Behemoth (work in progress)

Post/Author/DateTimePost
#1

stargazer_dragon

Jul 01, 2011 12:59:55

 



Work in Progress
[spoiler=Notes]
current idea is to have each build use it's own combat style.
Fire will use versatile weapons mainly 1 handed -Strength., Dexterity
Earth will use two handed weapons -Strength, Constitution
Wind will duel wield -Dexterity, Constitution
Water will use unarmed attacks -Dexterity, Wisdom



also giving each build type a different striker type power + small effect that will be a encounter power stance. Most class features will be granted by build.
Fire- add Dexterity modifier fire damage with versatile weapons in 1 hand + versatile weapons gain high crit
Earth- striker feature worked into powers + spend healing surge for Regenerate = to Constitution Modifier
Wind- Make a melee basic attack with your off hand once per round + Shift 2 after each attack
Water Once per turn may re-roll unarmed attack roll you must use the new result + Crit on a natural 19 or 20 with unarmed attacks
-



[/sblock]
[Spoiler=Primal Warrior]
You talk about the elements; I talk to them for we are one.


             CLASS TRAITS


Role: Striker. 
Power Source: Primal
Key Abilities:  Strength,  Dexterity, Constitution,  Wisdom


Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, military melee.
Bonus to Defense: +2 Will


Hit Points at 1st Level: 15+ Constitution Score.
Hit Points per Level Gained: 6
Healing Surges per Day: 8+ Constitution Modifier.


Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.
Class Skills: Acrobatics (Dexterity), Athletics (Strength), Endurance (Constitution), Heal (Wisdom), Intimidate (Charisma), Nature (Wisdom), Perception (Wisdom).


Build Options: Fire Attunement; Earth Attunement; Wind Attunement; Water Attunement
Class features: Elemental Empowerment


Class features


[spoiler=Elemental Attunement]
Effect: choose one Attunement


[spoiler=Fire] -  Quick and fierce you often find yourself eager for combat; ready to prove your might and leave your foes smoldering in your wake. Though you lack the brute power of earth foes find your quick fierce strikes no less deadly, A balance between speed and power you quickly overwhelm each foe turning your fiery gaze onto the next.


[Spoiler=Flame Touched]


Flame Touched Fire Attunement Feature
You shove your weapon into the ground calling forth the powers of fire with your other hand; moments later a fire spirit crawls from the bowls of the earth and covers your weapons the guidance of the fire spirit helping your blade find the most lethal spots to dig deep into there flesh.
Encounter Stance
Minor Action - Personal
Target: You must be wearing cloth, leather, hide, or no armor
Effect: While wielding a versatile weapon with one hand free; your attacks deals extra fire damage equal to your Dexterity Modifier; Also treat Versatile weapons as if they were high crit. weapons.


[/sblock][spoiler=F]


F Fire At-Will 
Fluff.
At-Will Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a versatile Melee weapon with one hand free.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=F]


F Fire Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a versatile Melee weapon with one hand free.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=Primal Fire]


Primal Fire Daily power LV 1
You stab your sword into the ground then slowly raise your other hand palm facing the sky as you call forth the powers of fire. The ground suddenly erupts under your target spouting streams of  liquid fire that rain back upon them. Anything that is flammable ignites at once and burns long after the streams of magic fire fade away.
Daily Primal, Fire, Implement 
Standard Action  - Ranged 10  
Requirement::  You must be wielding a versatile weapon with one hand free. 
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d10 + Constitution modifier fire damage
Effect: The target takes ongoing 5 fire damage (save ends).
Special: This attack does not provoke attacks of opportunity
[/sblock]


[/sblock][spoiler=Earth] - Slow and strong, You often walk into blows taking the opportunity to strike fear and deal fierce blows before your opponent can recover from there shock, you rely on the powers of earth to reduce the damage and heal your wound rather then bother with dodging strikes. The great strength lent to you by the earth makes you a truly fierce opponent. Few foes no what to make of you or how to handle you as they are used to opponents who fear there weapons while you boldly step into each blow to deal your own deadly strikes.


