do so if you wish.
Mote abilities usually require you spend a certain number of specific Motes, and many abilities also require the investiture of one or more Motes to maintain the effect. Spent Motes are returned to your control at the beginning of your turn unless you elect to invest them, any Motes invested in the upkeep of an ability are invested when you activate the ability and may be recovered as a free action, but the effects they were maintaining immediately end. You may not spend or invest (or more likely, a combination of both) more than 1 + 1/2 class level (minimum 1) Motes on any single ability use, and all Mote abilities which require a save have a DC of 10 + 1/2 class level + Wisdom modifier
Core Weave.You begin knowing only one Mote ability, referred to as your Core Weave. Which one you gain is determined by your Attuned element as follows:
- Like The Wind. (Air) As a move action you may invest Air Motes to gain a +10ft / Mote bonus to all your base speeds for as long as you keep them invested.
- Earth Whispers. (Earth) As a move action you may invest Earth Motes to gain tremorsense with a radius of 10ft / Mote for as long as you keep them invested.
- Body Aflame. (Fire) As a move action you may invest Fire Motes to literally ignite your body for as long as you keep them invested. This deals no damage to you or your equipment, but whenever a creature successfully attacks you in melee they immediately receive 2 / Mote fire damage.
- Surface Ripples. (Water) As a move action you may invest Water Motes to gain a +1 / Mote insight bonus to initiative and saves for as long as you keep them invested.
Maelstrom. (Su)Beginning at 1st level, the World Warper gains the ability to channel their Attuned Element into a destructive blast of energy at will. Doing so is treated as a ranged attack with which you are proficient, affects a single target, has a range of 50ft + 5ft / class level, a critical of 20/x2 and deals elemental damage of the type for your Attuned Element equal to 1D8 / 2 class levels (minimum 1D8) plus your Wisdom modifier. This is treated as if it were a weapon attack, it may benefit from iterative attacks due to a high base attack bonus and may be selected for feats like weapon focus.
At 5th level you gain the ability to enhance your Maelstrom with the investment of a single Mote (this counts toward your Mote limit if combined with an Enhanced Maelstrom). This requires a swift action and the Mote is invested as long as you wish, or until the start of your next turn, whichever is longer. You may not invest an opposed Mote in this manner (so a Fire Warper could not add the effects of a Water Mote to his Maelstrom). Depending upon which element you use, you will gain one of the following effects:
- Air. You may move 5ft as a free action every time your Maelstrom attack hits.
- Earth. You gain a stacking +1 deflection bonus (max. +5) to AC until the beginning of your next turn for every time your maelstrom hits.
- Fire. You gain a stacking fire damage bonus equal to +1 / damage die (max. +5) until the end of your turn for each maelstrom attack which hits.
- Water. Every successful attack on a target gives you a stacking +2 bonus (max. +10) to hit that same target until the beginning of your next turn.
At 10th level, you may invest two different elemental Motes into your Maelstrom ability, gaining the effects of both. You still may not invest an opposed Mote.
At 15th level, you may invest three different elemental Motes into your Maelstrom ability, gaining the effects of all three. You still may not invest an opposed Mote.
Sense Elements. (Su)As the Shugenja ability except using your World Warper level and Psicraft instead of Shugenja level and Spellcraft.
Enhance Maelstrom. (Su)At 2nd level, and every 4 levels thereafter, the Warper gains the ability to adapt and change their Maelstrom ability a certain number of times per encounter as listed in the table. As a standard action you may expend a use of Enhance Maelstrom and the listed number of Motes to imbue a single Maelstrom attack with any one or more enhancements you know, as long as you can pay the combined Mote cost for all enhancements applied. Only non-opposed Motes may be used to pay for enhancements. Enhanced Maelstroms do not have a critical range or multiplier. Each time you gain this ability you learn one of the enhancements listed below:
Enhancements- Targeted Assault. Cost: 2 Motes.
When you gain this enhancement choose either Fortitude or Reflex. You may cause your Maelstrom attack to assault that save instead of AC. Target an opponent within range of your Maelstrom, they are automatically hit but may make a save for half damage. You may choose this enhancement twice, choosing a different save each time. - Explosive Maelstrom. (Requires Targeted Assault) Cost: Varies (see text)
You may only use this enhancement when you make a Targeted Assault. When you use this enhancement, your Maelstrom becomes an area of effect attack with a radius equal to 5ft + 5ft / Mote spent on Explosive Maelstrom. This is not usable with Chained Maelstrom. - Chained Maelstrom. (Requires Targeted Assault) Cost: Varies (see text)
You may only use this enhancement when you make a Targeted Assault. When your Maelstrom hits, it forks off to a number of secondary targets equal to the number of Motes spent on Chained Maelstrom. These targets must all be within 5ft / class level of the primary target, and each takes half the damage of the first target (no save). This is not usable with Explosive Maelstrom. - Intensified Maelstrom. Cost: Varies (see text)
Your Maelstrom deals additional damage equal to 1D8 / Mote spent on this enhancement. This damage is of the same type as the Mote spent (i.e. if you spent 2 Fire Motes and 2 Air Motes you would gain +2D8 Fire and +2D8 lightning damage to your normal Maelstrom) - Sonic Maelstrom. Cost: 3 Motes, one each of three different elements
Your Maelstrom deals Sonic damage instead of your Attuned element. This includes any extra damage dice gained from Intensified Maelstrom. - Maelstrom of Force. Cost: 6 Motes, two each of three different elements
Your Maelstrom deals Force damage instead of your Attuned element. This includes any extra damage dice gained from Intensified Maelstrom.
