Thunderwariors are a sub-class of fighter that value strength, inteligence and dexterity as the basics of combat. To qualify for this prestige class you must have the following ability scores, skills, feats, and alignment STRENGTH:21 INTELIGENCE:19 DEXTERITY:20 CONSTITUTION:20 CHARISMA:17 WISDOM:17 ALIGNMENT: any lawful SKILLS:climb:12 craft:9 handle animal:9 jump:10 swim:9 tumble:12 use rope:6 move silently:4 FEATS:blind fight, endurance, combat reflexes, iron will, ambidexterity, two weapon fighting LEVEL HIT DICE BASE ATTACK BONUS FORT SAVE REF SAVE WILL SAVE 1 1D4 +2 +2 +1 0 2 1D4 +3 +2 +1 +1 3 1D4 +4 +2 +1 +1 4 1D4 +5 +2 +2 +1 5 1D6 +6 +3 +2 +1 6 1D6 +7 +3 +2 +2 7 1D6 +8 +3 +3 +2 8 1D6 +9 +3 +3 +2 9 1D8 +10 +4 +3 +2 10 1D8 +11/+2 +4 +4 +3 11 1D8 +13/+4 +4 +4 +3 12 1D8 +13/+6 +5 +4 +3 13 1D10 +13/+8/+3 +5 +5 +4 14 1D10 +13/+10/+5 +5 +5 +4 15 1D10 +14/+11/+6/+2 +6 +5 +4 16 1D10 +14/+11/+6/+2 +6 +6 +5 17 1D12 +15/+11/+6/+3 +6 +6 +5 18 1D12 +15/+12/+7/+3 +7 +6 +5 19 1D12 +15/+13/+8/+4 +7 +6 +6 20 1D12 +16/+14/+9/+5/+2 +7 +7 +6 SPECIAL ABILITIES LEVEL ABILITY 1 +5 movement 2 fall 10 feet 3 stunning blow 4 fall 20 feet 5 bonus feat +1 AC 6 +10 movement 7 whirlwind kick 8 fall 30 feet, tornado punch 9 detect illusion 10 +15 movement, bonus feat 11 concusion wave, +2 AC 12 thunderclap, fall 40 feet 13 +20 movement, spell resistance 14 bonus feat, +3 AC 15 fall 55 feet, whirlwind strike 16 poison immunity, critical strike 17 regeneration, fall 70 feet, +4 AC 18 bonus feat, +30 movement 19 immune to electricity, fall any distance 20 storm walk, immune to cold, bonus feat, +5 AC first level, a thunderwarrior's movement rate increases by five feet. second level they can fall 10 feet and take no damage provided they are within 5 feet of a wall or similar surface to slow their descent. third level the stunning blow attack is gained. this can only be done once per round. the oponent that is hit must make a fortitude check or be stunned for 1 round and unable to act. The DC is equal to the thuderwarriors level. a successful save means the attack had no effect. fourth level the distance a thuderwarrior can fall increases to 20 feet and the warrior must be within five feet of a surface fifth level the thunderwarrior gains a +1 bonus to their AC and a bonus feat from the list below sixth level their movement rate increases to ten feet higher than the origional movement rate. A human thunderwarrior would thus have a movement rate of 40 feet per round now. seventh level a thunderwarrior gains a whirlwind kick attack that does 2D4+strength bonus points damage to any oponent hit as well as stunning them for a round. if the hit is successful then another attack roll is made for another hit by the warrior at a -1 and so on untill the warrior misses or has struck the oponent four times. on a critical hit, the oponent takes tripple damage from the attack. This attack is made in place of a normal attack. if the thunderwarrior misses the first attack they suffer a -1 on their next initiative roll. 8th level the warrior can fall 30 feet as well as gaining the tornado punch attack. This attack does 2 points damage per level of the warrior. the attack creates a vortex of cuncusive force that travels in a straight line from the warior at a speed of 120 feet per round. this also knocks an oponent back by ten feet and stuns them for 1-2 rounds. If the attack misses, the vortex fades to nothing at the end of 120 feet distance from the warrior. this attack is done in place of a normal series of melee attacks by the warrior that round. 9th level the the warrior can detect illusions. this percentage chance is equal to 10 plus the warrior's level. 10th level a warrior gains an additional five feet of movement rate and a bonus feat as well from the list below 11th level the warrior gains the ability to create a solid moving wave of concussive force that does 2D10+the warrior's level damage to an oponent. this attack also stuns the oponent for 1D3 rounds as well as knocking them back up to 15 feet. the force wave disipates at around 200 feet and travels that distance in only a single round. in addition, the AC of the warrior is now up to a +2 bonus. 