[spoiler=Elemental Empowerment]


Stones Embrace Earth Attunement Feature
You stand firm absorbing the powers of earth into your body fortifying it; your skin takes on a light gray color of granite and you can feel its powers fast at work mending your wounds and driving you on.
Encounter Stance
Minor action - Personal
Requirement: You are wearing  cloth, leather,  hide, or no armor
Effect: Spend a healing surge to gain regeneration equal to your constitution modifier.
Special: The effects of this stance end immediately after combat


[/sblock][Spoiler= Mighty Strike]


Crushing Strike Earth At-Will
Ignoring things around you; you focus your attention into making a mighty swing; channeling the powers of earth to bring your weapon down hard against your foes.
At-Will Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a two-handed weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + 1d8 + Strength modifier damage.
Level 11:  1[W] + 2d8 + Strength modifier damage.
Level 21: 2[W] + 3d8 + Strength modifier damage.
Special: You can use this power in place of a melee basic attack. If bloodied you Gain a +2 to hit; You grant combat advantage until the end of your next turn.


[/sblock][spoiler=Avalanche Strike]


Avalanche Strike  Earth Encounter 1 
The Spirit if earth surges forth; Driving your weapon in a unstoppable swing eager to return your target to the earth if belongs to.
Encounter Force, Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a two-handed weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier Force damage.
Effect : Until the start of your next turn, any attacker gains a +4 bonus to attack rolls against you
Special : If you are bloodied The attack deals extra damage equal to your Constitution modifier.


[/sblock][spoiler=Hurl Boulder]


Hurl Boulder Earth  Daily 1 
You stomp your foot hard into the ground; calling a earth spirt into the air. The then swing your mighty weapon striking the spirit and sending it hurling towards your target. As the spirit moves it takes the form of a large boulder which explodes upon impact with the target blasting them with force before the spirit returns to the ground from whence it came.
Daily Primal, Implement, Lightning
Standard Action  - Ranged 10
Requirement::  You must be wielding a Two Handed weapon.  
Target: One creature
Attack: Constitution vs. Fortitude
Hit : 3D12 + Constitution modifier Force damage.
Miss: Half damage.
Special: This attack does not provoke attacks of opportunity. You grant combat advantage untill the end of your next turn.


[/sblock]


[/sblock][spoiler=Wind] - Though your mind is often at peace your soul and energy is chaotic and wild, This is reflected in your fighting style. Unpredictable often even to yourself you enjoy the thrill of combat and chaos that it causes. Often found darting in and out of combat your strikes seaming to come from all directions at once as you flitter through the fields, seldom do you settle for just a single target instead preferring to raining your blows down randomly on all those around you.


[Spoiler=W]


W Wind Attunement Feature
Fluff.
Encounter Stance
Minor Action - Personal
Target: You must be wearing cloth, leather, hide, or no armor
Effect: You must be wielding two Melee Weapons.; your attacks deals extra


[/sblock][spoiler=W]


W Wind At-Will 
Fluff.
At-Will Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding two Melee Weapons.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=W]


W Wind Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding two Melee Weapons.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=Arc Lightning ]


Arc Lightning Wind Attunement Daily 1 
Slamming the tips of your blades together you create a spark that explodes into a mighty bolt of lightning striking your target then Arcing to near by targets.
Daily Primal, Implement, Lightning
Standard Action  - Ranged 10
Requirement::  You must be wielding a weapon in each hand.  
Target: One creature
Attack: Dexterity vs. Reflex
Hit : 2D8 + Dexterity modifier Lightning damage. Make a secondary attack.
Miss: Half damage.
Effect : The bolt Arcs from the first target to up to three new targets within 5 squares of the target doing 1d8 + Dexterity Modifier. It then leaps from the secondary targets to up to three Different targets that have not ben damaged with this power within 5 squares of the secondary targets doing Dexterity Modifier damage to them.


