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==== Elemental Attunement ==== | ==== Elemental Attunement ==== | ||
− | Each elementalist chooses one of the four elements to specialize in at 1st level. Choosing this element is very important; elementalist powers have very different effects depending on the specialization of the caster. Specializing in an element grants you certain benefits; however, you | + | Each elementalist chooses one of the four elements to specialize in at 1st level. Choosing this element is very important; elementalist powers have very different effects depending on the specialization of the caster. Specializing in an element grants you certain benefits; however, you cannot cast spells of an opposite element (denoted by its keywords) unless that power is composed of two or more elements. |
'''Venus:''' You hold sway over the powers of the earth. Venus is the opposite of Jupiter. You gain a +2 bonus to your Fortitude defense. You also gain a +2 bonus to your choice of Dungeoneering or Endurance checks. Finally, you gain an additional two hit points, plus an additional hit point for each level past 1st. | '''Venus:''' You hold sway over the powers of the earth. Venus is the opposite of Jupiter. You gain a +2 bonus to your Fortitude defense. You also gain a +2 bonus to your choice of Dungeoneering or Endurance checks. Finally, you gain an additional two hit points, plus an additional hit point for each level past 1st. | ||
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'''Mercury:''' Your spells deal with water, fog, and cold. Mercury is the opposite of Mars. You gain a +2 bonus to your Will defense. You also gain a +2 bonus to your choice of Heal or Nature checks. Finally, when an ally within five squares of you regains hit points, you may grant that ally temporary hit points equal to your Wisdom modifier. Each ally cannot gain temporary hit points in this way more than once per encounter. | '''Mercury:''' Your spells deal with water, fog, and cold. Mercury is the opposite of Mars. You gain a +2 bonus to your Will defense. You also gain a +2 bonus to your choice of Heal or Nature checks. Finally, when an ally within five squares of you regains hit points, you may grant that ally temporary hit points equal to your Wisdom modifier. Each ally cannot gain temporary hit points in this way more than once per encounter. | ||
− | At 11th level, an elementalist's Attunement broadens. He may choose to become Attuned purely to his first element, or he may choose to become Attuned to a ''composite'' of elements (his original element plus one other). This Attunement modifies the effects of his spells; it does not grant him bonuses to his defenses, skills, or any other such numbers, as his original Attunement did. However, Attuning to a composite element negates | + | At 11th level, an elementalist's Attunement broadens. He may choose to become Attuned purely to his first element, or he may choose to become Attuned to a ''composite'' of elements (his original element plus one other). This Attunement modifies the effects of his spells; it does not grant him bonuses to his defenses, skills, or any other such numbers, as his original Attunement did. However, Attuning to a composite element negates restriction on casting spells of opposite elements. |
The total of Attunements at 11th level are thus: Pure Venus, pure Mars, pure Jupiter, pure Mercury, Magma (composed of Venus and Mars), Life (composed of Venus and Mercury), Lightning (composed of Mars and Jupiter), and Ice (composed of Jupiter and Mercury). | The total of Attunements at 11th level are thus: Pure Venus, pure Mars, pure Jupiter, pure Mercury, Magma (composed of Venus and Mars), Life (composed of Venus and Mercury), Lightning (composed of Mars and Jupiter), and Ice (composed of Jupiter and Mercury). |
Revision as of 19:39, 16 February 2011
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Contents
Elementalist
“ | It is no secret that the elements can be bent to the will of a skilled user. What is secret is how this is done, and how the user survives. | ” |
Class Traits
Role: | Striker. |
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Power Source: | Elemental. |
Key Abilities: | Intelligence; Constitution, Dexterity, Wisdom, Charisma; see text |
Armor Proficiencies: | Cloth |
Weapon Proficiencies: | Simple melee, simple ranged |
Implement(s): | Rods, Staffs |
Bonus to Defense: | None. |
Hit Points at 1st Level: | 10 + Constitution score |
Hit Points per Level Gained: | 4 |
Healing Surges per Day: | 6 + Constitution modifier |
Trained Skills: | Arcana. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Arcana, Bluff, Dungeoneering, Endurance, Heal, Insight, Intimidate, Nature, Perception. |
Build Options: | Venus Elementalist, Mars Elementalist, Jupiter Elementalist, Mercury Elementalist. |
Class Features: | Elemental Attunement |
Creating an Elementalist
Elementalist builds rely entirely on the elementalist's Attunement (see Elemental Attunement, below). An elementalist who uses the powers of elements to which he is not Attuned will be far less effective. Every elementalist relies on Intelligence; every elementalist has a secondary stat reliant upon his Elemental Attunement (Constitution for Venus, Charisma for Mars, Dexterity for Jupiter, and Wisdom for Mercury). Because elementalists can eventually specialize in two or even three elements, they rarely find a use for Strength.
Venus Elementalist
You hold sway over the raw earth, from pebbles and boulders to stone and clay and dirt. The unliving ground below your feet is yours to command. Your powers focus on a balance between protection and assault. You strengthen your allies with the stability of the earth and crush your foes with the might of the earth. Intelligence drives most of your attack skills, but Constitution powers your strongest defensive skills. Focus on powers that let you defend your allies and prevent your foes from harming you; it may help to consider yourself partially a Defender in addition to a Striker.
