Elementalist P.E.A.C.H

Post/Author/DateTimePost
#1

Swordior

May 24, 2010 19:40:37

Elementalist
“Every action you take only adds to the disorder of the universe.”


Class Traits
Role: Controller. You summon massive bursts and blast that tear apart your enemies. Your powers also confuse the mind and impair the senses.
Power Source: Elemental. Extreme exposure to the Elemental Chaos has made you an outlet to its powers.
Key Abilities: Dexterity, Charisma, Constitution


Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged
Implements: Orbs, Ki Focuses
Bonus to Defense: +1 Fortitude, +1 Will


Hit Point at 1st Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing surges per Day: 7+ Constitution modifier


Trained Skills: Endurance. From the class skills list below, choose 4 more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis)


Build Options:
Class Features: Chaotic Fury, Harbor of Elements, Elemental Grasp

Fluff

Chaos is an innate part of life. Nothing alive is able to function without some amount of disorder being released in the process. For most this small amount of chaos barely affects their lives, but an Elementalist feels these disjunctions flowing through them and around them. They don’t see things the same ways that others do. What most people call fire, an Elementalist sees heat. Where a person may seem crashing waves, an Elementalist sees pressure. Elementalists gain their powers not by the elements themselves, but rather from their beginning and end, the Elemental Chaos.
 As an Elementalist you see the underlying powers of the universe and have the ability to harness them. The question remains on how you obtained your powers. Perhaps you had high exposure to the Elemental Chaos as a child. Maybe you’re a scholar who pursues these powers through your studies. Or maybe you are blessed by a Genie. However you came to your powers, you now are a doorway to its chaotic and raw power.
#2

Swordior

May 24, 2010 19:42:33
Powers (Under-construction)
Level 1 At-Will Powers

Chaos Break       Elementalist Attack 1
Wild power surges from beneath your foe, slowing his movements and sundering escape routes.
At-Will* Elemental, Force, Implement
Standard Action  Area 1 square within 10
Target: One creature in square
Attack: Dexterity vs. Reflex
Hit: 1d8 + Dexterity modifier force damage, and the target is slowed until the end of your next turn.
Effect: The power’s area is full of fizzling power and becomes difficult terrain until the end of your next turn.
Level 21: 2d8 + Dexterity modifier force damage.

Heat Wave       Elementalist Attack 1
You launch a searing blast of heat at your foe, burning it badly.
At-Will* Elemental, Fire, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Dexterity vs. Fortitude
Hit: 1d8 + Dexterity fire damage, and if the target makes any attack before the end of your next turn, it takes damage equal to your Constitution modifier. It can only take this damage once.
Level 21: 2d8 + Dexterity modifier fire damage
Special: You can use this attack as a ranged basic attack.


Ice Crystals       Elementalist Attack 1
The temperature suddenly drops around your foe, freezing him and surrounding him with sharp ice crystals.
 At-Will*Elemental, Implement, Varies
Standard Action Range 10
Target: One Creature
Attack: Dexterity vs. Reflex
Hit: 1d8 + Dexterity modifier cold damage, and any enemy that ends its turn adjacent to the target takes cold damage equal to your Charisma modifier.
Special: This attack can be used as a ranged basic attack.


Loose Energy       Elementalist Attack 1
You flow power through you, pushing your foes away with an uncontrolled blast.
At-Will* Elemental, Implement, Varies
Standard Action Close Blast 3
Target: Each Creature in blast.
Attack: Dexterity vs. Reflex
Hit: 1d6 + Dexterity modifier damage, and you push the target a number of squares equal to your charisma modifier. Roll d6 to determine the damage type.
1. Acid
2. Fire
3. Force
4. Cold
5. Lightning
6. Thunder
Level 21: 2d6 + Dexterity modifier damage


Plasma Shock       Elementalist Attack 1
You launch an unshaped electric energy that breaks into tiny bolts. The shock slows your enemies’ senses making them unable to react quickly.
At-Will* Elemental, Implement, Lightning
Standard Action  Area burst 1 within 10
Target: Each creature in burst
Attack: Dexterity vs. Reflex
Hit: 1d6 lightning damage, and the target cannot take opportunity actions until the end of your next turn.
Level 21: 2d6 lightning damage


Rising Pressure      Elementalist Attack 1
You cause the pressure around your foes to increase, crushing the very air from their lungs.
At-Will* Elemental, Force, Implement
Standard Action  Area burst 1 within 10
Target: Each creature in burst
Attack: Dexterity vs. Fortitude
Hit: 1d6 + Dexterity modifier force damage, and the target takes a -2 penalty to its fortitude defense.
Level 21: 2d6 + Dexterity modifier force damage.

#3

Swordior

May 24, 2010 19:46:03
Reserved for Paragon Paths, feats, epic destiny, and such.

Ok, post away. I'm not used to creating controllers so I'm hoping for a lot of constructive feedback. I wasn't sure on what kind of implements this class should use so that's why it's kind of ambiguous. My features probably also need their fair bit of help. Any ideas will help, and I will be constantly working on this class (as I think I may play it).

Thanks ahead of time!
#4

rampant

May 25, 2010 0:28:36

I'm seeing plenty of love for the Con build and the shaper, not as much for the fluxer and none for charisma, plus I think you've got spont shot up there twice.

You should either have the Basic Ranged Attack be secondary ability score neutral or you need  another one with a charisma rider. 

Other than that it seems mostly okay. 

#5

Swordior

May 25, 2010 10:07:38
Thanks for the reply, I'll fix it as soon as I can. And the Daily powers are now added.
#6

rampant

May 25, 2010 13:13:50
MEntal breach is kinda puny, even for a dazing effect.
#7

Swordior

May 25, 2010 14:09:51

Thanks again Rampant. I edited Mental Breach, it now deals 1d6 + dexterity modifier damage and the target is dazed (save ends) on a hit, with a miss just being dazed until the end of your next turn.

I also added Boreal Orb as an At-Will power for Fluxer builds. It's ranged basic attack. 1d8 + Dex + Cha fire, cold, and lightning damage. And your roll to see what defense the power targets.

Hope its better now.

#8

Namagem

May 25, 2010 16:13:53
Boreal Orb is REALLY nice. You do know that it's multiple damage types means that only a monster that has resist ALL THREE will resist any of it, right? For a first level power, that is INTENSE. Also, double-modifier damage is nuts too. Also, potentially hitting any defense makes it so much better.
#9

Swordior

May 25, 2010 16:24:30

I sort of figured it would be too powerful, though you should have seen the original :O. I'll fix it. Thanks Namagem.

#10

Namagem

May 25, 2010 17:04:32
The problem with that is it makes it extremely similar to Loose Energy, plus one die size, minus push.
#11

Swordior

May 26, 2010 10:11:12
I was thinking that same thing. I'll probably change it again as it really isn't much of a controller power anyways.
#12

Swordior

May 26, 2010 17:55:55
I switched Boreal Orb for Ice Crystals and rearranged all the powers so that they are in alphabetical order. Level 2 Utility powers have also been added.
#13

Swordior

May 28, 2010 20:42:45

Just added Level 5 Dailies to the list as well as the Level 3 Encounter powers.