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| #1rocketintoxicateJul 22, 2008 18:47:14 | Original Death Knight class made by PigKnight Chaos Reaver “Earth, Ice and Fire, heed my call!” The Chaos Reaver is a specialized unit of Special Forces calibur troops. They are well founded the arts of martial combat, and can go toe to toe with the best of them, as well as being studied in the fine arts of the arcane. However due to their training they often focus on a role that they tend to stick with for the rest of their careers, with Earth being the Might Defender often brandishing shield and sword being somewhat a Stone Wall in the middle of the battlefield daring all challengers to pass at their peril, with the Fire specialized forces using the power of fire to incinerate and contian their foes, often in rings of fire and granting their allies the ability to pass through flames unharmed corraling and controlling foes into situations they often don't want to be in, with Ice being the most focused toward straight damage, with minimal control elements at slowing and stopping foes entirely, taking them out of commission for short periods of time. Earth is also somewhat a healer, with Fire dabbling in it as well, where-as the Ice specialization instead of healing self or others, believes that the more damage you deal the less opponents left alive to deal damage back, meaning healing is needed less, because there are more foes tied up and dying. Class Traits Role: Defender. You are tough and have spells that allow you to keep enemies where you want them. Power Source: Arcane. You use forbidden magic combined with martial ability to defeat enemies in combat. Key Abilities: Strength, Constitution, Wisdom Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate Weapon Proficiencies: Simple melee, military melee, simple ranged Bonus to Defense: +1 Fortitude, +1 Will Hit Points at 1st Level: 15 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 9 + Constitution modifier Trained Skills: Arcana. From the class skills list below, choose three trained skills at 1st level. Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), History (Int), Intimidate (Cha), Nature (Wis), Religion (Int) Build Options: Defender Chaos Reaver, Warrior Chaos Reaver Class Features: Challenge of the Elements, Inscribed Weapon, Rune Specialization Chaos Reavers are magical warriors trained in elemental arcane arts. Chaos Reavers fight in the front lines using spells of fire, ice and earth to harm and hinder enemies and protect allies. Chaos Reavers fight for honor, knowledge, or just for the thrill of battle. Regardless of the spells you know and the weapons you employ, your goals define your enemies and your allies. You can be a noble arcane knight who protects the meek and slays evil, or you could be a cursed hero who fights to redeem his evil past. You know that eventually everyone dies, but what will you do during your time alive? Creating a Chaos Reaver You can choose any Chaos Reaver spells that you fancy your character, but Chaos Reavers fall into one of two categories: the defender Chaos Reaver and the warrior Chaos Reaver. Chaos Reavers need either Strength, Constitution or Wisdom based on what runes your chosen spells use. Defender Chaos Reaver You use the more defensive Chaos Reaver build. You may or may not use a shield but your spells are going to be defensive in origin, mostly affecting you or your allies. You should either specialize in Earth Runes or Fire Runes. If you specialize in Earth Runes you are going to need a high Constitution, while if you specialize in Fire Runes you are going to need a good Wisdom score. Suggested Feat: Toughness (Human feat: Human Perseverance) Suggested Skills: Arcana, Athletics, Diplomacy, Endurance Suggested At-Will Powers: Bark Skin, Wildfire Suggested Encounter Power: Refreshing Blow Suggested Daily Power: Rejuvination Warrior Chaos Reaver You use the more offensive elemental build. You are going to want a nice two-handed weapon, such as a great sword or falchion. You are likely to be using spells that damage or hinder enemies. You should specialize in either Ice Runes or Fire Runes. If you specialize in Ice Runes you should make Strength your highest score, and if you specialize in Fire Runes you are going to want a high Wisdom score. Suggested Feat: Power Attack (Human feat: Action Surge) Suggested Skills: Arcana, Athletics, Endurance, Intimidate Suggested At-Will Powers: Embrace the Cold, Wildfire Suggested Encounter Power: Cascade of Shards