Elemental Striker (Dark Sun Cleric)

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#1

glak2

Jun 24, 2008 2:49:56
Although this is for my Dark Sun conversion this thread is more about balance than flavor so I'm putting it here where experienced house rules people can give me feedback.

In Dark Sun clerics have a pact with one of the four elements. Dark Sun clerics only have the slightest of healing ability, so the leader role is not suitable. Thus I have made this class more of a Striker class with some minor healing powers.

Making four classes would be too hard (since I also have to make a Druid, a Psychic Warrior, and a Psion) and so I have taken a Warlockish approach. Each At-Will is suitable for three of the elements, each Encounter and Daily works for two. Unlike with the Warlock, you have to pick within your pact. Earth and Water are associated with Con, Air and Fire with Dex. Though actually I might switch the scores around for water and fire, so that the racial preferences line up with the fluff. Well without further ado, here is the class:

CLASS TRAITS

Role: Striker. Most of your attacks focus on dealing significant foes at a short range. Many of your powers provide you with mobility. Some of your powers pull you towards the leader and controller roles.
Power Source: Elemental. You bargain for your powers with powerful elemental lords. Your initiation into being a cleric sealed your allegiance to them.
Key Abilities: Wisdom, Constitution, Dexterity

Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: Simple melee, simple ranged
Bonus to Defense: +2 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Religion. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Religion (int)

Class Features: Channel Divinity, Ritual Casting, Elemental Pact, Implement

CLERIC CLASS FEATURES

Channel Divinity: Turn undead, Divine Fortune

Ritual Casting: Gentle repose and one other

Elemental Pact: Choose an element. You may only use powers that match your pact.

Combination Casting:
If you are adjacent to an allied cleric with a different Elemental Pact as a minor action you can share your pact with him. Until the end of his next turn when he uses a Prayer he may use both his and your Pact to determine the effects of his Prayers. (I'm going to write this up as a power probably, maybe make it only once per encounter too)

Implement: Holy symbol

CLERIC OVERVIEW
Characteristics: Unlike the clerics of other worlds, Athasian clerics are poor healers. Your powers lie more in combat. Depending on your element you will find that your role varies quite a bit.
Religion: Clerics worship their elements and draw power from their elemental lords. These lords are epic level monsters, not gods, and do not demand worship. Clerics generally get along with clerics of other elements, though fire clerics are often held in suspicion.
Races: Halflings and Dwarves make the best clerics. Thri-Kreen and Humans also make excellent clerics.

AT-WILL PRAYERS

Reverent Strike Cleric(air/earth/fire) Attack 1
Your weapon becomes infused with the power of your element
At-Will * Elemental, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
[b]Attack: Wis vs AC
Hit: [W] damage
Earth Pact: If you are using a stone, obsidian, or metal weapon, gain a bonus to the damage roll equal to your Con modifier
Fire Pact: If you are using an obsidian or flaming weapon, gain a bonus to the damage roll equal to your Dex modifier
Air Pact: If you are using a spear or a ranged weapon, gain a bonus to the damage roll equal to your Dex modifier

Curse of the Cleric Cleric(air/earth/water) Attack 1
The ground fights his step, the wind turns his arrow, sweat does not cool him
At-Will * Elemental, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wis vs Will
Hit: 1d6 + Wis damage
Earth Pact: Until the end of your next turn the target treats all terrain as difficult
Water Pact: Until the end of your next turn, if the target would be healed, reduce the number of hit points gained by your Con.
Air Pact: Until the end of your next turn the target gets a penalty equal to your Dex bonus to his ranged attacks.

Energy Bolt Cleric(air/fire/water) Attack 1
A bolt of energy shoots from your hand, damaging your enemy and invigorating your ally
At-Will * Elemental, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wis vs Ref
Hit: 1d6 + Wis damage and one ally that you can see chooses either to gain temporary hit points equal to your modifier (Con for water, Dex for air or fire) + one-half of your level, or make a saving throw.
Water Pact: the damage is cold damage
Air Pact: the damage is lightning damage
Fire Pact: the damage is fire damage


Elemental Orb Cleric(earth/fire/water) Attack 1
You hurl a sphere of earth, magma, or water at your opponent
At-Will * Elemental, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wis vs Fort
Hit: 1d8 + Wis damage
Water Pact: the target is knocked prone
Fire Pact: the damage is fire damage, and the target takes fire damage equal to your Con at the start of its next turn
Earth Pact: the target takes a penalty to AC equal to your Con modifier until the end of your next turn

LEVEL 1 ENCOUNTER PRAYERS

Solar Ray Cleric Attack(air/fire) 1
The heat of the sun roasts your foe
Encounter * Elemental, Implement
Standard Action Ranged 10
Target: One creature
Attack: Dex vs Ref
Hit: 2d6 + Wis fire damage
Fire: the target is blinded until the end of your next turn
Air: the target is dazed (save ends)

Flowing Dance Cleric Attack(air/water) 1
You are the stream across the scrub, the wind across the desert
Encounter * Elemental, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Wis vs AC
Hit: 2[W] damage
Effect: Shift 1 square before the attack and 1 square after
Water Pact: If you are using a wooden or bone weapon, gain a bonus to the damage roll equal to your Con modifier.
Air Pact: If you are using a spear or a ranged weapon, gain a bonus to the damage roll equal to your Dex modifier.