Weaves. (Su)Beginning at 3rd level, the Warper steps fully onto the path of the Warper and learns his first true Weaves. These require a standard action to perform and are much akin to psionic powers or spells, with one or two differences. Firstly, to use a Weave, you must spend Motes of the correct element to activate it. When activated the Weave is either instantaneous or lasts for 1 round, but many Weaves have an option called Maintenance which allows you to invest Motes to increase this duration (maximum maintained duration is listed in brackets). This is called maintaining the Weave.
Maintaining the Weave.Motes used for maintenance are invested as a non-action when the Weave's basic duration expires (duration before the parentheses). You may keep these Motes invested for as long as the maintenance duration states (duration inside the parnetheses) after which time the Weave ends anyway and invested Motes are returned to your control. Only certain element Motes may be used for most maintenance, as per the Weave descriptions, but there is another restriction. You may not maintain a Weave of your opposed element, and you may not use Motes of your opposed element to maintain a Weave, which means there will always be Weaves you know which you cannot maintain. However, you also gain a number of Resonant Motes equal to the highest circle Weave you know (so if you had 3rd Circle Weaves, you would have 3 Resonant Motes). Resonant Motes are of your Attuned element, and may only be used to maintain the Weave, including your Core Weave. If you fall asleep, lose consciousness or die, all maintained Weaves immediately stop.
1st Circle Weaves.Forbidding Gale[1st Circle Air[/b]
Range: 50ft +5ft/level
Use: 2 Air Motes
Duration: 1 round (1 round / level)
Maintenance: 1 non-Earth Mote
Effect: This Weave functions identically to the
Wind Wall spell except as noted here. If you elect to maintain this Weave, you gain an additional benefit depending upon which element was used to maintain as follows:
- Air: Medium sized flying creatures are also stopped by the wall
- Fire: Any creature which attempts to pass through the wall takes 1D4 fire damage. Non-magical projectiles stopped by this Weave are destroyed
- Water: Invisible creatures are visible whilst in contact with with the wall
Basalt Body1st Circle EarthRange: Self or creature touched
Use: 2 Earth Motes
Duration: 1 round (1 minute / level)
Maintenance: 1 non-Air Mote
Effect: The touched creature gains DR 2/- and 10 temporary hitpoints. If you elect to maintain this Weave, the subject gains an additional benefit depending upon which element was used to maintain as follows:
- Earth: You gain a +1 deflection bonus to AC
- Fire: All melee attacks deal an additional 2 damage
- Water: You gain a +2 insight bonus to fortitude saves
Heat Wave1st Circle FireRange: 15ft Cone effect
Use: 2 Fire Motes
Duration: Instantaneous (1 round / level, see text)
Effect: All creatures within the cone are dealt 1D6 fire damage and must succeed a fortitude save or be fatigued for 1 round / level.
Pulse Tides1st Circle WaterRange: 400ft radius + 20ft / level
Use: 2 Water Motes
Duration: 1 round (1 minute / level)
Maintenance: 1 Water Mote
Effect: You can detect all living creatures with a discernable anatomy within the range of this Weave, but you cannot identify the nature or precise location of any given creature, merely the number of creatures and their general directions and distances from you (accurate to within a 15ft square). If you maintained this Weave, the duration lasts longer but you gain no other benefit.
2nd Circle Weaves.Flight2nd Circle AirRange: Self or creature touched
Use: 4 Air Motes
Duration: 1 round (1 minute / level)
Maintenance: 2 non-Earth Motes
Effect: The touched creature gains
Fly as per the spell except where noted here. If you elect to maintain this Weave, the subject gains an additional benefit depending upon which element was used to maintain as follows:
- Air: You gain +10ft flight speed
- Fire: You gain a fiery 10ft radius aura which deals 4 fire damage to any enemy inside it at the end of your turn.
- Water: If you use a bullrush or overrun attack whilst flying, you gain a +6 momentum bonus to all related strength, attack and damage checks.
Quickening2nd Circle Mixed (Air, Fire)Range: 50ft +5ft / level
Target: 1 creature / level, no two of which may be more than 30ft apart
Use: 4 Motes, Air and Fire only
Duration: 1 round (1 round / level)
Maintenance: 2 Motes, Air and Fire only
Effect: Targets of this Weave gain a +1 bonus to attack rolls and a +1 dodge bonus to AC and reflex saves. If for some reason a target wishes to resist, a fortitude save negates this Weave. However, this Weave also has differing effects depending upon which elements are used to manifest and maintain it.