[/sblock]



[/sblock][spoiler=Water] - Constant and timeless like the forces of water your mind is always calm and collected calculating each strike, You favor accurate strikes to vital spots rather then pushing through with brute power. Your movements are often very fluid and deceptive feinting one direction while striking the other.  You rely heavily on the healing powers of your element to allow you to remain standing long after others would fall.


[Spoiler=Wa]


Wa Water Attunement Feature
Fluff.
Encounter Stance
Minor Action - Personal
Target: You must be wearing cloth, leather, hide, or no armor
Effect: You must be fighting unarmed; your attacks deals extra


[/sblock][[spoiler= Recuperating Strike]


Fluid Strikes Water At-Will
You strike quickly slipping past there defenses
At-Will Invigorating, Primal, Weapon 
Standard Action  - Melee weapon 
Requirement::  You must be fighting unarmed
Target: One creatures
Attack: Dexterity +3 vs. AC
Hit: 1d6 + Dexterity modifier damage, 
Level 11 :  2d6 + Dexterity modifier damage
Level 21: 3D6 + Dexterity modifier damage
Special: You can use this power in place of a melee basic attack; Make two attack attacks against the same target


[/sblock][spoiler=Wa]


Wa Water Encounter 
Fluff.
Encounter Primal, Implement
Standard Action  - Melee weapon 
Requirement::  You must have both hands free.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=Wa]


Wa Water Daily 
Fluff.
Daily Primal, Implement
Standard Action  - Unarmed Strike
Requirement::  You must have both hands free.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock]
[/sblock]
[/sblock]


 


[spoiler=powers]
[spoiler=Utility LV 2]


[spoiler=Elemental Transportation]


Elemental Transportation Utility power LV 2
Turning to you attacker you meld into the elements teleporting through it to reappear next to your attacker.
Encounter Primal, Teleportation 
Immediate Reaction -  Personal  
Target: Yourself
Effect: : When attacked by someone out of your range, you may teleport to a space adjacent to the attacker.


[/sblock]


[/sblock][spoiler=Encounter LV 3]


[spoiler=F]


F Fire Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a versatile Melee weapon with one hand free.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=E]


E Earth Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a two-handed Melee weapon.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=W]


W Wind Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding two Melee Weapons.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=Wa]


Wa Water Encounter 
Fluff.
Encounter Primal, Implement
Standard Action  - Unarmed Strike
Requirement::  You must have both hands free .
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock]


[/sblock][spoiler=Daily LV 5]


[spoiler=F]


F Fire Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a versatile Melee weapon with one hand free.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=E]


E Earth Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a two-handed Melee weapon.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=W]


W Wind Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding two Melee Weapons.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :
 
[/sblock][spoiler=Wa]


Wa Water Daily 
Fluff.
Daily Primal, Implement
Standard Action  - Unarmed Strike
Requirement::  You must have both hands free.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :
 
[/sblock]


[/sblock][spoiler=Utility LV 6]


[Spoiler=Brutish Will]


Brutish Will utility power LV 6
Summoning The primal powers within you attempt to alter the outcome of a event at the last second.
Daily Primal
Free Action  - Personal   
Target: Self
Trigger: You make a roll you dislike 
Effect: Re-roll the attack roll, skill check, ability check, or saving throw, using the higher of the two results.


[/sblock]


[/sblock][spoiler=Encounter LV 7]


[spoiler=Primal Step]


Primal Step  Encounter power LV 7
As you strike your foe, you Call upon the Primal powers of the air merging with it and reforming near your next foe..
Encounter Primal, Teleportation, Weapon
Standard Action  - Melee weapon
Requirement::  You must be wielding a weapon in each hand.  
Target: One creature
Attack: Strength vs. AC
Requirement: You must be wielding a two-handed weapon
Hit: 2[W] + Strength modifier damage
Effect: You teleport up to 10 squares to a space that must be adjacent to an enemy.


