Greetings everyone
So Ive been working on a custom class for the 3.5 rule set for a while now. I think that its very balanced but I was hoping to get some more opinions on the matter. So here is what I have...

~GAME RULE INFORMATION~
Elemental Champions have the following game statistics.
~ABILITIES~
Wisdom will be the Elemental Champions strongest characteristic. Wisdom directly effects most all of their abilities With charisma being their second most important attribute. There will be times when you will be the bridge between the elements and the mortals.
~ALIGNMENT~
Any
~HIT DIE~
2d4
~CLASS SKILLS~
The class skills for an Elemental Champion and their modifiers are Climb(Str), Diplomacy(Cha), Gather Information(Cha), Heal(Wis), Intimidate(Cha), Jump(Str), Knowledge Geography(Int), Knowledge Nature(Int), Knowledge The Plane(Int), Listen(Wis), Sense Motive(Wis), Spot(Wis), Survival(Wis), and Swim(str). Automatic Languages: <native tongue>, Aquan, Auran, Ignan and Terran.
~Skill Points At 1st Level~
(4+Int Modifier)x4
~Skill Points At Each Additional Level~
4+Int Modifier
~Class Features~
All of the following are Class Features of the Elemental Champion.
~Weapon and Armor Proficiency~
An Elemental Champion is Proficient with maces, hammers, clubs and picks. An Elemental Champion is not proficient with any armor or shield.
~AC Bonus (EX)~
The Elemental Champions are defended by the Elemental Lords themselves. Elemental Champions gain a stone like skin when wearing no armor Giving them a +3 to their AC. In addition at level 4 and every 4 levels afterwards the Elemental Champion gains an additional +1 to their AC. These bonuses apply also to touch attacks and when flat footed! These effects are removed if the Elemental Champion is wearing any armor or is wearing a shield!
Elemental Champions have the following game statistics.
~ABILITIES~
Wisdom will be the Elemental Champions strongest characteristic. Wisdom directly effects most all of their abilities With charisma being their second most important attribute. There will be times when you will be the bridge between the elements and the mortals.
~ALIGNMENT~
Any
~HIT DIE~
2d4
~CLASS SKILLS~
The class skills for an Elemental Champion and their modifiers are Climb(Str), Diplomacy(Cha), Gather Information(Cha), Heal(Wis), Intimidate(Cha), Jump(Str), Knowledge Geography(Int), Knowledge Nature(Int), Knowledge The Plane(Int), Listen(Wis), Sense Motive(Wis), Spot(Wis), Survival(Wis), and Swim(str). Automatic Languages: <native tongue>, Aquan, Auran, Ignan and Terran.
~Skill Points At 1st Level~
(4+Int Modifier)x4
~Skill Points At Each Additional Level~
4+Int Modifier
~Class Features~
All of the following are Class Features of the Elemental Champion.
~Weapon and Armor Proficiency~
An Elemental Champion is Proficient with maces, hammers, clubs and picks. An Elemental Champion is not proficient with any armor or shield.
~AC Bonus (EX)~
The Elemental Champions are defended by the Elemental Lords themselves. Elemental Champions gain a stone like skin when wearing no armor Giving them a +3 to their AC. In addition at level 4 and every 4 levels afterwards the Elemental Champion gains an additional +1 to their AC. These bonuses apply also to touch attacks and when flat footed! These effects are removed if the Elemental Champion is wearing any armor or is wearing a shield!
Level|Attack Bonus|Fort|Ref|Will| Special
1st| 1| +2| +0| +1| Elemental Balance, Waters Blessing, Tempest's Counterattack
2nd| 2| +2| +0| +2| Imbue Weapon Lesser Fire
3rd| 3| +3| +1| +2| Blessing of the Wind
4th| 4| +3| +1| +3| Command Water 1/day
5th| 5| +4| +2| +3| Improved Tempest's Counterattack
6th| 6| +4| +2| +4| Lesser Fire Resistance
7th| 7| +5| +3| +4| Earthen Blessing
8th| 8| +5| +3| +5| Command Water 2/Day, Elemental Precision
9th| 9| +6| +4| +5| Imbue Weapon Fire
10th| 10| +6| +4| +6| Greater Blessing of the Wind
11th| 11/1| +7| +5| +6| Greater Earthen Blessing
12th| 12/2| +7| +5| +7| Command Water 3/day
13th| 13/3| +8| +6| +7| Greater Tempest's Counterattack
14th| 14/4| +8| +6| +8| Greater Fire Resistance
15th| 15/5| +9| +7| +8| Supreme Earthen Blessing
16th| 16/6| +9| +7| +9| Command Water 4/day, Improved Elemental Precision
17th| 17/7| +10| +8| +9| Supreme Blessing of the Wind
18th| 18/8| +10| +8| +10| Imbue Weapon Greater Fire
19th| 19/9| +11| +9| +10| Fire Immunity
20th| 20/10| +11| +9| +11| Command Water 5/day
~Elemental Balance~
The Elemental Champions is at perfect balance. When the Elemental Champion attacks they attack with both weapons at the same time instead of as individual attacks. The Champion no longer gains additional attacks with their off hand as a result. Attacking with both weapons only takes 1 attack roll. In addition the elemental champion only suffers a -4 penalty to their attack rolls while using Two Weapons.
