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View Full Version : [DnD 4E] Elementalist + PP (Shaman) (PEACH)



Nu
2011-03-13, 11:45 PM
Homebrewer's Notes: I'll continue to tinker with this, but feel free to tear it apart--tell me it's overpowered, sucks as a concept, etc.

SHAMAN

Primal Leader: You are a master of manipulating the elemental energies of the nature. Though you call on the elements for power, these are the forces of the natural world, and not the Elemental Chaos. Your pact with the elements of the natural world is less forceful than those of the arcane--you call on the elements, and they willingly respond to your call.

Why This Is The Class For You: You want to play a weapon-wielding guardian of the wilds who has mastery over the primal elements, and has an elemental spirit companion.

ELEMENTALIST
Key Abilities: Wisdom; Constitution or Dexterity

Class Traits
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 to Fortitude, +1 to Will
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Cloth, leather, hide; light shields
Weapon Proficiencies: Simple melee, longspear
Implement Proficiencies: Totems, weapons with which you have proficiency
Class Skills: Acrobatics (Dex), Arcana (Int), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int)
Trained Skills: Nature, plus three more from the list of class skills

HEROIC ELEMENTALIST

ELEMENTALIST HEROIC TIER
{table=head]
Total XP |
Level |
Feats Known |
Class Features and Powers


0 |
1 |
1 |
Elemental spirit
Call spirit companion
Healing spirit
Speak with spirits
Spirit bond
At-Will power
Daily power
Wilderness knacks


1000 |
2 |
+1 |
Utility power


2,250 |
3 |
- |
Improved spirit bond


3,750 |
4 |
+1 |
Ability score increase
Lesser nature's ally


5,500 |
5 |
- |
Daily power


7,500 |
6 |
+1 |
Utility power


10,000 |
7 |
- |
Spiritual defense
Spiritual communion


13,000 |
8 |
+1 |
Ability score increase
Restore life


16,500 |
9 |
- |
Summon nature's ally


20,500 |
10 |
+1 |
Utility power
[/table]

Level 1: Elemental Spirit
At the 1st level, a elementalist chooses which elemental spirit will serve as his or her spirit companion. The two most commonly selected spirits, the spirits of earth and wind, are presented here.

Spirit of Earth
Benefit: You gain the following benefits.
Your spirit companion is a spirit of earth.
When you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
An ally adjacent to your spirit companion regains additional hit points equal to your Constitution modifier when he or she uses her second wind or when you use a healing power on him or her.
You gain a +2 bonus to Endurance checks.

Spirit of Wind
Benefit: You gain the following benefits.
Your spirit companion is a spirit of wind.
You gain a +1 bonus to AC and Reflex when holding a versatile or two-handed weapon with two hands.
At the start of your turn, if your spirit companion is present, you can slide an ally adjacent to your spirit companion 1 square as a free action. That ally gains a power bonus to damage rolls equal to your Dexterity modifier for the next attack he or she makes before the end of his or her next turn.
You gain a +2 bonus to Acrobatics checks.

Level 1: Call Spirit Companion
Benefit: You can use the call spirit companion power to call your spirit companion to your side instantly.
As a conjuration, your spirit companion disappears if it is more than 20 squares away from you at the end of your turn.

Call Spirit Companion (Shaman Utility)
Your soul reaches out to your spirit friend, which faithfully appears at your side.
At-Will ✦ Conjuration, Primal
Minor Action (Close burst 20)
Requirement: Your spirit companion must not be present.
Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.

Level 1: Spirit Bond
You gain three powers associated with your elemental spirit (see bond of earth, bond of wind).

Level 1: Healing Spirit
Benefit: You gain the healing spirit power. Through this power, you grant your allies additional resilience through a short evocation of primal power.

Healing Spirit (Shaman Utility)
You call to the spirits on the behalf of a wounded ally, closing wounds and filling your ally with vigor.
Encounter (Special) ✦ Healing, Primal, Spirit
Minor Action (Close burst 5)
Target: You or an ally in burst
Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points.
Level 6: 2d6 hit points.
Level 11: 3d6 hit points.
Level 16: 4d6 hit points.
Level 21: 5d6 hit points.
Level 26: 6d6 hit points.
Special: You can use this power twice per encounter, but only once per round. At the 16th level, you can use this power three times per encounter, but only once per round.

Level 1: Speak with Spirits
Benefit: You gain the speak with spirits power. You are aware of the constant presence of spirits that float at the edges of reality. You can focus your inner energy and open your mind to these spirits, letting them guide your actions or fill you with insights.


Speak with Spirits (Shaman Utility)
You commune with the spirits, letting them guide your words an actions.
Encounter ✦ Primal, Spirit
Minor Action (Personal)
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.

Level 1: At-Will Power
Benefit: You gain a shaman at-will attack power of your choice.

Riding the Wind (Shaman Attack 1)
With your weapon strike comes a sudden gust of wind, originating from either your weapon or your spirit companion, which carries an ally a short distance.
At-Will ✦ Primal, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: One ally within 5 squares of you can move up to one-half its speed. It gains a bonus to all defenses equal to your Dexterity modifier against any opportunity attacks this movement provokes.

Rumbling Earth (Shaman Attack 1)
Your weapon attack calls forth an earth spirit to stand guard over your enemy. When the enemy tries to escape, the ground beneath it violently erupts.
At-Will ✦ Primal, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. Until the start of your next turn, you can make the following attack against the target.
Level 21: 2[W] + Wisdom modifier damage.
Opportunity Action (Melee weapon)
Trigger: The target leaves its space.
Secondary Attack: Wisdom + 2 vs. Fortitude
Hit: Constitution modifier damage, and the target falls prone.

Spirit's Command (Shaman Attack 1)
Your spirit companion's union with the elements allows it to use either the shifting earth or blowing wind to move your ally into a more advantageous position, from which it unleashes its attack.
At-Will ✦ Primal, Spirit
Standard Action (Ranged 5)
Target: One willing ally
Effect: You slide the target 1 square, and the target then makes a basic attack against an enemy adjacent to your spirit companion as a free action.

Warding Spirit Strike (Shaman Attack 1)
As you swing your weapon, you call out to the spirits for aid. They respond, bolstering a nearby ally.
At-Will ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: You or one ally adjacent to your spirit companion can make a saving throw.

Level 1: Daily Power
Benefit: You gain a shaman daily attack power of your choice.

