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    Pixie in the Playground
     
    PaladinGuy

    Join Date
    Oct 2007

    Default 4E: The Elemental Warrior (Complete through heroic tier)

    I've been working on this class for a while, and decided to get some imput. This class, the Elemental Warrior, is intended to be a sort of gish. Anyway, I've got powers completed through 10th level, so I decided to post it. Hopefully my formatting carried across from the word document. PEACH, by the way.

    Elemental Warrior Basics
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    Elemental Warrior
    Elemental Warriors are powerful fighters who draw power from their martial prowess and from the Elemental Chaos. The tradition of the Elemental Warrior began in the ancient Dragonborn Empire in an attempt to emulate their Dragon ancestors. Since then, this esoteric discipline has been adopted by several monasteries and other martial institutions.
    Class Traits
    Role: Striker/Defender
    Elemental Warriors are powerful melee combatants fortified with mystical abilities. They do not have the range of arcane casters or the marking abilities of defenders, but have a variety of capabilities that deal damage and hinder enemies.
    Power Source: Elemental
    Although passing familiar with weapon skill and arcane matters, your main strength is drawn from an innate connection with the Elemental Chaos. You lack the finesse of the fighter or rogue, but your lack of technical skill is made up for by supernatural speed and strength.
    Key Abilities: Strength, Charisma, and Constitution
    Your ability to wield a weapon efficiently is linked to your strength, while your ability to shape the elements you wield is maintained through force of will. Channeling the raw power of the elements through your body requires a high constitution, as well as increasing your immunity to the powers you wield.

    Armor Proficiencies: Cloth, Leather, Hide, Chainmail
    Weapon proficiencies: Simple Melee, Simple Ranged
    Implements: Weapons, see Elemental Style class feature
    Bonus to Defenses: +1 Will, +1 Fortitude
    Hit Points at first level: 12+Constitution Score
    Hit Points Per Level Gained: 5
    Healing Surges per Day: 8+Constitution Score
    Trained Skills: Choose Three
    Arcana (Int), Athletics (Str), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha)
    Build Options: Elemental Scion, Shamanic Warrior
    Class Features: Elemental Style, Style Edge, Energy Resistance, Channel Vitality


    Creating an Elemental Warrior
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    The two basic builds available to Elemental Warriors are Elemental Scion and Shamanic Warrior. Melee Powers are based on Strength, ranged powers are based on Charisma. Constitution factors into both. Dexterity, Intelligence, and Wisdom are less important to Elemental Warriors.

    Elemental Warrior Overview
    Characteristics: You have a variety of short-ranged attack powers and melee attacks. You deal plenty of damage and have retribution powers that punish those who damage you. Your choice of Elemental Style has a great effect on the way you fight.
    Religion: Elemental Warriors have close ties to the Elemental Chaos and, as such, are far less likely to be devoted to a deity than other people, sometimes to the extent of being openly scornful of the gods. Those who do worship a god usually choose one they grew up with, or one who shares their devotion to an element.
    Races: Dragonborn are by far the most common Elemental Warriors, usually choosing and Elemental Style that is congruous with their natural breath weapon. Half Elves excel at this class as Elemental Scions, and some savage races, such as Goblins and their kin, have adopted the Elemental Warriors as Shamans and leaders.

    Elemental Scion
    You are a living incarnation of the elements. You focus on the ranged powers that the Elemental Chaos provides. Your weapon is a tool, nothing more. You should invest heavily in Charisma and Constitution, since they influence your ability to wield the elements directly. Strength is clearly tertiary. Herald of the Storm and Blade of Flame are both good Elemental Styles for you. If you have a particularly macabre bent, Gatekeeper of the Tomb is also suitable. Shield of the Elements is definitely your preferred Style Edge.
    Suggested Feat: Improved Initiative (Human Feat: Human Perseverance)
    Suggested Skills: Arcana, History, Intimidate
    Suggested At Wills: Elemental Lance, Chaos Burst
    Suggested Encounter: Forked Lightning
    Suggested Daily: Sigil of Torment