~Water's Blessing~
The Elemental Champion can now choose to use their Wisdom Modifier instead of their Strength Modifier for Attack rolls!
~Tempests' Counterattack~
Every time the Elemental Champion is critically hit in melee range they gain an attack of Opportunity but at a -4 to their attack roll.
~Imbue Weapon Lesser Fire~
The Elemental Champions weapons are now imbued with Lesser Fire doing 1d4+wis modifier fire damage on each successful weapon hit.
~Blessing of The Wind~
The Elemental Champion is blessed by the wind increasing maximum movement distance by 10 feet.
~Improved Tempest's Counterattack~
The Elemental Champion no longer suffers a penalty to their Attack of Opportunity gained from Tempest's Counterattack.
~Lesser Fire Resistance~
The Elemental Champion gains 3 DR to all fire based effects.
~Earthen Blessing~
When the Elemental Champion gains a Critical Strike they regain 1 point of health.
~Elemental Precision~
You now only suffer a -2 penalty on attack rolls with Elemental Balance!
~Imbue Weapon Fire~
The Elemental Champions weapons are now imbued with Fire doing 2d4+wis modifier fire damage on each successful weapon hit.
~Greater Blessing of The Wind~
The Elemental Champion is further blessed increasing the maximum movement distance to a total of 20 feet.
~Greater Earthen Blessing~
When the Elemental Champion gains a Critical Strike they now regain 2 points of health!
~Improved Elemental Precision~
You no longer suffer a penalty on attack rolls with Elemental Balance!
~Greater Tempest's Counterattack~
The Elemental Champion now gains +4 to their Attack of Opportunity gained from Tempest's Counterattack.
~Greater Fire Resistance~
The Elemental Champion now gains 6 DR to all fire based damage!
~Supreme Earthen Blessing~
When the Elemental Champion gains a Critical Strike they now regain 3 points of health!
~Supreme Blessing of The Wind~
The Elemental Champion receives the most powerful blessing of wind increasing their movement speed to a total of 30 feet!
~Imbue Weapon Greater Fire~
The Elemental Champions weapons are now imbued with Greater Fire doing 3d4+wis modifier fire damage on each successful weapon hit.
~Fire Immunity~
The Elemental Champion is now immune to all fire based damage!
~Command Water~
The Elemental Champion can command up to 100 gallons of water for 2+Charisma Modifier turns. Command water requires verbal components so if the Elemental Champion is silenced the Commandment ends.
-Command 1-
Move Water
Allows the Elemental Champion to move up 100 gallons of water 20 feet every non-combat turn and 10 feet every combat turn.
-Command II-
Freeze Water
Allows the Elemental Champion to freeze up to 100 gallons of water instantly! You Can not move ice.
-Command III-
Melt Ice
Allows the Elemental Champion to melt up to 100 gallons of Frozen Water instantly! You Can not move ice.
-Command IV-
Boil Water
Allows the Elemental Champion to instantly bring the temperature of up to 100 gallons water to a Boil. Boiling Water deals 1D4 damage on contact and 3D4 damage on being fully submerged. Lasts 3 Turns
-Command V-
Evaporate Water
Allows the Elemental Champion to instantly turn up to 100 gallons of water into steam. The Elemental Champion can not control steam. Steam affects an area of 30 feet from where the water was evaporated. All attack rolls made inside the steam suffer a -4. Lasts 1 turn for every 25 gallons.