Spirit of Assault (Shaman Attack 1)
A powerful spirit of wrath imbues your weapon with powerful primal magic, and transforms your spirit companion into an incarnation of war.
Daily ✦ Primal, Psychic, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is slowed and grants combat advantage (save ends both).
Miss: The target is slowed until the end of your next turn.
Effect: Until the end of the current encounter, whenever an ally hits an enemy adjacent to your spirit companion with an attack and deals damage, that enemy takes 5 psychic damage.

Spirit of Rejuvenation (Shaman Attack 1)
Where there is battle, there are spirits that seek to end the battle. When called upon, these spirits safeguard your allies.
Daily ✦ Healing, Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is weakened and takes a -2 penalty to attack rolls (save ends both).
Miss: The target takes a -2 penalty to attack rolls until the end of your next turn.
Effect: Until the end of the current encounter, whenever an ally hits an enemy adjacent to your spirit companion with an attack, that ally regains 5 + one-half your level hit points.

Spirit of Winter's Wrath (Shaman Attack 1)
The winter brings a deathly chill to the unwary, and your spirit companion brings it to your foes regardless of the current season.
Daily ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is dazed and immobilized (save ends both).
Miss: The target is dazed until the end of your next turn.
Effect: Until the end of the current encounter, any enemy that begins its turn adjacent to your spirit companion is slowed and grants combat advantage until the start of its next turn.

Level 1: Wilderness Knacks
Benefit: You gain two wilderness knacks of your choice.

Herb Lore
Benefit: You and each ally can add 2 to his or her healing surge value when you spend healing surges during a short rest. To gain this benefit, you must take the short rest in an area that offers easy access to plants. The additional hit points increase to 4 at the 11th level and 6 at the 21st level.

Natural Care
Benefit: While in a natural environment, you gain a +2 bonus to Heal checks made to treat a disease. This bonus increases by 1 each time you treat the same instance of the disease in the same patient.

Shared Balance
Benefit: Allies who can see you reduce the Acrobatics DC of balancing by 2 as long as you are balancing on the same surface.

Watchful Rest
Benefit: When you take an extended rest, you and any allies also taking the rest do not take the -5 penalty to Perception checks for sleeping.

Wilderness Tracker
Benefit: During a short rest, you can make a Perception check (DC determined by the DM) to inspect the area around you. This area can be as large as 10 squares on a side. If your check succeeds, you determine the number and nature of the creatures that have passed through the area in the past 24 hours. You ascertain where and when they entered the area, as well as where and when they left.

Level 2: Utility Power
Benefit: You gain a shaman utility power of your choice.

Earth's Constitution (Shaman Utility 2)
As your ally looks within herself for strength, you call a stalwart earth spirit to grant her resilience beyond anything she could manage on her own.
Encounter ✦ Primal
Immediate Reaction (Close burst 5)
Trigger: An ally within 5 squares uses his or her second wind.
Target: The triggering ally
Effect: You lose a healing surge, and the target gains a healing surge. If the target gained a defense bonus for using his or her second wind this turn, increase that bonus by an amount equal to your Constitution modifier.

Fey Spirit Guide (Shaman Utility 2)
An elusive fey spirit descends to adjust your ally's aim.
Daily ✦ Primal
Immediate Interrupt (Close burst 5)
Trigger: An ally within 5 squares of you misses with an attack
Target: The triggering ally
Effect: The target rerolls the attack roll with a bonus equal to your Dexterity modifier.

Spirit Swap (Shaman Utility 2)
You slip briefly into the spirit realm, and use your companion as a portal to re-emerge into reality. Your companion is dispersed in the process, but quickly reforms at your former location.
Encounter ✦ Primal, Spirit, Teleportation
Move Action (Personal)
Requirement: Your spirit companion must be occupying a square over solid ground within 5 squares of you.
Effect: Your spirit companion disappears, and you teleport into the square it was just occupying. Your spirit companion then appears in a square in the space you were occupying.

Level 3: Improved Spirit Bond
Benefit: You gain an additional use of the encounter attack power granted by your spirit bond per encounter, but you can still only use it once per round.

Level 4: Ability score increase
Benefit: Your increase two ability scores of your choice by 1.

Level 4: Lesser Nature's Ally
Benefit: You call a weak elemental force of nature to aid you. This ally is of little use in battle, but serves as a useful messenger or scout. You gain the lesser nature's ally power.

Lesser Nature's Ally (Shaman Utility 4)
A tiny elemental manifests from the earth beneath your feet or air surrounding you to make good on your pact.
Daily ✦ Conjuration, Primal
Standard Action (Melee 1)
Effect: You conjure a Tiny elemental spirit in a space adjacent to you. The spirit is an invisible conjuration that lasts until it is dismissed as a free action or until it completes its task, which can take no longer than 1 hour. You command the spirit to perform one of the following tasks:
Send Message: The spirit can locate an intelligent creature within 5 miles of you that you know personally. When it locates the creature, it recites a message no longer than a hundred words in a special language that simultaneously communicates in all spoken languages you know. It will then allow the creature to dictate a response of no longer than a hundred words, which must be of a language you know. It then returns to you and recites the creature's response before disappearing.
Explore an Area: The spirit can provide a rough description of an area up to 20 squares on a side, including obvious physical features. The spirit cannot open doors or breach physical or magical barriers, so it cannot explore any area that a Tiny creature couldn't reach. It cannot notice anything that requires a Perception check to detect. When it completes the task, the spirit returns to you and telepathically provides a mental image of the area.

Level 5: Daily Power
Benefit: You gain a shaman daily attack power of your choice.

Haunting Shadow Spirit (Shaman Attack 5)
A malevolent spirit which craves vengeance against all despoilers is a nuisance to most, but you know hot to channel its rage to possess convenient target.
Daily ✦ Implement, Primal, Psychic
Standard Action (Ranged 5)
Target: One creature
Attack: Wisdom vs. Will
Hit: You slide the target 3 squares, and the target is slowed and dazed (save ends). Whenever the target fails a save against this effect, you can slide it 3 squares as a free action.
Miss: You slide the target 3 squares, and it is dazed until the end of your next turn.
Effect: Until the end of the encounter, when the target begins its turn adjacent to your spirit companion, it takes a -5 penalty to saving throws until the start of its next turn.