    Shamanic Warrior
    You focus more on the melee powers of the Elemental Path to overwhelm your foes and defend your friends from harm. Since you focus on your skill of arms more than the Elemental Scion, Strength is your primary skill, while Constitution is secondary. Your Charisma should be your third skill anyway, since you will want some ranged attack. Ice Incarnate, Thunderer, and Vitriolic Champion are your best bets for Elemental Styles, while Elemental Rejoinder is a good Style Edge choice for you.
    Suggested Feat: Weapon Focus (Human Feat: Human Perseverance)
    Suggested Skills: Athletics, Endurance, Intimidate
    Suggested At-Wills: Elemental Burst, Elemental Weapon
    Suggested Encounter: Thunder Hammer
    Suggested Daily: Acerbic Rebuke


    Class Features:
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    Elemental Style: Although all Elemental warriors can channel the elements, each one focuses in a single part of the Elemental Chaos, honing their prowess with one of six elements. Each element is also associated with a certain class of weapon, which acts as an implement for channeling the Elemental Warrior’s power. When using a power whose keyword is not associated with the weapon they are wielding, Elemental Warriors do not get an implement bonus to that power. Some powers grant an added effect if the Elemental Warrior is specialized in its elemental keyword. Whenever you use an encounter or daily power with your elemental keyword, add your Constitution modifier to the damage dealt by the primary attack.

    Herald of the Storm (Lightning): You specialize in the power of lightning, calling bolts of energy to your use. You gain proficiency with all martial spears. Your Elemental Bolt at-will power has a 25% chance to immobilize the target until the end of your next turn. At 21st level, this increases to a 50% chance.
    Blade of Flame (Fire): You focus on the raw power of fire, scourging your enemies with bursts of flame and waves of heat. You gain proficiency with all martial heavy blades. Your Elemental Bolt At-Will power has a 25% chance to give the foe ongoing 5 fire damage (save ends). At 21st level, this increases to a 50% chance.
    Gatekeeper of the Tomb (Necrotic): You wield the corrupting power of death against your enemies, filling their bodies and souls with the dark power of necrotic energy. You gain proficiency with all martial polearms. Your Elemental Blast at-will power has a 25% chance to weaken the target until the end of your next turn. At 21st level, this increases to a 50% chance.
    Ice Incarnate (Cold): You revel in the power of winter, summoning its scouring cold against your foes and cloaking yourself in icy curtains of wrath. You gain proficiency with all martial axes. Your Elemental Blast slows the target.
    Thunderer (Thunder): The roaring winds of the world head your call and the earth quakes at your steps upon its face. You gain proficiency with all martial hammers. Your Elemental Blast at-will power pushes the target 1 space.
    Vitriolic Champion (Acid): You call secrets of the earth to your defense, the acid that eats at heart rock and flesh alike. You are proficient with all martial flails. Your Elemental Blast at-will power marks the target until the end of your next turn.

    Style Edge: Your training with the elements has unique properties that can aid you in combat. Choose one of the following:

    Shield of the Elements: Whenever you channel power, it swirls around you, protecting you from some attacks. If you are within 5 spaces of your target when attacking with a ranged or blast attack, you do not provoke attacks of opportunity.
    Elemental Rejoinder: The elemental power within your body responds furiously towards attacks against you, following the path of arrows back to their owners. Whenever you are damaged by a ranged attack, the attacker takes damage of your chosen element equal to your constitution modifier.

    Energy Resistance: You gain resistance to your chosen element equal to your Constitution modifier +1/2 your level. At 11th and 21st level, you gain resistance equal to your Constitution modifier against two other elements of your choice. This bonus can apply to the same elements at 21st level and 11th. At 30th level, you gain immunity to your element. The resistance gained at 11th and 21st has to be of a type in which Elemental Warriors can specialize.

    Channel Vitality: You gain the use of the following two encounter powers:

    Energizing Touch
    Channeling elemental energy through your body, you change it to pure life energy, using it to revitalize an ally.
    Encounter*Elemental, Healing
    Minor Action Melee Touch
    Target: One creature
    Effect: You spend a healing surge, but regain no hit points. Instead, the target regains hit points equal to your healing surge value -1d6. You must have at least one healing surge remaining to use this power.

    Vital Surge
    You add your own strength to the energy you channel. The result is spectacular, but leaves you drained and dizzy.
    Encounter*Elemental
    Immediate Interrupt Personal
    Trigger: You deal damage with an attack that has an Elemental power source
    Effect: Spend two healing surges, but regain no hit points. Increase the damage you deal by your healing surge value. This extra damage only applies to a single creature.
    Special: You are dazed until the end of your next turn.


    Level 1 At-Will Powers
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    (note: ES=Element of your Style)

    Elemental Blast
    A burst of elemental Energy leaps from your palm, scourging your foe with your chosen power.
    At-Will*Elemental, Implement, ES
    Standard Action Ranged 5
    Target: One creature
    Attack: Constitution vs. Reflex
    Hit: 1d8 + Constitution modifier damage of your chosen type
    Increase to 2d8 + Constitution Modifier at 21st level.

    Elemental Lance
    You hurl a bolt of elemental energy at your foe.
    At-Will*Elemental, Implement, ES
    Standard Action Ranged 10
    Target: One creature
    Attack: Charisma vs. Reflex
    Hit: 1d6 + Charisma Modifier Damage of your chosen type
    Special: Apply your Elemental Style ability to this attack.
    Increase to 2d6 + Charisma modifier damage at 21st level.

    Elemental Weapon
    Your weapon surges with energy, empowering your blows with primal power.
    At-Will*Elemental, Weapon, ES
    Standard Action Melee Weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier + Constitution modifier damage of your chosen type.
    Special: Apply your Elemental Style ability to this attack.
    Increase to 2[W] + Strength modifier + Constitution modifier damage at 21st level.

    Chaos Burst
    You gather a handful of the Elemental Chaos and toss it at an enemy.
    At-Will*Elemental, Implement, Lightning, Fire, Necrotic, Cold, Thunder, Acid
    Standard Action Ranged 5
    Target: One creature
    Attack: Charisma vs. Reflex
    Hit: 1d4 + Charisma modifier lightning, fire, necrotic, cold, thunder, and acid damage. Resistance doesn’t reduce the damage unless the target has resistance to all six damage types, and only the weakest resistance applies. A target that has vulnerability to any one of the six damage types is subject to that vulnerability.
    Increases to 2d4 + Charisma modifier damage at 21st level.


    Level 1 Encounter Powers
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    Thunder Hammer
    You smash your weapon brutally into your foe, setting up reverberations within its body. With a tremendous howl, you blast it away from you.
    Encounter*Elemental, Thunder, Weapon
    Standard Action Melee Weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage, and you push the target one square and knock it prone.
    Miss: You push the target one square.

    Bitter Blow
    The edge of your weapon eats through metal like a hot knife through butter, hindering your foe’s defenses
    Encounter*Elemental, Acid, Weapon
    Standard Action Melee Weapon
    Target: One creature
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier acid damage and the target takes a -2 to AC and Fortitude until the end of your next turn

    Forked Lightning
    You raise your spear, and bolts of lightning streak from either end, seeking a foe with unerring accuracy.
    Encounter*Elemental, Lightning, Implement
    Standard Action Ranged 10
    Target: One or two creatures
    Attack: Charisma vs. Reflex, one attack per target
    Hit: 1d10 + Charisma modifier lightning damage.
    Special: If a target of this power is wearing metal armor, you get a + 2 bonus to attack rolls against it.

    Heat Wave
    You press the flat of your blade against your other hand, holding it horizontally before you. Waves of unendurable heat issue forth, overwhelming enemies.
    Encounter*Elemental, Fire, Implement
    Standard Action Close Blast 5
    Target: Each creature in blast
    Attack: Charisma vs. Fortitude
    Hit: 2d6 + Charisma modifier fire damage.


    Level 1 Daily Powers
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    Sigil of Torment
    With a callous smile and a flick of your wrist, you send tendrils of raw pain burrowing into your foe’s flesh. The violation leaves behind an evil green sign burned into its forehead.
    Daily*Elemental, Necrotic, Implement
    Standard Action Ranged 5
    Target: One creature
    Attack: Charisma vs. Will
    Hit: 3d8 + Charisma modifier necrotic damage. At the end of the target’s next turn, before making saving throws, it takes an additional 1d8 necrotic damage (save ends) If it took damage during the round after the last time it was damaged by Sigil of Torment, it takes an additional 2d6 instead.

    Raging Fury
    With a howl of anger, you unleash a devastating maelstrom of flame on those around you, repaying their blows with scouring fire.
    Daily*Elemental, Fire, Implement
    Standard Action Close Burst 5
    Target: All creatures in burst
    Attack: Charisma vs. Reflex
    Hit: Deals fire damage equal to the total damage you took during the last round to each creature. Then, take damage equal to your level.
    Special: If you are bloodied, take damage equal to your level + 1d6 before doing any other damage. You do not take damage after the attack.

    Blizzard Cloak
    With a wave of your hand, you summon a veil of whirling ice around you, slicing at unprotected flesh. From the midst of the flurry, you lash out at an enemy, catching him by surprise.
    Daily*Elemental, Cold, Weapon
    Standard Action Close Burst 1
    Target: All Creatures in burst
    Attack: Constitution vs. Fortitude
    Hit: Deal 1d6 + cold damage. You gain concealment until the end of your next turn.
    Secondary Attack: Strength vs. AC, one creature in burst
    Hit: 2[W] + Strength modifier damage.
    Sustain Minor: Maintain concealment until the end of your next turn. Any creatures who start their turn adjacent to you or move adjacent to you take cold damage equal to your constitution modifier.

    Acerbic Rebuke
    Catching an enemy around the neck with your weapon, you pull him in and spit a deadly glob of acid in his eyes before shoving him away.
    Daily*Elemental, Acid, Weapon
    Standard Action Melee Weapon
    Target: One creature
    Attack: Strength vs. Fortitude
    Hit: 2[W] + Strength modifier acid damage, takes 5 ongoing acid damage, and the target is blinded (save ends both). Push the target 1 space.


    Level 2 Utility Powers
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    Chaos Blink
    Drawing on the power of the Elemental Chaos, you vanish from the world, leaving your enemies blinking in confusion.
    Daily*Elemental, Teleportation
    Standard Action Personal
    Effect: You travel to the Elemental Chaos, effectively removing yourself from combat. At the beginning of your next turn, you reappear in the square you left. If that square is occupied, you appear in the nearest empty square of your choice. You gain combat advantage over any creature adjacent to you.

    Show of Power
    With a ferocious leer, you taunt your opponent as elemental energy runs rampant around you. If he wasn’t paying attention, he is now.
    Encounter*Elemental, Fear
    Free Action Personal
    Effect: You get a +5 bonus to your next intimidate check.

    Thunder Clap
    You clap your hands together, causing a roaring wind that plucks at the clothes of those around you. With a grin, you beckon them on.
    Daily*Elemental, Thunder
    Minor Action Close Burst 1
    Target: Every creature in burst
    Effect: The target is marked until the end of your next turn

    Weird Light
    You summon a ghostly portion of the Elemental Chaos to float near you, casting a strange, shifting light around the room.
    At-Will*Elemental, Conjuration
    Minor Action Personal
    Effect: You summon a ball of energy that gives light up to 5 spaces away from you. It is mostly illusory, and can cause no damage. You can dismiss it at any time as a minor action.


    Level 3 Encounter Powers
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    Lightning Step
    Lightning flares and crackles around you as you channel it through yourself, moving across the battlefield with the blinding speed of electricity.
    Encounter*Elemental, Lightning, Implement
    Standard Action Close Burst 1
    Attack: Charisma vs. Fortitude
    Hit: 1d8 + Charisma modifier lightning damage.
    Effect: You shift your speed.
    Herald of the Storm: Any creature you move adjacent to during your shift takes your Constitution modifier lightning damage.

    Magma Lance
    You conjure a projectile of magma from the depths of the Elemental Chaos to scourge your foe.
    Encounter*Elemental, Fire, Implement
    Standard Action Ranged 10
    Attack: Charisma vs. Reflex
    Hit: 3d6 + Charisma modifier fire damage.
    Blade of Flame: The target takes ongoing 5 fire damage (save ends).

    Hang High
    The darkness around you coalesces into a noose, jerking a nearby opponent off the ground to dangle by the neck.
    Encounter*Elemental, Necrotic, Implement
    Standard Action Ranged 5
    Attack: Charisma vs. Fortitude
    Hit: 1d8 + Charisma modifier necrotic damage, and the target is immobilized 5 feet off the ground (save ends).
    Gatekeeper of the Tomb: If the target fails the first save, it is stunned (save ends).

    Thunderous Retort
    You swing to face an attacker, stomping your foot on the ground. The earth under him shakes and buckles, pelting him with shards of stone and unbalancing him.
    Encounter*Elemental, Thunder, Implement
    Immediate interrupt Close Burst 1
    Trigger: you are hit by an attack
    Target: The attacking creature
    Attack: Constitution vs. Fortitude
    Hit: 1d8 + Constitution modifier thunder damage. The target takes a penalty to its attack roll for the triggering attack equal to your Constitution modifier.
    Thunderer: Other adjacent creatures take thunder damage equal to your Constitution modifier.

    Dance of Ice
    You whip up a chill wind, pulling an enemy close before leveling a sweeping strike at those around you. Your cold is magnified by each foe you hit.
    Encounter*Elemental, Cold, Weapon
    Standard Action Close Burst 1
    Target: Each enemy in the burst you can see
    Attack: Strength vs. AC
    Hit: 1[W] cold damage
    Effect: If there are six or more foes adjacent to you, all enemies you hit are immobilized until the end of your next turn.
    Ice Incarnate: Before attacking, pull one creature 3 squares towards you.

    Vitriolic Burst
    You coat your weapon in acid and strike out, trailing the vitriol around you. After you land your strike, you gather the acid around, you, creating a dangerous shield against those who would attack you.
    Encounter*Elemental, Acid, Weapon
    Standard Action Melee Attack
    Target: One creature
    Attack: Strength vs. AC
    Hit: 2[W] + Strength modifier acid damage
    Effect: Until the end of your next turn, any creature who attacks you with a melee attack takes 1d4 + Constitution modifier acid damage.
    Vitriolic Champion: One creature next to you becomes marked until the end of your next turn.


    Level 5 Daily Powers
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    Binding Frost
    You channel cold through the ground around you, catching enemies by surprise when they find themselves bound by tendrils of biting ice.
    Daily*Elemental, Cold, Implement
    Standard Action Close Burst 3
    Target: All Creatures in Burst
    Attack: Constitution vs. Reflex
    Hit: Constitution modifier cold damage and target is immobilized (save ends).
    Miss: Target is slowed (save ends).

    Dust Devil

    You create a tiny whirlwind nearby, driving nearby detritus into the air. With a word, you transport yourself into the midst of the disturbance and bring your weapon into play against a nearby foe.
    Daily*Elemental, Thunder, Weapon
    Standard Action Burst 1 within 5 Squares
    Target: Each creature in burst
    Attack: Constitution vs. Reflex
    Hit: Target is blinded (save ends).
    Effect: Teleport to the origin space of the burst. Make a secondary attack.
    Secondary Target: One creature in burst
    Secondary Attack: Strength vs. AC
    Hit: 2[W] + Strength modifier damage.

    Lingering Bolt
    You call a bolt of lightning from the heavens down upon a nearby foe. The charge lingers about them, leaving them more vulnerable to your electric onslaught.
    Daily*Elemental, Lightning, Implement
    Standard Action Ranged 5
    Target: One creature
    Attack: Charisma vs. Fortitude
    Hit: 3d8 + Charisma modifier lightning damage, and the target gains vulnerability 5 to lightning damage until the end of the encounter.
    Miss: Half damage, and the target gains no vulnerability.

    Soul Rot
    You merely point your finger at your foe, and their life force begins to wither and die, eroding their resistance to your malevolent attacks.
    Daily*Elemental, Necrotic, Implement
    Standard Action Ranged 10
    Target: One creature
    Hit: The target takes unpreventable necrotic damage equal to your level + your Charisma modifier. They target loses resistance to Necrotic damage equal to your level until the end of the encounter.
    Special: This power has no effect upon undead.


    Level 6 Utility Powers
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    Curtain of Frost
    You summon a veil of shimmering ice across the hallway as you flee, hindering your foes.
    Daily*Elemental, Cold
    Standard Action Area wall 4 within 10
    Effect: You conjure a wall that consists of contiguous squares filled with supernatural cold, ice, and swirling mists. The wall lasts until the end of your next turn. It can be up to 4 squares long and 4 squares high. The wall grants total concealment and anyone who enters the area becomes immobilized until the end of their next turn.

    Elemental Armor
    You surround yourself in pure energy of your element, increasing your defense and repaying every blow leveled against you.
    Daily*Elemental, ES
    Minor Action Personal
    Effect: You gain a +1 bonus to AC. Whenever you are targeted with a melee attack, the attacker takes 1d4 damage of your element after the attack. This lasts for 5 minutes or until the end of the encounter, and can be dismissed at any time as a free action.

    Lightning Rejuvenation
    You direct a specially prepared bolt of lightning at a nearby ally. At first the charge sears their skin, but then the dormant energy revitalizes them.
    Encounter*Elemental, Lightning, Healing
    Minor Action Ranged 5
    Target: One creature
    Effect: The target takes 3d6 + Constitution modifier lightning damage, then recovers twice that many hit points. If the target is reduced to zero or fewer hit points, they do not regain hit points.
    Special: If this power is directed against anyone but an ally, then it becomes an attack, as noted below.
    Attack: Constitution-2 vs. Reflex
    Increase the damage to 4d6 at 21st level and 5d6 at 31st level.

    Whirlwind Leap
    Harnessing the power of the winds, you leap nimbly into the air, covering incredible distances.
    Encounter*Elemental
    Move Action Personal
    Effect: you fly up to 8 squares and do not provoke opportunity attacks during this movement.


    Level 7 Encounter Powers
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    Chain of Embers
    You call the fiery power of the Elemental Chaos to your aid, launching a stream of liquid fire at your foe. It lingers on around him, flickering dully as it cools.
    Encounter*Elemental, Fire, Implement
    Standard Action Ranged 10
    Target: One creature
    Attack: Charisma vs. Reflex
    Hit: 2d8 + Charisma modifier fire damage. If the target moves from its current space before the end of your next turn, they take an additional 2d6 fire damage.

    Siphon Strength
    Your baleful energy burrows into the very soul of your enemy, draining their strength and channeling it to you.
    Encounter*Elemental, Necrotic, Implement
    Standard Action Ranged 5
    Target: One creature
    Attack: Charisma vs. Fortitude
    Hit: 2d8 + Charisma modifier necrotic damage, and the target takes a penalty to attack rolls equal to half your Constitution modifier rounded up until the end of your next turn. You gain a bonus to your attack rolls equal to the target’s penalty until the end of your next turn.

    Thunderous Fury
    You lay about with your hammer, cracking the skull of every foe you can see. You finish the assault by smashing your weapon into the ground. It buckles and cracks, erupting in a shower of debris that scatters your enemies like nine pins.
    Encounter*Elemental, Thunder, Weapon
    Standard Action Close Burst 1
    Target: Each enemy in burst
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage, and you pus the target a number of squares equal to your Constitution Modifier and it is knocked prone.