-Command VI-
Collect Water
The Elemental Champion can pull the moisture out of the air creating up to 1xWisdom Modifier gallons of water. Takes 3 turns.
-Command VII-
Purify Water
The Elemental Champion can Purify up to 100 gallons of water removing all corruption from it. Takes 3 turns.
The Elemental Champions is at perfect balance. When the Elemental Champion attacks they attack with both weapons at the same time instead of as individual attacks. The Champion no longer gains additional attacks with their off hand as a result. Attacking with both weapons only takes 1 attack roll. In addition the elemental champion only suffers a -4 penalty to their attack rolls while using Two Weapons.
~Water's Blessing~
The Elemental Champion can now choose to use their Wisdom Modifier instead of their Strength Modifier for Attack rolls!
~Tempests' Counterattack~
Every time the Elemental Champion is critically hit in melee range they gain an attack of Opportunity but at a -4 to their attack roll.
~Imbue Weapon Lesser Fire~
The Elemental Champions weapons are now imbued with Lesser Fire doing 1d4+wis modifier fire damage on each successful weapon hit.
~Blessing of The Wind~
The Elemental Champion is blessed by the wind increasing maximum movement distance by 10 feet.
~Improved Tempest's Counterattack~
The Elemental Champion no longer suffers a penalty to their Attack of Opportunity gained from Tempest's Counterattack.
~Lesser Fire Resistance~
The Elemental Champion gains 3 DR to all fire based effects.
~Earthen Blessing~
When the Elemental Champion gains a Critical Strike they regain 1 point of health.
~Elemental Precision~
You now only suffer a -2 penalty on attack rolls with Elemental Balance!
~Imbue Weapon Fire~
The Elemental Champions weapons are now imbued with Fire doing 2d4+wis modifier fire damage on each successful weapon hit.
~Greater Blessing of The Wind~
The Elemental Champion is further blessed increasing the maximum movement distance to a total of 20 feet.
~Greater Earthen Blessing~
When the Elemental Champion gains a Critical Strike they now regain 2 points of health!
~Improved Elemental Precision~
You no longer suffer a penalty on attack rolls with Elemental Balance!
~Greater Tempest's Counterattack~
The Elemental Champion now gains +4 to their Attack of Opportunity gained from Tempest's Counterattack.
~Greater Fire Resistance~
The Elemental Champion now gains 6 DR to all fire based damage!
~Supreme Earthen Blessing~
When the Elemental Champion gains a Critical Strike they now regain 3 points of health!
~Supreme Blessing of The Wind~
The Elemental Champion receives the most powerful blessing of wind increasing their movement speed to a total of 30 feet!
~Imbue Weapon Greater Fire~
The Elemental Champions weapons are now imbued with Greater Fire doing 3d4+wis modifier fire damage on each successful weapon hit.
~Fire Immunity~
The Elemental Champion is now immune to all fire based damage!
~Command Water~
The Elemental Champion can command up to 100 gallons of water for 2+Charisma Modifier turns. Command water requires verbal components so if the Elemental Champion is silenced the Commandment ends.
-Command 1-
Move Water
Allows the Elemental Champion to move up 100 gallons of water 20 feet every non-combat turn and 10 feet every combat turn.
-Command II-
Freeze Water
Allows the Elemental Champion to freeze up to 100 gallons of water instantly! You Can not move ice.
-Command III-
Melt Ice
Allows the Elemental Champion to melt up to 100 gallons of Frozen Water instantly! You Can not move ice.
-Command IV-
Boil Water
Allows the Elemental Champion to instantly bring the temperature of up to 100 gallons water to a Boil. Boiling Water deals 1D4 damage on contact and 3D4 damage on being fully submerged. Lasts 3 Turns
-Command V-
Evaporate Water
Allows the Elemental Champion to instantly turn up to 100 gallons of water into steam. The Elemental Champion can not control steam. Steam affects an area of 30 feet from where the water was evaporated. All attack rolls made inside the steam suffer a -4. Lasts 1 turn for every 25 gallons.
-Command VI-
Collect Water
The Elemental Champion can pull the moisture out of the air creating up to 1xWisdom Modifier gallons of water. Takes 3 turns.
-Command VII-
Purify Water
The Elemental Champion can Purify up to 100 gallons of water removing all corruption from it. Takes 3 turns.
So any Feedback about how balanced you think it is would be great 
Edited - 11/22/2010 1:37pm

Edited - 11/22/2010 1:37pm
Last edited: