User:Armond/Sandbox/Elementalist
| |||||||||
Rating box not supported outside of the main namespace. | |||||||||
Rate this article Discuss this article |
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. |
---|---|
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, and gain the Blessing of Earth power.
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, you gain the Wrath of Dragons power.
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, you gain the Intervening Gust power.
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, you gain the Soothing Waters power. 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.
Blessing of Earth Elementalist Class Feature
| |
You grant an ally the stability of the earth itself. | |
Encounter ✦ Venus | |
Minor Action | Ranged 10 |
Target: One creature | |
Effect: The target gains resist 2 to all damage until the end of your next turn. | |
Pure Venus Attunement: The resistance equals 2 + your Constitution modifier. Magma Attunement: Any attack made against the target also deals fire damage to the attacker equal to the amount of damage this power resisted. Life Attunement: The target can spend a healing surge and regain additional hit points equal to 1d6 + your Wisdom modifier. Absolute Venus Attunement: The target also gains a power bonus to all defenses equal to your Constitution modifier (minimum 1). |
Intervening Gust Elementalist Class Feature
| |
A quick puff of wind knocks a foe's hand astray or guides an ally's attack. | |
Encounter ✦ Jupiter | |
Immediate Interrupt | Ranged 10 |
Trigger: A creature within range makes an attack. | |
Target: One creature | |
Effect: The creature takes your choice of a bonus or penalty to the attack equal to one-half your Dexterity modifier. | |
Lightning Attunement: If you grant a penalty, the target takes 1d6 + Charisma modifier lightning damage. If you grant a bonus, the target gains a +1 bonus to all defenses until the beginning of your next turn. Pure Jupiter Attunement: You may use this power twice per encounter. If you have not yet used this power during the encounter, you may spend both uses of this power to increase the value of the bonus or penalty to your Dexterity modifier. Ice Attunement: If you grant a penalty, the target is slowed until the end of its next turn. If you grant a bonus, the target gains temporary hit points equal to your Wisdom modifier. | |
Special: You may announce the bonus or penalty after the dungeon master declares the damage total. |
Soothing Waters Elementalist Class Feature
| |
Your mastery of the Mercury element augments healing around you. | |
At-Will ✦ Mercury | |
Immediate Reaction | Ranged 10 |
Trigger: An ally within range regains hit points. | |
Effect: The target gains temporary hit points equal to your Wisdom modifier. | |
Level 11: Increase temporary hit points to 5 + Wisdom modifier. Level 21: Increase temporary hit points to 10 + Wisdom modifier. Pure Mercury Attunement: You may instead spend a healing surge to heal the target for your healing surge value plus your Wisdom modifier. Absolute Mercury Attunement: The target also succeeds on a saving throw. | |
Special: Use of this power does not count against your limit of one reaction per round; however, you may not target the same creature with this power more than once per encounter. |
Wrath of Dragons Elementalist Class Feature
| |
You give it your all, draining elemental energy from the surrounding area to cast a single extremely powerful spell. | |
Daily ✦ Mars | |
Free Action | Personal |
Effect: Your next attack made before the end of your turn deals additional damage equal to your Charisma modifier (minimum 1) to all targets or grants one target fire vulnerability equal to your Charisma modifier (minimum 1) until the end of the encounter. | |
Level 11: Increase additional damage or fire vulnerability to 5 + Charisma modifier (minimum 5). Level 21 and Magma Attunement: You knock prone all targets affected by the attack. Level 21 and Lightning Attunement: You gain a bonus to the attack roll equal to your Dexterity modifier and slide all affected targets one square. This cancels the prone effect of qualifying for Magma Attunement. Absolute Mars Attunement: The targets of the attack take ongoing fire damage equal to twice your Charisma modifier split evenly between all targets (minimum 1, save ends). The targets take a -2 penalty to saving throws against this effect. |
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 following table can be used to quickly reference what Attunements a Paragon-tier elementalist qualifies for. Note that elementalists that qualify for Pure elemental Attunements are prohibited from casting spells of an opposite element.
First Attunement | Second Attunement | Total of all Attunements |
---|---|---|
Venus | Venus | Venus and Pure Venus Attunements |
Venus | Mars | Venus, Mars, and Magma Attunements |
Venus | Mercury | Venus, Mercury, and Life Attunements |
Mars | Venus | Mars, Venus, and Magma Attunements |
Mars | Mars | Mars and Pure Mars Attunements |
Mars | Jupiter | Mars, Jupiter, and Lightning Attunements |
Jupiter | Mars | Jupiter, Mars, and Lightning Attunements |
Jupiter | Jupiter | Jupiter and Pure Jupiter Attunements |
Jupiter | Mercury | Jupiter, Mercury, and Ice Attunements |
Mercury | Venus | Mercury, Venus, and Life Attunements |
Mercury | Jupiter | Mercury, Jupiter, and Ice Attunements |
Mercury | Mercury | Mercury and Pure Mercury Attunements |
The elementalist chooses a final Attunement at level 21. The following table can be used to quickly reference what Attunements an Epic-tier elementalist qualifies for, organized by which elements he chose at 1st and 11th levels. Note that elementalists that qualify for Absolute elemental Attunements are prohibited from casting spells of an opposite element.