[/sblock][spoiler=F]


F Fire Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a versatile Melee weapon with one hand free.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=E]


E Earth Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a two-handed Melee weapon.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=W]


W Wind Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding two Melee Weapons.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=Wa]


Wa Water Encounter 
Fluff.
Encounter Primal, Implement
Standard Action  - Unarmed Strike
Requirement::  You must have both hands free .
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock]


[/sblock][spoiler=Daily LV 9]


[spoiler=Crushing Strike]


Crushing Strike Daily power LV 9 
You channel your Might into a devastating attack.
Daily Primal, Weapon
Standard Action  - Melee weapon
Requirement::  You must be wielding a two-handed weapon. 
Target: One creature
Attack: Strength vs. AC
Requirement: You must be bloodied
Hit:  5[W] + Strength modifier
Miss: Half damage.


[/sblock][spoiler=F]


F Fire Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a versatile Melee weapon with one hand free.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=E]


E Earth Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a two-handed Melee weapon.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=W]


W Wind Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding two Melee Weapons.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :
 
[/sblock][spoiler=Wa]


Wa Water Daily 
Fluff.
Daily Primal, Implement
Standard Action  - Unarmed Strike
Requirement::  You must have both hands free.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :
 
[/sblock]


[/sblock][spoiler=Utility LV 10]


[spoiler=Disrupting Fate]


Disrupting Fate Utility power LV 10 
You quickly swap places with your ally taking the hit that was meant for him and quickly turning your dark rage to the new aggressor.
Encounter Primal, Teleportation
Immediate Interrupt   - Ranged 20 
Target: You and one willing ally
Trigger: Your ally is Hit with a melee or ranged attack
Effect: You and your ally trade spaces; You are hit with the attack instead. You get a +2 to damage against that target until the end of your next turn


[/sblock]


[/sblock][spoiler=Encounter LV 13]


[spoiler=Unending Blow]


Unending Blow  Encounter power LV 13
You lift your weapon again and again, each blow’s impact fueling the next swing. 
Encounter Primal, Weapon 
Standard Action   - Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Then repeat the attack against the Same target; You make the attack five times Or until you miss.
Special: If the target dies before you hit 5 times or miss then you may continue the rest of your attacks against a target in reach.


[/sblock][spoiler=F]


F Fire Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a versatile Melee weapon with one hand free.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=E]


E Earth Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a two-handed Melee weapon.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=W]


W Wind Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding two Melee Weapons.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=Wa]


Wa Water Encounter 
Fluff.
Encounter Primal, Implement
Standard Action  - Unarmed Strike
Requirement::  You must have both hands free .
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock]


[/sblock][spoiler=Daily LV 15]


[spoiler=F]


F Fire Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a versatile Melee weapon with one hand free.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=E]


E Earth Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a two-handed Melee weapon.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=W]


W Wind Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding two Melee Weapons.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :
 
[/sblock][spoiler=Wa]


Wa Water Daily 
Fluff.
Daily Primal, Implement
Standard Action  - Unarmed Strike
Requirement::  You must have both hands free.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :
 
[/sblock]


[/sblock][spoiler=Utility LV 16]



[/sblock][spoiler=Encounter LV 17]


[spoiler=F]


F Fire Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a versatile Melee weapon with one hand free.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=E]


E Earth Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a two-handed Melee weapon.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=W]


W Wind Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding two Melee Weapons.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=Wa]


Wa Water Encounter 
Fluff.
Encounter Primal, Implement
Standard Action  - Unarmed Strike
Requirement::  You must have both hands free .
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock]


[/sblock][spoiler=Daily LV 19]
[spoiler=F]


F Fire Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a versatile Melee weapon with one hand free.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=E]


E Earth Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a two-handed Melee weapon.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=W]


W Wind Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding two Melee Weapons.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :
 
[/sblock][spoiler=Wa]


Wa Water Daily 
Fluff.
Daily Primal, Implement
Standard Action  - Unarmed Strike
Requirement::  You must have both hands free.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :
 
[/sblock]


[/sblock][spoiler=Utility LV 22]



[/sblock][spoiler=Encounter LV 23]


[spoiler=F]


F Fire Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a versatile Melee weapon with one hand free.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=E]


E Earth Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a two-handed Melee weapon.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=W]


W Wind Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding two Melee Weapons.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=Wa]