Spirit of Certain Victory (Shaman Attack 5)
The cycle of nature demands that you and your allies do not fall today. Your spirit is empowered to make that certain.
Daily ✦ Healing, Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and each bloodied ally within 5 squares can spend a healing surge.
Miss: A bloodied ally within 5 squares of you can spend a healing surge.
Effect: Until the end of the encounter, when a bloodied ally begins his or her turn adjacent to your spirit companion, he or she can choose to either make a saving throw or gain temporary hit points equal to 5 + one-half your level.

Spirit of the Summer Sun (Shaman Attack 5)
The scorching sun of late summer burns through your weapon, and is reflected by your spirit companion.
Daily ✦ Fire, Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is blinded and takes ongoing 5 fire damage (save ends both).
Miss: 5 fire damage, and the target is blinded until the end of your next turn.
Effect: Until the end of the encounter, enemies that begin their turn adjacent to your spirit companion take 1d10 fire damage. Also, you and your allies have concealment while adjacent to your spirit companion.

Level 6: Utility Power
Benefit: You gain a shaman utility power of your choice.

Spirit's Gift (Shaman Utility 6)
You unravel the bonds that connect your spirit companion to this world, and it grants you and your ally additional vitality so that you may live to call it back.
Daily ✦ Healing, Spirit, Primal
Minor Action (Close burst spirit 5)
Target: You and an ally in burst, or two allies in burst
Effect: Your spirit companion disappears, and you cannot call it back until the start of your next turn. The targets regain 10 + one-half your level hit points.

Summon Earthen Guardian (Shaman Utility 6)
From the ground below, you call forth a stalwart defender that safeguards you and your allies.
Daily ✦ Primal, Summoning
Minor Action (Ranged 5)
Effect: You summon a Medium earthen guardian in an unoccupied square within range. The guardian has hit points equal to your bloodied value, uses your defenses, has resist all damage equal to your Constitution modiifer, and has a speed of 5. As a minor action, you can command the summon to either walk, shift, run, stand up, squeeze, or crawl, but it can otherwise take no actions. Whenever you hit or miss an enemy with a ranged or melee attack power, the guardian marks that target until the end of your next turn as a free action. The guardian remains until you dismiss it as a minor action or until the end of the encounter. If the guardian falls to 0 hit points, it disappears and you lose a healing surge.

Wind's Urging (Shaman Utility 6)
The wind pushes your allies into the fray, and grants them an edge over you foes.
Encounter ✦ Primal
Move Action (Close burst 5)
Target: One or two allies in burst
Effect: You slide the target a number of squares equal to your Dexterity modifier. Until the end of your next turn, the target doesn't provoke opportunity attacks while moving, charging, or making ranged attacks.

Level 7: Spiritual Defense
Benefit: You gain a power associated with your elemental spirit (see defense of earth, defense of wind).

Level 7: Spiritual Communion
Benefit: Once per day during a short rest, you can call forth a natural spirit that safeguards the area where you rest. You can ask of this spirit three questions, which it answers truthfully. However, the spirit's knowledge is limited by the influence of nature over the surrounding environment--on planes other than the material plane, or in heavily altered or artificial environments, the spirit's knowledge is severely limited, and it may only have knowledge of events that took place prior to the altering.

Level 8: Ability score increase
Benefit: Your increase two ability scores of your choice by 1.

Level 8: Restore Life
Benefit: You gain the restore life power.

Restore Life (Shaman Utility)
The restorative power of primal magic gives you power over life and death.
Daily ✦ Primal
Standard Action (Melee 1)
Requirement: This power must be used at the end of an extended rest.
Target: One creature that died no more than 24 hours ago
Effect: The target is restored to life with full hit points and healing surges. You lose 4 healing surges. Up to 4 allies (other than the target) within 5 squares can each take a free action to lose a healing surge in your place. Healing surges lost in this way can't be regained until the character reaches three milestones or takes three extended rests.

Level 9: Summon Nature's Ally
Benefit: You gain the summon nature's ally power, which summons forth a creature associated with your elemental spirit. For the game statistics of the creature you summon, see summon nature's ally (earth) or summon nature's ally (wind).

Summon Nature's Ally (Shaman Attack 9)
You beckon a powerful natural spirit to answer your summons. With a blast of wind or a great tremor, the elemental emerges, eager to serve you as it can.
Daily ✦ Primal, Summoning
Minor Action (Ranged 5)
Effect: You summon a creature associated with your elemental spirit in an unoccupied space within range. The creature is an ally to you and your allies.
The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses.
When the creature makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.

Level 10: Utility Power
Benefit: You gain a shaman utility power of your choice.

Call Spirit of Wrath (Shaman Utility 10)
A great, vengeful spirit heeds your call, and incites a vengeful wrath in you and your allies.
Daily ✦ Conjuration, Primal
Minor Action (Ranged 5)
Effect: You conjure a Medium spirit of wrath in an unoccupied square within range. The spirit lasts until the end of the encounter. While adjacent to this spirit, you and your allies gain a power bonus to damage rolls equal to your Wisdom modifier. When you take a move action, you can move this spirit 5 squares.

Invigorating Wind (Shaman Utility 10)
This wind carries with it rejuvenating energies, which allow your ally to withdraw and recover.
Encounter ✦ Healing, Primal
Move Action (Ranged 5)
Target: One ally
Effect: The target shifts a number of squares equal to your Dexterity modifier as a free action, as long as it ends this movement not adjacent to any enemy. It can then use its second wind as a free action.

Rumbler Spirit (Shaman Utility 10)
Your spirit extends ethereal tendrils into the ground, and it stairs and shakes as your companion moves about.
Encounter ✦ Primal, Spirit, Zone
Minor Action (Close burst spirit 3)
Effect: The burst becomes a zone until the end of your next turn or until your spirit companion is destroyed. The zone moves with your spirit companion, remaining centered on its space. Enemies treat the zone as difficult terrain. Whenever an enemy in the zone attacks you or one of your allies, it falls prone and takes damage equal to your Constitution modifier at the end of its turn.
Sustain Minor: The zone persists.

SPIRIT OF EARTH
Your spirit companion is an earth elemental. You are empowered by the strength of your earthen spirit to defend and heal your allies.

Level 1: Bond of Earth
Benefit: You gain the spirit's shield, protecting strike, and spiritual bulwark powers.

Spirit's Shield (Shaman Attack)
Your spirit bats at a nearby enemy that drops its guard, and a nearby ally draws healing energy from the spirit.
At-Will ✦ Healing, Implement, Primal, Spirit
Opportunity Action (Melee spirit 1)
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting.
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: Wisdom modifier damage.
Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Constitution modifier.

Protecting Strike (Shaman Attack 1)
Roaring echoes from ancient caves and hollows accompany your spirit's attack, infusing your allies with vitality.
At-Will ✦ Implement, Primal, Spirit
Standard Action (Melee spirit 1)
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier.
Level 21: 2d8 + Wisdom modifier damage.

Spiritual Bulwark (Shaman Attack)
Your spirit projects an shield of stone around itself even as you swing your weapon, invigorating a nearby ally with a hit.
Encounter ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. You or one ally within 5 squares of you can choose to either spend a healing surge or make a saving throw.
Effect: Until the end of your next turn, you and your allies gain resistance to all damage equal to your Constitution modifier while within 2 squares of your spirit companion.
Level 13: 2[W] + Wisdom modifier damage, and the resistance to all damage is equal to 3 + your Constitution modifier.
Level 23: 3[W] + Wisdom modifier damage, and the resistance to all damage is equal to 5 + your Constitution modifier.

Level 7: Defense of Earth
Benefit: You gain the stone rampart power.

Stone Rampart (Shaman Utility)
Sensing danger, your loyal spirit grants an ally a powerful ward which wards off even the strongest attacks.
Encounter ✦ Primal, Spirit
Immediate Reaction (Close burst spirit 1)
Trigger: An enemy attacks you or an ally adjacent to your spirit companion
Target: You or the triggering ally
Effect: The target gains temporary hit points equal to 5 + your Constitution modifier. You also grant the target a ward with two charges, which lasts until the end of the encounter or until the ward has no charges left. At the start of the target's turn, the target can use a free action to spend a charge and gain temporary hit points equal to 5 + your Constitution modifier.
Level 17: The temporary hit points for both effects equal 10 + your Constitution modifier.
Level 27: The temporary hit points for both effects equal 15 + your Constiution modifier.

Level 9: Summon Nature's Ally (Earth)
Benefit: You can use summon nature's ally to summon a earthborne dryad.

Earthborne Dryad
Medium elemental humanoid (earth)

HP your bloodied value; Healing Surges none, but you can expend a healing surge for the dryad if an effect allows it to spend one
Defenses your defenses + 2, not including any temporary bonuses or penalties
Speed 5

{table]
Stalwart Presence ✦ Aura 3

Enemies must spend an extra square of movement to enter any space within the aura. In addition, allies in the aura gain a +4 bonus to Endurance checks.


Instinctive Action
Effect: If you haven't given the dryad any commands by the end of your turn, it attacks an enemy adjacent to it. If it can't do that, it moves its speed to a space that is within 3 squares of as many allies as possible.


Standard Action ✦ At-Will
Attack: Melee 1 (one creature) your level + 5 vs. Reflex
Hit: 2d6 + your Wisdom modifier damage, and an ally within 5 squares of the dryad regains hit points equal to one-half your level.


Minor Action ✦ At-Will (1/round)
Effect: The dryad either walks, shifts, runs, stands up, squeezes, or crawls.

[/table]

SPIRIT OF WIND
Your spirit companion is an air elemental. You are empowered by the swiftness of your wind spirit to guide and protect your allies.

Level 1: Bond of Wind
Benefit: You gain the spirit's pursuit, guiding spirit, and voice of the wind powers.

Spirit's Pursuit (Shaman Attack)
As an enemy tries to escape your spirit's presence, it moves swiftly in pursuit.
At-Will ✦ Implement, Primal, Spirit
Opportunity Action (Melee spirit 1)
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting.
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage. When the target ends its movement, you can move your spirit companion a number of squares equal to your Dexterity modifier as a free action, as long as it ends its movement on a space adjacent to the target.
Effect: Until the end of its next turn, the target grants combat advantage as long as it is adjacent to your spirit companion.

Guiding Spirit (Shaman Attack 1)
As your spirit assaults the enemy, it shows your allies the best way to attack it.
At-Will ✦ Implement, Primal, Spirit
Standard Action (Melee spirit 1)
Target: One creature
Attack: Wisdom vs. Fortitude. If at least one of your allies is adjacent to the target, you have combat advantage against it for this attack.
Hit: 1d8 + Wisdom modifier damage. The next time one of your allies attacks the target, they gain a bonus to the attack roll equal to 1 + one-half your Dexterity modifier.
Level 21: 2d8 + Wisdom modifier damage.

Voice of the Wind (Shaman Attack)
The wind whispers to your ally, telling it that now is the time to strike.
Encounter ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Effect: Choose one of the following effects:
Until the end of your next turn, an ally within 2 squares of your spirit companion gains a bonus to all defenses equal to your Dexterity modifier.
An ally within 2 squares of your spirit companion can shift a number of squares equal to one-half your Dexterity modifier as a free action.
Hit: 1[W] + Wisdom modifier damage. An ally within 5 squares of you can make a basic attack as a free action.
Level 13: 2[W] + Wisdom modifier damage.
Level 23: 3[W] + Wisdom modifier damage.

Level 7: Defense of Wind
Benefit: You gain the wind's warning power.

Wind's Warning (Shaman Utility)
The wind carries a word of warning to an ally just in time for it to respond to an enemy's attack in the appropriate manner.
Encounter ✦ Primal, Spirit
Immediate Interrupt (Close burst spirit 1)
Trigger: An enemy attacks you or an ally adjacent to your spirit companion
Target: You or the triggering ally
Effect: The target makes a basic attack against the enemy that attacks it as a free action. The target then shifts a number of squares equal to your Dexterity modifier.
Level 17: The target gains a +2 bonus on the attack roll of the basic attack.
Level 27: The target gains a +3 bonus on the attack roll of the basic attack.

Level 9: Summon Nature's Ally (Wind)
Benefit: You can use summon nature's ally to summon a sylph protector.

Sylph Protector
Medium elemental humanoid (air)

HP your bloodied value; Healing Surges none, but you can expend a healing surge for the sylph if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 6, fly 6 (hover)

{table]
Protecting Gale ✦ Aura 3

Allies in the aura gain a +4 bonus to Acrobatics checks and a +2 bonus to AC and Reflex against ranged and melee attacks.


Instinctive Action
Effect: If you haven't given the sylph any commands by the end of your turn, it attacks an enemy adjacent to it. If it can't do that, it moves its speed to a space that is within 3 squares of as many allies as possible.


