Saturday, April 28, 2012

Elementalist

ELEMENTALIST
Level
Class Features and Powers
1
Arcane Weave, Arcane Might, Elemental Affinity - Energy Bolt, Cantrips, Spells (2)
2
Boost
3
Assured Destruction, Spells (3)
4
Boost
5
Improved Elemental Affinity
6
Boost
7
Spells (4)
8
Boost
9
Spells (5)
10
Greater Elemental Affinity

Role: Striker

Armor Proficiencies: None
Weapon Proficiencies: Simple melee, simple ranged
Implement Proficiencies: Staves, wands, ceremonial daggers

Starting Hit Points: 24
Hit Points Gained Per Level: 5
Healing Surges: 8

Bonus Skill: Arcana

CLASS FEATURES

ARCANE MIGHT
You gain a +5 bonus per tier to the damage rolls of implement attacks that deal acid, cold, fire, lightning, or thunder damage.

ELEMENTAL AFFINITY
Choose one of the following options:
Air Affinity: You gain resistance to lighting equal to 5 per tier, and your lightning powers ignore an equal amount of lightning resistance. In addition, whenever an enemy hits you with an attack while you are bloodied, you can teleport 2 squares as a free action. Your energy bolt deals lightning damage.
Fire Affinity: You gain resistance to fire equal to 5 per tier, and your fire powers ignore an equal amount of fire resistance. In addition, while you are bloodied, any enemy that hits you with a melee attack takes 5 fire damage per tier. Your energy bolt deals fire damage.
Water Affinity: You gain resistance to cold equal to 5 per tier, and your cold powers ignore an equal amount of cold resistance. In addition, you gain a +2 bonus to your Armor defense while bloodied. Your energy bolt deals cold damage.

ENERGY BOLT
You gain the energy bolt power.

Energy Bolt
At-Will – Implement; varies
Major Action – Ranged 10
Target: One creature
Attack vs. Reflex
Hit: 1d10 + (bonus) damage. The type of damage is determined by your Elemental Affinity.
Special: You can use this power as a basic ranged attack.

ELEMENTALIST HEROIC CANTRIPS

Shard Rain
At-Will – Cold, Implement, Zone
Major Action – Area burst 1 within 10
Target: Each creature in the burst
Attack vs. Reflex
Hit: 1d4 + (bonus) cold damage.
Effect: The area creates a zone that lasts for one round. Creatures that enter or leave the zone take 5 damage per tier.

Burning Spray
At-Will – Fire, Implement
Major Action – Close blast 3
Target: Each creature in the blast
Attack vs. Reflex
Hit: 1d6 + (bonus) fire damage, plus ongoing 5 fire damage (save ends).

Crackling Bolt
At-Will – Implement, Lightning, Thunder
Major Action – Ranged 10
Target: One creature
Attack vs. Reflex
Hit: 1d10 + (bonus) lightning damage, and each creature adjacent to the target takes 1d6 + (bonus) thunder damage.

Flame Whip
At-Will – Implement, Fire
Major Action – Melee 3
Target: One creature
Attack vs. Reflex
Hit: 1d8 + (bonus) fire damage, plus ongoing 5 fire damage (save ends).
Special: You can use this power as a basic melee attack.

Polar Beam
At-Will – Cold, Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Fortitude
Hit: 1d10 + (bonus) cold damage, and if the target does not move at least 1 square during its next turn, it takes 5 additional cold damage per tier.

Storm Strike
At-Will – Implement, Lightning
Major Action – Ranged
Target: One creature
Effect: You can shift 1 square.
Attack vs. Fortitude
Hit: 1d10 + (bonus) lightning damage, and you can slide the target 1 square.

ELEMENTALIST HEROIC SPELLS

Arc Lightning
Spell – Implement, Lightning
Major Action – Ranged 10
Target: One, two, or three creatures
Attack vs. Reflex
Hit: 1d12 + (bonus) lightning damage.
Miss: Half damage.