Wa Water Encounter 
Fluff.
Encounter Primal, Implement
Standard Action  - Unarmed Strike
Requirement::  You must have both hands free .
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock]


[/sblock][spoiler=Daily LV 25]


[spoiler=F]


F Fire Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a versatile Melee weapon with one hand free.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=E]


E Earth Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a two-handed Melee weapon.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=W]


W Wind Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding two Melee Weapons.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :
 
[/sblock][spoiler=Wa]


Wa Water Daily 
Fluff.
Daily Primal, Implement
Standard Action  - Unarmed Strike
Requirement::  You must have both hands free.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :
 
[/sblock]


[/sblock][spoiler=Encounter LV 27]


[spoiler=F]


F Fire Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a versatile Melee weapon with one hand free.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=E]


E Earth Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a two-handed Melee weapon.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=W]


W Wind Encounter 
Fluff.
Encounter Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding two Melee Weapons.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=Wa]


Wa Water Encounter 
Fluff.
Encounter Primal, Implement
Standard Action  - Unarmed Strike
Requirement::  You must have both hands free .
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :


[/sblock]


[/sblock][spoiler=Daily LV 29]


[spoiler=F]


F Fire Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a versatile Melee weapon with one hand free.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=E]


E Earth Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding a two-handed Melee weapon.
Target: creature
Attack: Strength vs. AC
Hit: 
Effect :
Special :


[/sblock][spoiler=W]


W Wind Daily 
Fluff.
Daily Primal, Weapon
Standard Action  - Melee weapon 
Requirement::  You must be wielding two Melee Weapons.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :
 
[/sblock][spoiler=Wa]


Wa Water Daily 
Fluff.
Daily Primal, Implement
Standard Action  - Unarmed Strike
Requirement::  You must have both hands free.
Target: creature
Attack: Dexterity vs. AC
Hit: 
Effect :
Special :
 
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#2

pluisjen

Jul 01, 2011 13:10:57
Elemental Empowerment 
 
Though the training has enhanced your connection to the elements You also find yourself less able to avoid attacks, luckily you find little need to.
Effect: You gain regeneration equal to your constitution modifier; However you do not gain any AC bonus from your Dextarity or Intellegence modifier.



What stops them from getting Plate? Also why would they ever want to spend a healing surge?


Also the class looks like a bit of a mess :/  You might really want to brush up the texts and descriptions as a lot of them just don't seem to work, are incomplete or under the wrong header.
#3

stargazer_dragon

Jul 01, 2011 13:16:15

Didn't concider armor profic feats will fix so that regeneration stops functioning if they are in armor other then cloth,leather,or hide.

I am still working on refluffing a lot but not sure what you mean by a lot of them don't work are incompleate or under the wrong header a exple might help becouse I don't see any such situations but I could be blind, also fixing the button to hide powers so it is easier to vewi in parts

#4

stargazer_dragon

Jul 01, 2011 13:35:31
The fing forum refuses to take the coding and keaps changing the text size AFTER I hit post they sooo need to do something about htere horrid coding on the forums sigh. Anyhows will keap playing with it till the forum accepts it, funny thing is when I go into edit everything is correct there just when I post it poof glitches.

* Edit - Fixed the issue there was problems in the coding for the class set up to removed the prety class box and whent with a plain old set up which works better with the forum coding
#5

rampant

Jul 01, 2011 13:35:54
Ok first off the elemental stuff is kinda odd on a martial class.

You probably don't need the primal mauler since that sounds more like a barbarian or druid build anyway. 

I will say again that the big hulking brute thing is kinda narrow for a class but perfect for a theme, but you will ignore it. Or rationalize it away with some bs about themes not having enough design space. Which is silly because you are pretty good at powers, which are the primary components of themes, its features that you have issues with.

Why does unending blow target require a willing ally?

The regen for ac bonus thing is problematic because it actively punishes a person for playing even a little off model. There are plenty of fast big guys in fiction.

I'd advise that you give them an encounter power that allows them to spend a healing surge to gain regen once they are bloodied.