12th level the thuderwarrior gains their most famous and well known attack, the thunderclap. the warrior must have both hands empty of any items to perform this attack as well as having full freedom of movement with both arms. the thunderwarrior stretches the arms straight out to each side and swings them in to form a clap that deafens all but the thunderwarrior. anyone unfortunate enough to be caught in front of the warrior when this attack is used takes 12D10 damage and must make a fortitude check to avoid permanent deafness. on a critical hit, the damage is doubled and the target must make a fortitude check equal to twice the thunderwarriors level or be killed by the attack. in addition, the thunderwarrior can now fall 40 feet safely as long as they are within seven feet of a surface. 13th level their movement rate is now 20 feet faster than their original base movement rate. thus a human with a base of 30 would now be able to move at 50. in addition to this, the thunderwarrior now gains a spell resistance equal to their current level. 14th level the thuderwarrior gains a bonus feat from the list below as well as gaining an additional point of Ac bonus for a total of +3. 15th level the warrior can fall 55 feet safely as stated above. they also can make a whirlwind attack with their whirwind staff. This attack is made in place of a normal attack round. The warrior hits an oponent multiple times in rapid succesion with the blades of the staff in a whirlwind motion of attack around the victim doing up to five times normal damage. the warrior rolls five to hit rolls and adds an extra +2 cumulative to hit and damage bonus for each successfull attack beyond the first up to to the fifth attack. if any of the attacks are critical, then the total damage for that attack is trippled and also forces the oponent to make a reflex roll with a DC of 20 plus the thunderwarriors level to avoid becoming decapitated. A fumble on any of the rolls ends the attack and negates all further rolls and damage after the fumble as well as leaving the thunderwarior off balance. this thus gives a -4 to AC and a -4 on their next initiative roll. 16th level the thunderwarrior gains an immunity to poisons of all kinds. they also gain an unarmed critical strike ability. to use this ability, the player of the thunderwarrior lets the DM know that a critical strike is being attempted. if the attack is successfull, the oponent takes double normal damage and is stunned for 1 round. However, the attack roll is made with a -4 penalty due to the difficulty of the attack. if the attack roll is a critical hit (19-20), then the damage the oponent takes is quadrupled and automaticly stuns the oponent for 2-6 rounds. if the attack misses or is a fumble, the thunderwarrior is off balance as stated above and takes the same penalties as stated above. 17th level the thunderwarrior gains regeneration at a rate of 1-5 hit points per turn. They also gain another plus one their AC thus bringing it up to a total of +4. The thunderwarrior can now fall 70 feet safely as stated above. 18th level the thunderwarrior gains an addtional bonus feat from those listed below as well as a speed increase to a new total of +30. thus if they started the prestige class with a speed of 30, their speed is now 60. 19th level the thunderwarrior is now also immune to electricity and can fall any distance safely as stated above except that they now no longer have to be within reach of any surface. 20th level the thunderwarrior is no longer considdered human and is now treated as an outsider being. The thunder warrior gains a bonus feat from the list below, an immunity to cold, Another +1 bonus to AC (thus making the total +5), and they gain the ability of stormwalk. when a thunderwarrior uses this ability they can walk the thunderstorm and come out at another point in the same storm, or any other thunderstorm on the same planet in one round. this can only be done once per day. BONUS FEATS exotic weapon proficiency, cleave, great cleave, alertness, weapon finesse, weapon focus, improved critical, lightning reflexes, dodge, improved initiative, mobility