Heat Wave
Spell – Fire, Implement
Major Action – Close burst 2
Target: Each creature in the burst
Attack vs. Fortitude
Hit: 3d6 + (bonus) fire damage, plus ongoing 5 fire damage (save ends).

Hypothermia
Spell – Cold, Implement
Major Action – Area 1 burst within 10 squares
Target: Each creature in the burst
Attack vs. Fortitude
Hit: 2d4 + (bonus) cold damage.
Effect: The target gains vulnerable 10 cold (save ends).

Flash Immolation
Spell – Fire, Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Reflex
Hit: 2d6 + (bonus) fire damage.
Effect: If the target is taking ongoing fire damage, it takes 2d6 fire damage and falls prone, and the ongoing fire damage ends.

Glacial Spike
Spell – Cold, Implement
Major Action – Ranged 10
Target: One creature
Attack vs. Reflex
Hit: 4d6 + (bonus) cold damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed for one round.

Lightning Lance
Spell – Implement, Lightning
Major Action – Ranged 10
Target: One creature
Attack vs. Reflex
Hit: 2d12 + (bonus) lightning damage.
Special: Also make the attack against each creature providing cover to the target.

Liquid Flame
Spell – Fire, Implement
Major Action – Close blast 5
Target: Each creature in the blast
Attack vs. Reflex
Hit: 3d6 + (bonus) fire damage, plus ongoing 5 fire damage (save ends).
Miss: Half damage.

Meteor
Spell – Fire, Implement, Thunder
Major Action – Area burst 1 within 10 squares
Target: Each creature in the burst
Attack vs. Reflex
Hit: 3d6 + (bonus) fire and thunder damage, and the target is knocked prone.
Miss: Half damage.

Mind Shock
Spell – Implement, Lightning, Psychic
Major Action – Ranged 10
Target: One creature
Attack vs. Will
Hit: 2d12 + (bonus) lightning damage.
Effect: The target must fall prone or take an additional 2d6 psychic damage.

Rimestorm
Spell – Cold, Implement, Zone
Major Action – Area burst 2 within 10 squares
Target: Each creature in the burst
Attack vs. Reflex
Hit: 3d4 + (bonus) cold damage, and the target is slowed (save ends).
Effect: The burst creates a zone that lasts until the end of the scene. The zone is difficult terrain and is lightly obscured.

Swirling Aura
Spell – Aura, Cold, Implement
Major Action – Close burst 1
Target: Each creature in the burst
Attack vs. Fortitude
Hit: 3d4 + (bonus) cold damage.
Effect: You gain an aura 1 that lasts for one round. Any enemy that enters the aura or starts its turn there is slowed for one round. Enemies in the aura cannot shift.

Thunder Crash
Spell – Implement, Thunder
Major Action – Close blast 5
Target: Each creature in the blast
Attack vs. Fortitude
Hit: 2d10 + (bonus) thunder damage.
Effect: Push the target to a square adjacent to the area of the blast.

LEVEL 3 CLASS FEATURE
Assured Destruction
When you roll damage for an implement attack that deals acid, cold, fire, lightning, or thunder damage, reroll any damage die that comes up as a '1' until it comes up as something other than a '1'.

LEVEL 5 CLASS FEATURE
Improved Elemental Affinity
Air Affinity: 
Fire Affinity: 
Water Affinity: 

LEVEL 10 CLASS FEATURE
Greater Elemental Affinity
Air Affinity: When you hit a prone creature with a lightning attack, you can slide it 1 square. When you hit a prone creature with a thunder attack, you can push it 2 squares.
Fire Affinity: When you hit a creature with a fire attack that deals ongoing fire damage and that creature is already taking ongoing fire damage, it immediately takes damage equal to the amount of ongoing fire damage instead.
Water Affinity: When you hit with a creature a cold attack that would slow it and that creature is already slowed, it becomes immobilized for the same duration instead.

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