Standard Action ✦ At-Will
Attack: Melee 1 (one creature) your level + 5 vs. Fortitude
Hit: 1d8 + your Wisdom modifier damage, and the target falls prone.


Minor Action ✦ At-Will (1/round)
Effect: The sylph either walks, shifts, runs, stands up, squeezes, or crawls.

[/table]

Nu
2011-03-15, 12:27 AM
PARAGON ELEMENTALIST
Your bond with the spirits grows, and you are closer to the natural world than ever before. You are ready to unlock the hidden potential of the elemental spirits that aid you.

PARAGON PATH: MASTER ELEMENTALIST
Benefit: You can choose any paragon path available to you, and one specifically designed for the elementalist is the Master Elementalist.
Prerequisites: You must be an elementalist to take the Master Elementalist paragon path.

ELEMENTALIST PARAGON TIER
{table=head]
Total XP |
Level |
Feats Known |
Class Features and Powers


26,000 |
11 |
+1 |
Ability score increase
Elementalist's action [master elementalist]
Spirit aura [master elementalist]
Spirit power [master elementalist]


32,000 |
12 |
+1 |
Spirit enhancement [master elementalist]


39,000 |
13 |
- |
Powerful spirit


47,000 |
14 |
+1 |
Ability score increase


57,000 |
15 |
- |
Daily power


69,000 |
16 |
+1 |
Spirit infusion [master elementalist]
Utility power


83,000 |
17 |
- |
Improved summon nature's ally


99,000 |
18 |
+1 |
Ability score increase


119,000 |
19 |
- |
Daily power


143,000 |
20 |
+1 |
Spirit manifestation [master elementalist][/table]

Level 11: Ability score increase
Benefit: Each of your ability scores increases by 1.

Level 11: Elementalist's Action
Master elementalist paragon path feature
Benefit: Whenever an ally within 2 squares of your spirit companion misses with an attack roll or fails a saving throw, you can use a free action to spend an action point. If you do, he or she may reroll the attack roll or saving throw with a bonus equal to your Wisdom modifier and use the second result.

Level 11: Spirit Aura
Master elementalist paragon path feature
Benefit: You gain a paragon path feature associated with your elemental spirit (see steadfast aura, jetstream aura).

Level 11: Spirit Power
Master elementalist paragon path feature
Benefit: You gain a paragon path power associated with your elemental spirit (see rock smasher, invoke the storm).

Level 12: Spirit Enhancement
Master elementalist paragon path feature
Benefit: You gain a paragon path power associated with your elemental spirit (see earth crusher, furious wind).

Level 13: Powerful Spirit
Benefit: Your spirit companion is no longer destroyed by damaging attacks unless the single ranged or melee attack deals damage to your spirit companion equal to 10 + your level + your Wisdom modifier. In addition, once per round, you can use call spirit companion as a free action.

Level 14: Ability score increase
Benefit: Your increase two ability scores of your choice by 1.

Level 15: Daily Power
Benefit: You gain a shaman daily attack power of your choice. This power replaces one of your existing shaman daily attack powers.

Spirit of Glory (Shaman Attack 15)
The memories of the spirits are long, and they recall a glorious battle fought in the spot where you stand. You call upon those memories to empower your allies.
Daily ✦ Implement, Primal, Psychic, Spirit
Standard Action (Close burst spirit 3)
Target: Enemies in the burst
Attack: Wisdom vs. Will
Hit: 2d6 + Wisdom modifier psychic damage, and the target takes a -4 penalty to attack rolls (save ends).
Miss: Half damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Effect: You in the burst and allies in the burst gain 10 + one-half your level temporary hit points and a +2 bonus to saving throws until the end of the encounter.

Spirit of the Coming Spring (Shaman Attack 15)
Spring is a time of new life, and renewal. The spirit of this time of rebirth is summoned by your weapon, and focused by your spirit companion.
Daily ✦ Healing, Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and one ally within 5 squares of you gains regeneration equal to one-half your level until the end of the encounter.
Miss: Half damage, and one ally within 5 squares of you regains hit points equal to one-half your level at the start of his or her next turn.
Effect: An ally within 2 squares of your spirit companion gains regeneration equal to one-half your level until the end of the encounter.

Uplifting Spirits (Shaman Attack 15)
With a vicious upward stab, you summon the spirits of air to carry you and your allies where you need to be.
Daily ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and you grab the target (you do not need a free hand to grab the target). The target takes a -4 penalty to escape attempts until the grab ends.
Miss: Half damage.
Effect: You and allies within 5 squares of your spirit companion gain a fly speed equal to your speed until the end of the encounter. Anyone under this effect floats to the ground without taking falling damage at the end of his or her turn.

Level 16: Spirit Infusion
Master elementalist paragon path feature
Benefit: You gain a paragon path feature associated with your elemental spirit (see infusion of earth, infusion of wind).

Level 16: Utility Power
Benefit: You gain a shaman utility power of your choice.

Call Spirit of Healing (Shaman Utility 16)
You plant your totem into the ground, and a spirit brimming with restorative power materializes in the air before you.
Daily ✦ Conjuration, Primal
Minor Action (Ranged 5)
Effect: You conjure a Medium spirit of restoration in an unoccupied square within range. The spirit lasts until the end of the encounter. Whenever you use a healing power, each ally adjacent to this spirit regains hit points equal to your Wisdom modifier. When you take a move action, you can move this spirit 5 squares.

Hurricane Spirit (Shaman Utility 16)
The winds twist and convulse around your spirit companion, allowing you to hurl your enemies in every direction.
Encounter ✦ Primal, Spirit, Zone
Minor Action (Close burst spirit 3)
Effect: The burst becomes a zone until the end of your next turn or until your spirit companion is destroyed. The zone is difficult terrain. The zone moves with your spirit companion, remaining centered on its space. Whenever a creature ends its movement in the zone, you can slide that creature up to 3 squares as a free action.
Sustain Minor: The zone persists, and one enemy of your choice in the zone falls prone.

Harvest Boon (Shaman Utility 16)
You share the benefits of a successful harvest with your allies.
Encounter ✦ Primal
Minor Action (Close burst 5)
Target: You and each ally in the burst
Effect: The targets make a saving throw with a bonus equal to your Constitution modifier, and gains 15 temporary hit points.

Level 17: Improved Summon Nature's Ally
Benefit: Creatures you summon using call nature's ally[/] are summoned with temporary hit points equal to 2d10 + one-half your level.