Shard Spear Cleric Attack(earth/fire) 1
A jagged shard of Obsidian stabs deeply into your foe and smolders in his heart
Encounter * Elemental, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wis vs AC
Hit: 2d8 + Wis damage
Earth Pact: If you have combat advantage against the target, deal an additional 1d8 + Con damage
Fire Pact: If the target is currently taking ongoing fire damage, the target takes that much fire damage (no save).

Mud Fist Cleric Attack(earth/water) 1
You punch your foe with a fist a summoned mud, then use it to patch the wounds of yourself or your ally
Encounter * Elemental, Implement
Standard Action Close burst
Target: One enemy and yourself or one ally in range
Attack: Con vs AC
Hit: 2d6 damage to the enemy. The ally can spend a healing surge.
Earth Pact: Gain a bonus to the damage roll equal to your Con modifier.
Water Pact: Grant a bonus to the healing surge equal to your Con modifier.

LEVEL 1 DAILY PRAYERS

Smoke Cleric Attack(air/fire) 1
You create a cloud of choking smoke
Daily * Elemental, Implement, Zone
Standard Action Area burst 1 within 5 squares
Target: Each creature in the burst
Attack: Wis vs Fort
Hit: 1d6 + Wis damage
Effect: The burst creates a zone of smoke that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d6 + Wis damage.
Fire Pact: Creatures take additional initial and zone fire damage equal to 1d6 + Dex.
Air Pact: As a move action you can move the zone a number of squares equal to your Dex.


Boil Cleric Attack(fire/water) 1
You cause the water in your target to boil away, weakening his defenses
Daily * Elemental, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wis vs Will
Hit: 3d8 + Wis damage
Fire Pact: The target takes a penalty to his Ref equal to your Dex until the end of the encounter
Water Pact: The target takes a penalty to his Fort equal to your Con until the end of the encounter


Dust Dervish Cleric Attack(air/earth) 1
As you move, the dust swirls around you, protection you from attacks
Daily * Elemental, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Move up to your speed. At any point during your move, you can make a Wis vs. AC attack with a melee weapon.
Hit: [W] + Str damage
Air Pact: If you are using a spear, gain a bonus to your defenses equal to your Dex until the end of your next turn.
Earth Pact: If you are using a stone, obsidian, or metal weapon, gain a bonus to your defenses equal to your Con until the end of your next turn

Eroding Onslaught
Cleric Attack(earth/water) 1
You scour your foe with water and sand
Encounter * Elemental, Implement
Standard Action Ranged 5
Target: One creature
Attack: Con vs. AC
Hit: 3d8 + Con damage
Earth Pact: The target is pushed 1 square and the square that he was on becomes difficult terrain
Water Pact: The target is knocked prone

LEVEL 2 UTILITY

Scent of Blood Cleric Utility(air) 2
Subtle currents concentrate and guide scents to you
Daily * Elemental
Minor Action Personal
Effect: Until the end of the encounter you know the location of all creatures within 20 squares of you, including those that have total concealment or are invisible. You know roughly what type is creature is and whether it is bloodied.

Swim Through Stone Cleric Utility(earth) 2
You dive into the ground like it is water, and surface amidst your foes
Encounter * Elemental, Teleportation
Move Action Personal
Effect: You can teleport 3 squares and all adjacent enemies grant combat advantage to you until the end of your current turn

Flickering Flame Cleric Utility(fire) 2
You flicker erratically around the battlefield, enemies don't know what to expect
Encounter * Elemental, Teleportation
Immediate Interrupt Personal
Trigger: You are missed by an enemy
Effect: Teleport 1 square and that enemy grants you combat advantage until the end of your next turn.

Obscuring Mist Cleric Utility(water) 2
The mist swirls around your ally, partially concealing him
Daily * Elemental
Standard Action Ranged 5
Target: You or one ally
Effect: The target becomes lightly obscured (PHB 281) until the end of the encounter
#2

generalhenry

Jun 24, 2008 3:27:48
powers should never use non key abilities to hit.

AKA Reverent Strike should use Wis
#3

mplindustries

Jun 24, 2008 3:45:43
Weakness, prone, and ongoing damage are all well beyond the scope of at-will powers.

Consider a bonus to allied defense or a penalty to enemy attack instead of weakness. Try a short push instead of prone. The 5 ongoing damage should probably be changed to "If X, then deal extra damage equal to your Y modifier," like Holy Strike. What X and Y are, though, I have no idea. Just a cursory look to be honest.
#4

glak2

Jun 25, 2008 13:44:32
thanks, I've incorporated feedback from both of you in my changes. I've also included the Utility 2 powers. Each is aligned with a single element, so unfortunately no real choice. Oh and I'm adding a class feature to allow clerics of different elements to combine their powers.

Reverent Strike now is a Wis attack
Curse of the Cleric (water) now reduces healing by the target
Elemental Orb (fire) now just does a little extra damage one time on the next round, not ongoing
Dust Dervish is now a Wis attack (still uses Str for damage)