- If you paid at least 2 Air Motes to manifest this Weave, you gain a +30ft enhancement bonus to all movement speeds
- If you paid at least 2 Fire Motes to manifest this Weave, you may make an additional attack as part of a full attack action. This extra attack follows the rules for the extra attack granted by the Haste spell.
- If you maintain this Weave using 1 or more Air Motes, the dodge bonus to AC and reflex increases to +2
- If you maintain this Weave using 1 or more Fire Motes, the bonus to attack rolls increases to +2
Impediment2nd Circle Mixed (Earth, Water)Range: 50ft +5ft / level
Target: 1 creature / level, no two of which may be more than 30ft apart
Use: 4 Motes, Earth and Water only
Duration: 1 round (1 round / level)
Maintenance: 2 Motes, Earth and Water only
Effect: All creatures targeted by this Weave must succeed on a fortitude save or suffer the following effects. Targets take a -1 penalty to attack rolls, AC and reflex saves, however, this Weave also has differing effects depending upon which elements are used to manifest and maintain it.
- If you paid at least 2 Earth Motes to manifest this Weave, targets have all movement speeds halved
- If you paid at least 2 Water Motes to manifest this Weave, targets may only take a single standard or move action (not both) and may not make a full attack
- If you maintain this Weave using 1 or more Earth Motes, the penalty to attack rolls becomes -2
- If you maintain this Weave using 1 or more Water Motes, the penalty to AC and reflex saves becomes -2
Attuned Resistance. (Ex)Beginning at 4th level, the Warper gains energy resistance equal to his class level towards his attuned element (for example, a 6th level Water Warper has Cold Resistance 6). This resistance stacks with any other resistance you may be getting from other sources. You may instil a portion of this resistance in others with the investment of Motes. As a standard action which does not provoke attacks of opportunity, you must touch the creature to be affected and invest an attuned Mote to grant half your Attuned Resistance to the creature touched. Any Motes invested this way may remain invested as long as you wish.
Core Control. (Ps)At 5th level your Core Weave gains new uses as your connection to your attuned element deepens. As long as you have at least 3 Motes invested in your Core Weave, you gain use of an at-will Psi-like ability as described below, depending upon your Core Weave. Treat your class level as your caster level for these effects.
- Like The Wind: You gain a gaseous form (as per the spell, except as noted here) which is usable a total of 5 minutes / class level in a day. You may stop this effect as an imediate action or resume this effect as a standard action whenever you wish.
- Earth Whispers: You may use Stone Shape (as per the spell) a number of times per day equal to your class level.
- Body Aflame: You may use Pyrotechnics (as per the spell, except as noted here) a number of times per day equal to your class level. Using this ability does not extinguish the fire used if you do not wish to do so, although you may still elect to put it out.
- Surface Ripples: You may use Quench (as per the spell) a number of times per day equal to your class level.
Core Command. (Su)At 9th level you begin to unlock the true potential of your elemental attunement, even mighty elementals are laid low at your presence. As long as you have at least 5 Motes invested in your Core Weave, you may turn or destroy creaturess of your opposed element. You may also rebuke, command or bolster creatures of your attuned element. These abilities may be used a combined number of times equal to 3 + Charisma modifier / day (minimum 1).
Attuned Immunity. (Ex)From 12th level onwards, the Warper becomes immune to damage from his attuned element.
Greater control. (Ps)At 13th level, the ability you gained from Core Control improves. As long as you have at least 7 Motes invested in your Core Weave, your Core Control ability requires only a move action to perform and gains an enhancement as follows:
- Like The Wind: You are no longer affected by wind in your gaseous form.
- Earth Whispers: You no longer suffer a 30% chance of failure when stone shaping moving parts, however your DM may require an appropriate craft or knowledge check depending on what you wish to shape.
- Body Aflame: Any creature which fails it's save against your Pyrotechnics ability is set on fire and takes 2 fire damage / Mote invested in Body Aflame. Creatures get a reflex save to try and put themselves out at the start of their turns, but take 2 fire damage / Mote for every round they fail this save until they either pass or the duration of Pyrotechnics ends.
- Surface Ripples: You may now irrigate fields or refill wells and small bodies of water (using half the normal area of the spell) with this ability.
Core Contingency. (Ex)At 17th level, as long as you have at least 9 Motes invested in your Core Weave, you gain the ability to heal damage using your attuned element. As long as you are in contact with your chosen element, you gain fast healing equal to your Wisdom modifier. Furthermore, any damage which would be dealt to you (disregarding Attuned Resistance and Attuned Immunity) by your chosen element's energy type instead heals you of that much damage.
Elemental Apotheosis. (Ex)At 20th level you transcend your mortality and the ravages of the elements, becoming part of that elemental force instead of bending to it. You become an Elemental (with the Augmented subtype maybe?), your Maelstrom ability becomes (Ex) and you always count as having a number of Motes invested in your Core Weave equal to your Wisdom modifier (minimum 1), even when unconsious or asleep.