Level 18: Ability score increase
Benefit: Your increase two ability scores of your choice by 1.

Level 19: Daily Power
Benefit: You gain a shaman daily attack power of your choice. This power replaces one of your existing shaman daily attack powers.

Primal Quake (Shaman Attack 19)
[i]You strike the ground with your weapon, and a mighty earth spirit rips apart the ground, twisting it around your foes to hinder their movement.
Daily ✦ Primal, Weapon
Standard Action (Close blast 5)
Target: Each enemy in blast
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier damage, and the target is immobilized and takes ongoing 10 damage (save ends both).
Aftereffect: The target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, and the target is slowed and takes ongoing 5 damage (save ends both).
Effect: The targets grant combat advantage as long as they are under the effect of the ongoing damage of this power.

Rushing Winds (Shaman Attack 19)
A potent wind spirit carries your allies along, and guides them or their projectiles to their target.
Daily ✦ Implement, Primal, Spirit
Standard Action (Melee spirit 1)
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: You and allies within 5 squares of your spirit compaion gain a +2 bonus to the attack rolls of attacks made while charging and ranged attacks against the target until the end of the encounter.

Spirit of Autumn's Bounty (Shaman Attack 19)
The time for the harvest has come, and your spirit blasts your enemies out of the way so that your allies can reap the benefits of autumn.
Daily ✦ Healing, Implement, Primal, Spirit, Zone
Standard Action (Close burst spirit 3)
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage, and you slide the target 3 squares to a space out of the zone.
Miss: You slide the target 3 squares to a space out of the zone.
Effect: The burst creates a zone of fruit-bearing plants that lasts until the end of the current encounter. The zone contains five fruits. An ally in the zone can take a minor action once per turn to eat one of the fruits and regain 20 hit points. The zone remains even after all five fruits have been consumed. Enemies must spend an extra square of movement to enter any space in the zone.

Level 20: Spirit Manifestation
Master elementalist paragon path feature
Benefit: You gain a paragon path power associated with your elemental spirit (see earth manifestation, wind manifestation).

SPIRIT OF EARTH
Your earth spirit companion grows ever more powerful, restoring and defending your allies with all the strength of the wild.

Level 11: Steadfast Aura
Master elementalist paragon path feature
Benefit: You gain the steadfast aura power.

Steadfast Aura (Master Elementalist Utility)
Where you walk, the earth trembles slightly. The world's most powerful earth spirits trace your steps, eager to serve at your side.
At-Will ✦ Aura, Primal
Minor Action (Personal)
Effect: You activate an aura 2 that lasts until you fall unconscious or end it as a minor action. When you or an ally within the aura is subject to forced movement via a push, pull, or slide, he or she can move up to 2 squares less than the effect specifies.

Level 11: Rock Smasher
Master elementalist paragon path feature
Benefit: You gain the rock smasher power.

Rock Smasher (Master Elementalist Attack 11)
With a heavy swing, you knock an enemy down. Elsewhere, your spirit invigorates your ally with a potent healing evocation.
Encounter ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and you knock the target prone. If the target attacks you or one of your allies before the start of your next turn, it falls prone at the end of its turn and takes extra damage equal to your Constitution modifier.
Effect: You or one ally adjacent to your spirit companion can spend up to two healing surges. For each healing surge spent, you or that ally regains extra hit points equal to your Constitution modifier.

Level 12: Earth Crusher
Master elementalist paragon path feature
Benefit: You gain the earth crusher power.

Earth Crusher (Master Elementalist Utility 12)
You lightly touch a weapon, and it trembles slightly as transfer the power of a primal earth spirit into the weapon.
Daily ✦ Primal
Minor Action (Melee 1)
Target: One weapon
Effect: Once per round when a weapon attack hits with the target, the weapon's wielder can choose one of the following effects. This benefit lasts until the end of the encounter.
The target of the attack takes 2d10 extra damage and is slowed (save ends).
The weapon's wielder pushes the target of the attack 2 squares and knocks it prone.
The weapon's wielder gains temporary hit points equal to 10 + your Constitution modifier.

Level 16: Infusion of Earth
Master elementalist paragon path feature
Benefit: Steadfast aura expands to aura 5. In addition, once per encounter, when an ally within 2 squares of your spirit companion is hit by an attack, you can dismiss your spirit companion as an immediate interrupt. If you do so, the ally takes no damage from the attack (any other effects from the attack still apply).

Level 20: Earth Manifestation
Master elementalist paragon path feature
Benefit: You gain the earth manifestation power.

Earth Manifestation (Shaman Attack 20)
Your spirit transforms into a manifest force of the primal earth, giving it all the power of the most ancient earth spirits.
Daily ✦ Primal, Spirit
Minor Action (Personal)
Effect: Until the end of the encounter, you gain the following benefits:
You and your allies gain a +2 bonus to all defenses while within 2 squares of your spirit companion.
If your spirit disappears as the result of taking damage, you do not take damage when your spirit disappears, and it reappears in an unoccupied square within 20 squares of you at the start of your next turn.
You can use the secondary power once per round.
Secondary Power (Implement, Primal, Spirit)
Minor Action (Melee spirit 1)
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 damage, and one ally within 5 squares of your spirit companion regains hit points equal to your Constitution modifier.

SPIRIT OF WIND
As your wind spirit companion grows in strength, you become even swifter and more cunning as the result of your bond.

Level 11: Jetstream Aura
Master elementalist paragon path feature
Benefit: You gain the jetstream aura power.

Jetstream Aura (Master Elementalist Utility)
You can no longer suppress it. The spirits of the raging wind are drawn to you, wherever you go.
At-Will ✦ Aura, Primal
Minor Action (Personal)
Effect: You activate an aura 2 that lasts until you fall unconscious or end it as a minor action. When an ally ends its movement in the aura, you can slide that ally up to 2 squares as a free action.

Level 11: Invoke the Storm
Master elementalist paragon path feature
Benefit: You gain the invoke the storm power.

Invoke the Storm (Master Elementalist Attack 11)
Your companion is enveloped by swirling winds, and you strike the target solidly, rousing nearby wind spirits to add strength to your allies' attacks against it.
Encounter ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and until the end of your next turn, allies who attack the target gain a bonus to damage rolls equal to your Dexterity modifier.
Effect: Until the end of your next turn, enemies adjacent to your spirit companion grant combat advantage.

Level 12: Furious Wind
Master elementalist paragon path feature
Benefit: You gain the furious wind power.

