Aiel Warrior

By Brandon Stolz

The Aiel come from a land where hardship and training for war is part of everyday life. They spend many long years fighting each other in endless and countless wars. The Aiel Warrior is what every Aiel strives to be by the end of their life.

The Aiel Warrior is the most feared warrior in the whole of the Westlands. They know how to kill quickly, use their bodies as weapons and how to hide in plain sight. Few can stop an Aiel Warrior once they raise their shofa.

NPC Aiel Warriors are usually the stronger Aiel, Clan Chiefs and such. Perhaps one in ten Aiel is an Aiel Warrior.


To qualify to become an Aiel Warrior, a character must fulfill all the following criteria.

Class: Algai’di’siswai(1 level)

Base Attack Bonus: +6

Feats: Improved Unarmed Combat, Improved Initiative, Power Attack, The Flame and the Void

Skills: Hide (10 ranks), Move Silently (10 Ranks)

Class Skills

The Aiel Warrior class skills (and the key ability for each skill) are Balance(Dex), Climb(Str), Concentration(Int), Escape Artist(Dex), Hide(Dex), Jump(Str), Knowledge(Pressure Points)(Int), Listen(Wis), Move Silently(Dex), Search(Int), Spot(Wis), Tumble(Dex), Use Rope(Dex), Wilderness Lore(Wis)

Skill Points at Each Level:4 + Int modifier

Hit Die Type: d12

Class Features

Weapon and Armor Proficiency: All Aiel Warriors are proficient in all weapons with the exception of Swords of any type and Exotic Weapons. They are not proficient in any type of Armor and the only shield is the buckler.

Deadly Fist: The Aiel learn to fight with their whole body. This technique becomes so tuned and fine in its art that the Aiel Warrior does real damage with their strikes. At first level, the Aiel Warrior does d6 with their unarmed attack. At third, this number improves to d8, at fifth, to d10, seventh, d12, and ninth level Aiel Warriors deal d20 damage with their unarmed attack.

Supreme Unarmed Combat: Not only do the Aiel Warriors deal real damage with their unarmed strike, but they also increased the speed of their attacks. Only when fighting unarmed do they get the bonuses shown in the table below. This applies to all of the base attack bonuses from all other classes as well as that from Aiel Warrior. Follow the sum of all the main base attack bonuses and then this is the new number of attacks at the attack bonuses given.

Base Attack Bonus

Improved Run +10ft.: Whatever the speed of the person before, increase it by 10ft

Prone Attack: You can attack from a prone position without penalty.

Fleet of Foot: You may change directions once while running or in a charge without slowing down. This change may be up to and including 90º but no more. You may only use this once per run or charge.

The Oneness: The concentration checks for assuming and keeping The Flame and the Void are now DC 15. The first check to assume The Flame and the Void is now a free action.

Snatch Arrows: You may catch an arrow, spear, or other such ranged weapon out of the air. To do so requires a reflex save DC 20. Spears and such that are thrown may be thrown back as an immediate free action. To use this, at least one hand must be free.

Fists of Iron: You can deal an extra 1d4 damage with your fists. You must declare you are using this before taking your action. You may only use this a number of times per day equal to 3 + Wisdom modifier.

Expert Tactition: You may take an extra melee attack, be it any type of melee attack, against an opponent who is denied his dexterity modifier. You may use this as many times per round as you are allowed Attacks of Opportunity and only once per opponent. This does not count as an Attack of Opportunity.

Circle Kick: A successful unarmed attack roll allows you to make a second unarmed attack roll against another opponent within your range at the same base attack bonus. You may use this for as many opponents as are within range when you make this attack, one on each opponent. This attack is a full round action.

Deadly Blow: You know exactly where to strike a human with precise accuracy to kill them with one blow. In order to do so, three things must occur. First, you must strike the opponent with a successful attack. Second, you must make a Knowledge (Pressure Points) check DC 25. Last, the opponent gets a Reflex save DC 30 to avoid the killing blow and instead take an automatic critical hit. To use this on a non-human opponent, you must make either a Knowledge(nature) or Wilderness Lore check DC 25 in addition to the Knowledge (Pressure Points) check. Deadly Blow is a full round action.

If Rhuarc, the Aiel Warrior, decides to make a Deadly Blow attack against his Seanchan opponent, first, he must attack. He decides that his fist is better then his short spear even though his short spear has x3 critical. He attacks with his fist rolling a 17 and his total melee bonus for his unarmed attack is +24 totaling 41 against the Seanchan AC 30. This hits, now Rhuarc must roll his Knowledge (Pressure Points). He rolls a 15 and has a bonus of 16 equaling 31 which makes it. Had he failed, Rhuarc would have done normal damage. Last, the Seanchan gets a reflex save to dodge out of the way. The Seanchan rolls a 7 with a bonus of 12 totaling 19 which does not save. The Seanchan soldier dies instantly from a fatal blow. Had the Seanchan soldier successfully made the Reflex save, he would have only taken critical damage from the unarmed attack.

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Def Bonus Rep.
1st +1 +0 +2 +0 Deadly Fist(d6), Supreme Unarmed Combat +1 +1
2nd +2 +0 +3 +0 Improved Run +10ft, Prone Attack +1 +0
3rd +3 +1 +4 +0 Fleet of Foot, Deadly Fist(d8) +2 +1
4th +4 +1 +5 +1 The Oneness +2 +0
5th +5 +2 +6 +1 Snatch Arrows, Deadly Fist(d10) +3 +1
6th +6 +2 +6 +1 Fists of Iron +3 +0
7th +7 +3 +7 +2 Expert Tactition, Deadly Fist(d12) +4 +1
8th +8 +3 +7 +2 Circle Kick, Improved Run +10ft. +4 +0
9th +9 +4 +8 +2 Deadly Fist(d20) +5 +1
10th +10 +4 +8 +3 Deadly Blow +6 +0