    Freezing Blow
    You swing your weapon down with supernatural force, ice forming along the blade. When it strikes the target, they too are covered in ice.
    Encounter*Elemental, Cold, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Strength vs. Fortitude
    Hit: 1[W] + Strength modifier damage, and the target is immobilized until the end of your next turn.


    Level 9 Daily Powers
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    Wave of Vitriol
    You spew forth a dangerous cascade of acid, weakening your foes and leaving a bitter taste in your mouth.
    Daily*Elemental, Implement, Acid
    Standard Action Close Blast 3
    Target: Each creature in blast
    Attack: Constitution vs. Reflex
    Hit: 2d6 + Constitution modifier acid damage.
    Effect: The targets are weakened (save ends).

    Deadly Reverberations
    You carefully time your blow, tapping your enemy gently with your hammer. He grins, but the feeble vibrations you set up have the potential to pulp his bones.
    Daily*Elemental, Weapon, Thunder
    Standard Action Melee weapon
    Target: One Creature
    Attack: Strength vs. Reflex
    Hit: 1[W] damage.
    Effect: Until the end of your next turn, any thunder damage the target takes is increased by 1d6.
    Sustain Minor: Until the end of your next turn, any thunder damage the target takes in increased by 1d6 + an additional 1d6 for every time you have sustained this power. If have not inflicted thunder damage on the target, you cannot sustain this power.

    Tesla Cage
    You create a cage of lightning around the target, shocking him repeatedly. Arcs of lightning leap around him, discouraging movement.
    Daily*Elemental, Lightning, Implement
    Standard Action Ranged 10
    Target: One creature
    Attack: Charisma vs. Reflex
    Hit: 2d8 + Charisma modifier lightning damage.
    Effect: If the target moves for any reason, it takes 1d8 lighting damage (save ends). If the target saves, you cannot sustain this power.
    Sustain Minor: The target takes 2d8 lightning damage.

    Flash Fire
    Your opponent’s sword cuts deep into your flesh, blood spurting from the wound. With a look of rage, you turn the blood to flame, burning your foe badly. With a yelp he drops his sword, which glows cherry red.
    Daily*Elemental, Fire, Implement
    Immediate Reaction Melee 1
    Trigger: An enemy hits you with a melee attack
    Effect: The target takes fire damage equal to double the damage you took. If the target is wielding a weapon or implement, make a secondary attack against it.
    Secondary attack: Charisma vs. Reflex
    Hit: The enemy drops their weapon or implement at your feet. Anyone who touches it takes fire damage equal to your Charisma modifier until the end of your next turn.


    Level 10 Utility Powers
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    Smoke and Shimmer
    You generate immense heat around you, causing your outline to shimmer and blur. Drawing from the elemental chaos, you cloak yourself in a curtain of smoke.
    Daily*elemental, Fire
    Minor Action Personal
    Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and enemies 5 or more squares away from you cannot see you.

    Elemental Adaptation
    You slightly modify your physiology to become more resistant to a certain element. Unfortunately, every adaptation comes with a price.
    Daily*Elemental
    Minor Action Personal
    Effect: Against a particular damage type chosen by you, you gain resistance equal to double your level + your Constitution modifier until the end of the encounter or for 5 minutes. You gain vulnerability 5 to all other damage until the end of the encounter or for 5 minutes. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

    Elemental Absorption
    You channel your opponent’s energy into your own body, waiting to release it later.
    Daily*Elemental
    Immediate Reaction
    Trigger: You are hit by an attack with the lightning, thunder, fire, necrotic, acid, or cold keyword
    Effect: Reduce the attack’s damage to 0. If you use an attack with the same keyword as the attack that hit you during your next turn, increase the damage it deals by half your level. If you do not, take damage equal to your level.

    Elemental Vigor
    You tap into the boundless energy of the Elemental Chaos to sustain you.
    Daily*Healing, Elemental, Stance
    Minor Action Personal
    Effect: You gain regeneration equal to your level when you are bloodied.
    Last edited by Logion; 2008-08-09 at 08:55 PM. Reason: asthetics

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