Furious Wind (Master Elementalist Utility 12)
Even as you grasp the weapon, winds envelop it and the primal spirit that now dwells within speaks to you, beckoning you to strike.
Daily ✦ Primal
Minor Action (Melee 1)
Target: One weapon
Effect: Once per round when a weapon attack hits with the target, the weapon's wielder can choose one of the following effects. This benefit lasts until the end of the encounter.
The weapon's wielder shifts 2 squares as a free action.
The target of the attack takes extra damage equal to 5 + your Dexterity modifier, and grants combat advantage until the end of the weapon's wielder's next turn.
The weapon's wielder flies up to its speed as a free action, and must end this movement on solid ground. It gains a bonus to all defenses equal to your Dexterity modifier against opportunity attacks made against it as a result of this movement.

Level 16: Infusion of Wind
Master elementalist paragon path feature
Benefit: Jetstream aura expands to aura 5. In addition, once per encounter, when an ally within 2 squares of your spirit companion is hit by an attack, you can dismiss your spirit companion as an immediate interrupt. If you do, that ally can make a basic attack with a +2 bonus on the attack roll against the enemy attacking it as a free action.

Level 20: Wind Manifestation
Master elementalist paragon path feature
Benefit: You gain the wind manifestation power.

Wind Manifestation (Shaman Attack 20)
An avatar of wind manifests as your spirit companion, granting the blessing of the winds to your allies and unlocking an ancient power within itself.
Daily ✦ Primal, Spirit
Minor Action (Personal)
Effect: Until the end of the encounter, you gain the following benefits:
You and your allies ignore difficult terrain within 2 squares of your spirit companion.
When you or an ally begins his or her turn within 2 squares of your spirit companion, he or she can shift 1 square as a free action.
If your spirit disappears as the result of taking damage, you do not take damage when your spirit disappears, and it reappears in an unoccupied square within 20 squares of you at the start of your next turn.
You can use the secondary power once per round.
Secondary Power (Implement, Primal, Spirit)
Minor Action (Melee spirit 1)
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 damage, and you slide the target a number of squares equal to your Dexterity modifier.

Nu
2011-03-15, 05:55 AM
EPIC ELEMENTALIST
You are a champion of the natural world. You channel the mightiest primal elemental energies known to mortals, and even the gods themselves begin to respect your power. Enemies of nature tremble at the mere mention of your name.
When your elementalist reaches the 21st level, you can select an epic destiny that you qualify for. This epic destiny represents the grand finale of your adventuring career. Like your paragon path, it grants a set of related features and powers.

ELEMENTALIST EPIC TIER
{table=head]
Total XP |
Level |
Feats Known |
Class Features and Powers


175,000 |
21 |
+1 |
Ability score increase
Epic destiny feature


210,000 |
22 |
+1 |
Utility power


255,000 |
23 |
- |
Sentinel spirit


310,000 |
24 |
+1 |
Ability score increase
Epic destiny feature


375,000 |
25 |
- |
Greater summon nature's ally


450,000 |
26 |
+1 |
Epic destiny power


550,000 |
27 |
- |
Superior summoning


675,000 |
28 |
+1 |
Ability score increase


825,000 |
29 |
- |
Daily Power


1,000,000 |
30 |
+1 |
Epic destiny feature[/table]

Level 21: Ability Score Increase
Benefit: Each of your ability scores increases by 1.

Level 21: Epic Destiny Feature
Benefit: You gain a feature associated with your epic destiny.

Level 22: Utility Power
Benefit: You gain a shaman utility power of your choice.

Healing Tide (Shaman Utility 22)
A whirlpool of healing waters surrounds you, rejuvenating your allies with each wave.
Daily ✦ Healing, Primal, Zone
Minor Action (Close burst 3)
Effect: The burst becomes a zone until the end of your next turn. Each ally that begins his or her turn in the zone regains hit points equal to 2d10 + your Consitution modifier.
Sustain Minor: The zone persists, and you or an ally of your choice in the zone makes a saving throw.

Rebirth (Shaman Utility 22)
Even the dead are not beyond the reach of your ability to heal.
Daily ✦ Healing, Primal
Standard Action (Melee touch)
Target: One creature that died this encounter
Effect: The target is restored to life with hit points equal to his or her bloodied value, and loses two healing surges, and stands and grabs any items still in their square that they dropped when they died as a free action. You can choose to lose one healing surge on the character's behalf. Healing surges lost in this way can't be regained until the character reaches three milestones or takes three extended rests.

Strengthening Whirlwind (Shaman Utility 22)
You call down a fierce whirlwind to envelop your surroundings. These winds protect your allies from harm while aiding their movement, and scatter and disorient your foes.
Daily ✦ Primal, Spirit, Zone
Minor Action (Close burst 3)
Effect: The burst becomes a zone until the end of your next turn. Allies in the zone have resistance to all damage equal to 5 + your Dexterity modifier.
Sustain Minor: The zone persists, and you can slide each creature in the zone 2 squares.

Level 23: Sentinel Spirit
Benefit: Your spirit companion gains a +2 bonus to all defenses, and you and your allies gain a +2 bonus to saving throws while within 3 squares of your spirit companion.

Level 24: Ability Score Increase
Benefit: Your increase two ability scores of your choice by 1.

Level 24: Epic Destiny Feature
Benefit: You gain a feature associated with your epic destiny.

Level 25: Greater Summon Nature's Ally
Benefit: Yocan summon a more powerful creature when you use summon nature's ally. The specific creature depends on your elemental spirit (see greater summon nature's ally (earth) or greater summon nature's ally (wind)).

Level 26: Epic Destiny Power
Benefit: You gain a power associated with your epic destiny.

Level 27: Superior Summoning
Benefit: Your summoned creatures gain a +2 bonus to the attack rolls of attacks they make as instinctive actions.

Level 28: Ability Score Increase
Benefit: Your increase two ability scores of your choice by 1.

Level 29: Daily Power
Benefit: You gain a shaman daily attack power of your choice. This power replaces one of your existing shaman daily attack powers.

Spirit of Heroism (Shaman Attack 29)
The spirits of the greatest heroes in the world rise as your weapon descends.
Daily ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One or two creatures
Attack: Wisdom vs. AC
Hit: 4[W] + Wisdom modifier damage, and the target is stunned (save ends).
Miss: Half damage, and the target is dazed (save ends).
Effect: Until the end of the current encounter, you and your allies gain a +2 power bonus to attack rolls against enemies within 2 squares of your spirit companion, and your and your allies' attacks against them deal 2d10 extra damage.