Suggested Daily Power: Arctic Winds Chaos Reaver Class Features All Chaos Reavers share these class features. Challenge of the Elements The challenge of a Chaos Reaver is also a challenge from elementals themselves. You can use the challenge of the elements power to mark foes. Inscribed Weapon You can inscribe magical runes into a single melee weapon of your choice, allowing you to use it as an implement when using Chaos Reaver spells. You can change your inscribed weapon after an extended rest. Rune Specialization You inscribe runes into your weapon based on your selection of spells. There are three different runes usually used by Chaos Reaver spells: Earth, Ice, and Fire. You must choose to specialize in a single type of rune. Your selection determines one of your at-will spells, allows you to cast spells that use that rune with greater effect, and gives you a special boon whenever you drop a foe. Earth: You know the bark skin spell as one of your at-will spells. When you kill an enemy that you have marked, you gain temporary hit points equal to your level. Spells that use Earth runes require the caster to be strong of spirit and body. Ice: You know the embrace the cold spell. When you kill an enemy that you have marked, one enemy within 5 squares is slowed until the start of your next turn. Spells that use Ice runes require the caster to be strong enough to shape ice. Fire: You know the wildfire spell. When you kill an enemy that you have marked, you gain a +2 bonus to AC. Spells that use Fire runes require the caster to have enough wisdom to harness the power of fire. Overview Characteristics: You are very tough; you have a lot of hit points, but usually do not use shields. You can fight in close combat, and you also have a few ranged spells. You have spells that weaken enemies and strengthen allies. You also have a few abilities that control the battlefield. Religion: Chaos Reavers favor martial and magic deities, but usually Chaos Reavers pledge themselves to no diety. Evil and unaligned Chaos Reavers pay homage to Orcus and Bane. Races: Chaos Reavers come from all races, but are usually humans, dwarves and tieflings. Chaos Reaver Powers Your powers are elemental powers over the forces of Earth, Fire and Ice. Class Features Chaos Reavers have one class feature that acts like a power, death’s challenge, presented below: |
| #2rocketintoxicateJul 22, 2008 18:48:03 | Show Challenge of the Elements; Chaos Reaver Feature You challenge a nearby enemy to combat, draining it should it not fight. At-Will ✦ Arcane Minor Action; Close burst 5 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a -2 penalty to attack rolls for any attack that does not include you as a target. Also, the target takes 1d6 + Str Ice damage, Con Earth damage, or Wis Fire damage, depending on which element you chose, the first time it makes an attack that does not include you as a target before the start of your next turn. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can not use Challenge of the Elements on your next turn. You can use Challenge of the Elements once per turn. |
| #3rocketintoxicateJul 22, 2008 18:48:45 | Reserved for improvement of the Paragon paths Paragon Paths Master of the Flame “Feel the wrath of the fire burning within me!” Prerequisite: Chaos Reaver class You are the epitome of the master of fire. You wield fire with such grace that it is awe inspiring and equally as fear inducing. All should respect you for the power that you wield is truly deadly. Master of the Flame Path Features Magma Armor (11th level): When you spend an action point to take an extra action, you also gain a +4 bonus to AC and Fortitude defense until the start of your next turn. Spirit of the Flame (11th level): When you are adjacent to the target of your Challenge of the Elements, the target provikes an opportunity attack from you if it makes an attack that does not include you. Furthermore, your damage rolls against that creature deal an extra 1d6 fire damage. Sword of Flame (16th level): You gain a +4 bonus to your inscribed weapon if you have the Fire Runes feature. If you ever gain a new inscribed weapon, you lose this benefit, until you take a short rest, during which time you can reinscribe and attune yourself to the new weapon. [size="3"]Master of the Flame Spells[/size] Show Burning Blade Precision; Master of the Flame Attack 11 You focus the power of the flame and combine your expertise with your wisdom to deliver a harsh fiery strike Encounter ✦ Arcane, Fire, Implement Standard Action; Melee weapon Target: One creature. Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. Fire Specialization: The target takes ongoing 5 fire damage (save ends). Defense of the Flame; Master of the Flame Utility 12 In sudden response to an attack you create a shield of flame which repels the attack Daily ✦ Arcane, Fire, Implement Immediate Reaction; Personal Effect: Reduce the damage by an amount equal to your level. Fiery Vortex; Master of the Flame Attack 20 Inciting flames around your blade you whirl about sending out a wave of fire and destruction to all your foes Daily ✦ Arcane, Fire, Implement Standard Action; Melee weapon Primary target: One creature Attack: Wisdom vs. AC Hit: 3[W] + Wisdom modifier damage, and the target is knocked prone and immobilized until the end of your next turn. Effect: You can shift 5 squares, and then make a secondary attack. Secondary Target: One creature other than the primary target. Secondary Attack: Wisdom + 2 vs. AC Hit: 2[W] + Wisdom modifier damage, and the target is knocked prone and immobilized until the end of your next turn. Effect: You can shift 5 squares, and then make a tertiary attack. Tertiary target: One creature other than the primary and secondary targets. Tertiary Attack: Wisdom + 3 vs. AC Hit: 1[W] + Wisdom modifier damage, and the target is knocked prone and immobilized until the end of your next turn. |
| #4rocketintoxicateJul 22, 2008 18:49:18 | Reserved for Chaos Reaver Feats |
| #5pigknightJul 22, 2008 20:05:08 | So do I get credit for making the class that was copypasta/slight editted into this? I would be grateful. (v-o-) Not getting credit makes piggy sad. |
| #6rocketintoxicateJul 22, 2008 20:21:41 | So do I get credit for making the class that was copypasta/slight editted into this? I would be grateful. I figured by saying Based on the Death Knight made credit enough, everyone can see who made the original death knight. |
| #7pigknightJul 22, 2008 20:55:23 | What if someone makes another death knight? It's not like it's an uncommon class name. |
| #8rocketintoxicateJul 28, 2008 14:21:49 | Update July 28, 2008: Show * I changed Emabrace the cold from -2 to attack to just an exta Con dmg. * I changed the name of Cascade of Ice and made it a close burst 1 no range * Added ranged to the embrace the cold attack * Changed the Utility Roar of the Elements to Diehard * Changed the Daily level 5 Power Frozen Vortex to burst 1 and added difficult terrain effect to the Ice Specialization. * Added a new level 10 Utility Iron Resilience * Added fluff for justification for making narrow roles, and why I have specialization. If you don't want to feel constrained, don't play a chaos reaver? |
| #9klode_meAug 02, 2008 18:27:28 | Rune Specialization As of now I haven't read the whole class yet, but an elemental controller seems promising in my eyes, combined with a twist of chaos... The main reason I'm replying now, and not later, when I've read and evaluated more of the class is because this is an eyesore to me. It's alright to keep the concept from the Death knight(which I IMHO like alot, finally an evil twisted guy class, worth looking at:evillaugh), but unless this class actually learn it's at-wills(which I hardly doubt), please edit it, so it looks better/more proof and makes sense...:P BTW. shouldn't Challenge of the Elements be less like The Death knights challenge, and more like, elemental damage equal to one of your three primary stats, such as this: Earth(Poison damage, con. based), Ice(cold damage, str. based), and fire(fire damage, wis. based)...? |
| #10rocketintoxicateAug 05, 2008 10:54:48 | As of now I haven't read the whole class yet, but an elemental controller seems promising in my eyes, combined with a twist of chaos... The main reason I'm replying now, and not later, when I've read and evaluated more of the class is because this is an eyesore to me. It's alright to keep the concept from the Death knight(which I IMHO like alot, finally an evil twisted guy class, worth looking at:evillaugh), but unless this class actually learn it's at-wills(which I hardly doubt), please edit it, so it looks better/more proof and makes sense...:P I agree, I'll make the changes. The reason i still had bolstering blood and touch of death is because i hadn't thought of a name for the at-wills yet. |
| #11babyjFeb 08, 2010 12:00:06 | To pigknight and rockinthetoxicate, thank you for all the work. I plan to implement both the Death Knight and Chaos Reaver into the list of available classes (with tweaks). -Regards |