- Suggested Feat: (Human Feat:)
- Suggested Skills:
- Suggested Encounter Power:
- Suggested Daily Power:
Mars Elementalist
Oh god fire. Lots and lots of fire. As a Mars elementalist, your focus is entirely on damage. The more damage you can do, the better. Intelligence is your most important stat, but Charisma is a close contender. Every fire spell deals damage dependent on your Charisma, and some have secondary effects that are also reliant on Charisma. You are as pure a Striker as an elementalist gets; select powers that let you deal as much damage as possible to as many foes as possible, or set your foes up to take a huge hit the next turn.
- Suggested Feat: (Human Feat:)
- Suggested Skills:
- Suggested Encounter Power:
- Suggested Daily Power:
Jupiter Elementalist
Yours is the power of the wind, the clouds, and the mind. Your powers perhaps lack some damage compared to other elementalists', but you make up for it by controlling the battlefield. Sheets of wind reposition enemies and allies alike into spaces more advantageous for your designs. Other elementalists offer foes a choice: stay where you are, or walk into my trap. Your finesse combines the two options into one unavoidable fate. Intelligence is your best stat, but Dexterity controls everything that makes a Jupiter elementalist unique. It also increases your defenses; you are less sturdy than if you had chosen another specialization. Choose powers that maximize your control over the battlefield and your foes, including powers that punish your foe for taking action against your allies or aiding his own. You can be as much a Controller as a Striker.
- Suggested Feat: (Human Feat:)
- Suggested Skills:
- Suggested Encounter Power:
- Suggested Daily Power:
Mercury Elementalist
Mercury is the domain of water, both frigid and soothing. Mercury powers focus on restricting movement, defensive utility, and, of course, dealing significant amounts of damage. Higher level elementalists can learn a small measure of healing spells. In that sense, the Mercury elementalist shares traits with Strikers, Controllers, and Leaders. Intelligence is their best ability, followed closely by Wisdom. Choose powers that set your opponents up for combos from your allies, and don't neglect your damage spells. Add defensive utility and healing spells when and if you can afford them.
- Suggested Feat: (Human Feat:)
- Suggested Skills:
- Suggested Encounter Power:
- Suggested Daily Power:
Elementalist Class Features
All elementalists share these class features.
Elemental Attunement
Each elementalist chooses one of the four elements to specialize in at 1st level. Choosing this element is very important; elementalist powers have very different effects depending on the specialization of the caster. Specializing in an element grants you certain benefits; however, you cannot cast spells of an opposite element (denoted by its keywords) unless that power is composed of two or more elements.
Venus: You hold sway over the powers of the earth. Venus is the opposite of Jupiter. You gain a +2 bonus to your Fortitude defense. You also gain a +2 bonus to your choice of Dungeoneering or Endurance checks. Finally, you gain an additional two hit points, plus an additional hit point for each level past 1st.
Mars: Your powers focus on fire and heat. Mars is the opposite of Mercury. You gain a +1 bonus to your Reflex and Will defenses. You also gain a +2 bonus to your choice of Bluff or Intimidate checks. Finally, once per day as a free action, you may add the following effect to one of your Mars powers: One target affected by this power gains fire vulnerability equal to your Charisma modifier until the end of the encounter, or all targets affected by this power take additional fire damage equal to one-half your Charisma modifier.
Jupiter: You channel the forces of wind with borderline psychic proficiency. Jupiter is the opposite of Venus. You gain a +2 bonus to your Reflex defense. You also gain a +2 bonus to your choice of Insight or Perception checks. Finally, once per encounter as an immediate interrupt, you may declare an attack made by a creature within burst 10 to have a bonus or penalty on its attack roll equal to one-half your Dexterity modifier. You can declare the bonus or penalty after the Dungeon Master announces the damage total.
Mercury: Your spells deal with water, fog, and cold. Mercury is the opposite of Mars. You gain a +2 bonus to your Will defense. You also gain a +2 bonus to your choice of Heal or Nature checks. Finally, when an ally within five squares of you regains hit points, you may grant that ally temporary hit points equal to your Wisdom modifier. Each ally cannot gain temporary hit points in this way more than once per encounter.
At 11th level, an elementalist's Attunement broadens. He may choose to become Attuned purely to his first element, or he may choose to become Attuned to a composite of elements (his original element plus one other). This Attunement modifies the effects of his spells; it does not grant him bonuses to his defenses, skills, or any other such numbers, as his original Attunement did. However, Attuning to a composite element negates restriction on casting spells of opposite elements.
The total of Attunements at 11th level are thus: Pure Venus, pure Mars, pure Jupiter, pure Mercury, Magma (composed of Venus and Mars), Life (composed of Venus and Mercury), Lightning (composed of Mars and Jupiter), and Ice (composed of Jupiter and Mercury).
Being Attuned to a composite also Attunes the elementalist to the individual elements of that composite. For example, an elementalist may be Attuned to Mercury at first level; at level eleven, he decides to become Attuned to ice. He is now considered Attuned to Mercury, Jupiter, and Ice for the purposes of his spells. If he had instead chosen to specialize in pure Mercury, he would be considered to be Attuned to Mercury and Pure Mercury for the purposes of his spells.
Elementalist Powers
Your elemental powers are called spells, and while they are very different from the pure arcane arts of a wizard or sorcerer in terms of focus, appearance, and capability, they share many other attributes.
Full power list here.
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