First Attunement | Second Attunement | Third Attunement | Total of all Attunements |
---|---|---|---|
Venus | Venus | Venus | Venus, Pure Venus, and Absolute Venus Attunements |
Venus | Venus | Mars | Venus, Pure Venus, Mars, and Magma Attunements |
Venus | Venus | Mercury | Venus, Pure Venus, Mercury, and Life Attunements |
Venus | Mars | Venus | Venus, Pure Venus, Mars, and Magma Attunements |
Venus | Mars | Mars | Venus, Mars, Pure Mars, and Magma Attunements |
Venus | Mars | Mercury | Venus, Mars, Mercury, Life, and Magma Attunements |
Venus | Mars | Jupiter | Venus, Mars, Jupiter, Lightning, and Magma Attunements |
Venus | Mercury | Venus | Venus, Pure Venus, Mercury, and Life Attunements |
Venus | Mercury | Mars | Venus, Mercury, Mars, Life, and Lightning Attunements |
Venus | Mercury | Jupiter | Venus, Mercury, Jupiter, Life, and Ice Attunements |
Venus | Mercury | Mercury | Venus, Mercury, Pure Mercury, and Life Attunements |
Mars | Venus | Venus | Mars, Venus, Pure Mars, and Magma Attunements |
Mars | Venus | Mars | Mars, Pure Mars, Venus, and Magma Attunements |
Mars | Venus | Mercury | Mars, Venus, Mercury, Magma, and Life Attunements |
Mars | Venus | Jupiter | Mars, Venus, Jupiter, Magma, and Lightning Attunements |
Mars | Mars | Venus | Mars, Pure Mars, Venus, and Magma Attunements |
Mars | Mars | Mars | Mars, Pure Mars, and Absolute Mars Attunements |
Mars | Mars | Jupiter | Mars, Pure Mars, Jupiter, and Lightning Attunements |
Mars | Jupiter | Venus | Mars, Jupiter, Venus, Lightning, and Magma Attunements |
Mars | Jupiter | Mars | Mars, Pure Mars, Jupiter, and Lightning Attunements |
Mars | Jupiter | Mercury | Mars, Jupiter, Mercury, Lightning, and Ice Attunements |
Mars | Jupiter | Jupiter | Mars, Jupiter, Pure Jupiter, and Lightning Attunements |
Jupiter | Mars | Venus | Jupiter, Mars, Venus, Lightning, and Magma Attunements |
Jupiter | Mars | Mars | Jupiter, Mars, Pure Mars, and Lightning Attunements |
Jupiter | Mars | Jupiter | Jupiter, Pure Jupiter, Mars, and Lightning Attunements |
Jupiter | Mars | Mercury | Jupiter, Mars, Mercury, Lightning, and Ice Attunements |
Jupiter | Jupiter | Mars | Jupiter, Pure Jupiter, Mars, and Lightning Attunements |
Jupiter | Jupiter | Jupiter | Jupiter, Pure Jupiter, and Absolute Jupiter Attunements |
Jupiter | Jupiter | Mercury | Jupiter, Pure Jupiter, Mercury, and Ice Attunements |
Jupiter | Mercury | Venus | Jupiter, Mercury, Venus, Ice, and Life Attunements |
Jupiter | Mercury | Mars | Jupiter, Mercury, Mars, Ice, and Lightning Attunements |
Jupiter | Mercury | Jupiter | Jupiter, Pure Jupiter, Mercury, and Ice Attunements |
Jupiter | Mercury | Mercury | Jupiter, Mercury, Pure Mercury, and Ice Attunements |
Mercury | Venus | Venus | Mercury, Venus, Pure Venus, and Life Attunements |
Mercury | Venus | Mars | Mercury, Venus, Mars, Life, and Magma Attunements |
Mercury | Venus | Jupiter | Mercury, Venus, Jupiter, Life, and Ice Attunements |
Mercury | Venus | Mercury | Mercury, Pure Mercury, Venus, and Life Attunements |
Mercury | Jupiter | Venus | Mercury, Jupiter, Venus, Ice, and Life Attunements |
Mercury | Jupiter | Mars | Mercury, Jupiter, Mars, Ice, and Lightning Attunements |
Mercury | Jupiter | Jupiter | Mercury, Jupiter, Pure Jupiter, and Ice Attunements |
Mercury | Jupiter | Mercury | Mercury, Pure Mercury, Jupiter, and Ice Attunements |
Mercury | Mercury | Venus | Mercury, Pure Mercury, Venus, and Life Attunements |
Mercury | Mercury | Jupiter | Mercury, Pure Mercury, Jupiter, and Ice Attunements |
Mercury | Mercury | Mercury | Mercury, Pure Mercury, and Absolute Mercury Attunements |
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.
{{4e Classes Breadcrumb}} [[Category:4e]] [[Category:User]] [[Category:Base Class]] [[Category:Class]]