Spirit of Peace (Shaman Attack 29)
Your spirit companion manifests aspects of the strongest peacemakers in the world's history, and denies your foes the possibility of attack.
Daily ✦ Implement, Spirit, Primal
Standard Action (Close burst spirit 5)
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier damage, and the target cannot make attacks (save ends).
Miss: Half damage, and the target is weakened (save ends).
Effect: Until the end of the current encounter, whenever an enemy begins its turn within 2 squares of your spirit companion, it takes a -4 penalty to attack rolls until the start of its next turn.

Spirit of Restoration (Shaman Attack 29)
With a long sweep, you command your spirit to restore you and your allies. It responds with the strongest primal healing energy available.
Daily ✦ Healing, Primal, Spirit, Weapon
Standard Action (Close burst 1)
Target: Each enemy in burst
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and an ally within 5 squares of you can end one effect on himself or herself a save could end.
Miss: Half damage.
Effect: Until the end of the current encounter, whenever you or an ally beings his or her turn within 2 squares of your spirit companion, he or she regains hit points equal to your level.

Level 30: Epic Destiny Feature
Benefit: You gain a feature associated with your epic destiny.

SPIRIT OF EARTH
Your earth spirit companion uses epic primal magic, which draws upon the most ancient elemental powers within the natural world to aid your allies in their darkest hour.

Level 25: Greater Summon Nature's Ally (Earth)
Benefit: Once per day, you can use summon nature's ally to summon a gaian colossus.

Gaian Colossus
Huge elemental humanoid (earth)

HP your bloodied value; Healing Surges none, but you can expend a healing surge for the colossus if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 6, burrow 6

{table]Earth's Embrace ✦ Aura 3

You and allies in the aura gain a +2 bonus to saving throws and a +4 bonus to Endurance checks. In addition, when an ally ends its turn in the aura, it gains temporary hit points equal to one-half your level. Also, when an attack would knock an ally in the aura prone, that ally can immediately make a saving throw to avoid falling prone.


Instinctive Action
Effect: If you haven't given the colossus any commands by the end of your turn, it attacks an enemy within 2 squares of it. If it can't do that, it moves its speed to a space that is within 3 squares of as many allies as possible. This movement doesn't provoke opportunity attacks.


Standard Action ✦ At-Will
Attack: Melee 2 (one creature) your level + 7 vs. AC
Hit: 3d10 + Wisdom modifier damage, and the target is weakened until the end of your next turn.


Minor Action ✦ At-Will (1/round)
Effect: The colossus either walks, shifts, runs, stands up, squeezes, or crawls.


Minor Action ✦ Encounter
Effect: Allies in the colossus's aura can spend a healing surge.


Opportunity Action ✦ At-Will
Trigger: An enemy leaves a square within the colossus's aura.
Attack: Melee 3 (triggering enemy) your level + 5 vs. Fortitude
Hit: Wisdom modifier damage, and the target falls prone.

[/table]

SPIRIT OF WIND
Your wind spirit companion is among the most cunning and swift warriors of the wild. At your side, it expertly combats despoilers of the land.

Level 25: Greater Summon Nature's Ally (Wind)
Benefit: Once per day, you can use summon nature's ally to summon an elder wind wyrm.

Elder Wind Wyrm
Large elemental magical beast (air, dragon)

HP your bloodied value; Healing Surges none, but you can expend a healing surge for the wyrm if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 8, fly 10 (hover)

{table]Aerial Mastery ✦ Aura 3

Whenever an ally begins its turn in the aura, it gains a +2 bonus to speed until the end of its turn. In addition, you and allies in the aura gain a +2 bonus to AC and Reflex against melee and ranged attacks, and a +4 bonus to Acrobatics checks.


Instinctive Action
Effect: If you haven't given the wyrm any commands by the end of your turn, it attacks an enemy within 2 squares of it. If it can't do that, it moves its speed to a space that is within 3 squares of as many allies as possible. This movement doesn't provoke opportunity attacks.


Standard Action ✦ At-Will
Attack: Melee 2 (one creature) your level + 7 vs. AC
Hit: 2d12 + Wisdom modifier damage, and your allies gain a +2 power bonus to attack rolls against the target until the end of your next turn.


Minor Action ✦ At-Will (1/round)
Effect: The wyrm either walks, shifts, runs, stands up, squeezes, or crawls.


Minor Action ✦ Encounter
Effect: Each ally in the wyrm's aura can fly up to its speed as a free action. This movement doesn't provoke opportunity attacks. At the end of his or her movement, he or she floats to the ground without taking falling damage unless he or she has a fly speed.


Opportunity Action ✦ At-Will
Trigger: An enemy ends its turn in the wyrm's aura.
Attack: Melee 3 (triggering enemy) your level + 5 vs. Fortitude
Hit: Wisdom modifier damage, and the wyrm pushes the target 4 squares.

[/table]

Nu
2011-03-18, 12:28 AM
Much eyeball-balancing, additions, and other adjustments have taken place. At this point, all is left is the level 22 utility powers. Any feedback on how it looks so far would be appreciated!

Mando Knight
2011-03-18, 12:47 AM
I haven't double-checked your numbers or anything, but I like the idea of a Melee/Ranged mixed Shaman. Essentials also makes it a bit easier to design new classes, so it's nice to see you make use of that.

Nu
2011-03-19, 02:34 AM
Level 22 utilities added, and I'm ready to tentatively call this one complete.

Of course, ongoing efforts will be made to edit and balance as necessary. So feedback is always welcome!

Lemonus
2011-04-04, 08:47 PM
This is really great! The only thing I can think of is that maybe you should get something other than just Improved Spirit Bond at level 3.

Mando Knight
2011-04-05, 03:02 PM
This is really great! The only thing I can think of is that maybe you should get something other than just Improved Spirit Bond at level 3.

No, not really. Improved Spirit Bond is equivalent to +1 Encounter power, which is exactly what the other classes get at that level. Anything more or less means you have to... ...think about the system.

Nu
2011-05-26, 01:12 PM
Cleaned up the class so it doesn't get more encounter/daily powers than other classes. Previously "dead" levels also now grant some sort of passive bonus--spirit companions are more potent at higher levels, and there is a bit less reliance on feat taxes.