Elementalist (Peach)

Post/Author/DateTimePost
#1

chambir101

Mar 24, 2009 2:41:06
"The power of chaos and destruction flows through me, and now i intend to use that power... goodbye."

Elementalist

Roll: Striker. Controller as a secondary roll
Power Source: Elemental
Key Abilities: Constitution, Charisma, Intelligence

Armor Proficiencies: Cloth, Hide
Weapon Proficiencies: Simple Melee, Simple Ranged
Implements: Orbs
Bonus to Defense: +1 Fort, +1 Will

Hit Points at 1st level: 12 + Constitution Score
Hit Points per level Gained: 5
Healing Surges per Day: 6 + Constitution Modifier

Class skills: Knowledge (Elemental). From the skills list below, choose 3 more trained skills at 1st level.
Arcana (Int), Bluff (Cha), Diplomacy (Cha), Endurance (Con), History (Int), Intimidate (Cha)



Class Features

Implements – Elementalists use orbs as implements. These orbs are used as focal points for energy pulled from the elemental chaos. When you wield a magic orb, you can add its enhancement bonus to the attack rolls and damage rolls of elementalist powers and elementalist paragon path powers that have the implement keyword. Without an implement, you can still use these powers.

Choose one

Elemental Supremacy – You ignore a targets resistance, equal to your Charisma modifier, to your attacks that deal damage of a type that target is resistant to.

Elemental Rage – Whenever you score a critical hit with a power, all creatures adjacent to your elemental take (Special) damage equal to your Intelligence modifier.

All elementalists have the following abilities, Elemental Onslaught and Summon Elemental.

Elemental Onslaught
As a minor action you may chose a creature nearest to you or one of your elementals as the target of your elemental onslaught. You may have multiple targets of your Elemental Onslaught but you must use minor actions to target them individually. Once per turn, when one of your attacks would hit that target, roll 1d6.
1 – deal the target an extra 1d6 Acid Damage
2 – deal the target an extra 1d6 Fire Damage
3 – deal the target an extra 1d6 Lightning Damage
4 – deal the target an extra 1d6 Frost Damage
5 – deal the target an extra 1d6 Thunder Damage
6 – your choice of options 1-5.
Special – Increase the extra damage to 2d6 at 11th level and to 3d6 at 21st level.




Summon Elemental
At-Will * Conjuration, Elemental
Minor Action Close Burst 20
Effect – You conjure a creature born of the elemental chaos in an unoccupied square in the bursts. The elemental lasts until you fall unconscious or until you dismiss it as a minor action. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the elemental a number of squares equal to your speed. Powers with the Elemental Summoning key word can only be used when you have an elemental.
The elemental can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the elemental equal to 10 + one half your level or higher, the elemental disappears, and you take damage equal to 5 + one half your level. Otherwise, the elemental is unaffected by the attack. You elemental can look as you choose but it is always medium size, occupies one square, and has features that give away its elemental nature.


The power types and damage dealt by the powers with the Elemental Summon key word are determined by the type of elemental you have. You and your elemental both have Resistance 5 to the type of damage that your elemental will deal, increased to Resistance 10 at 11th level, and to Resistance 15 at 21st level. Roll 1d6 to determine the type of elemental you summon.
1 – A creature born of the earth that attacks with scalding fumes and minerals (Acid damage)
2 – A creature born of fire that attacks with blazing flames (Fire Damage)
3 – A creature born of wind that attacks with deadly lighting (Lighting Damage)
4 – A creature born of ice that attacks with biting frost (Frost Damage)
5 – A creature born of storms that attacks with roaring thunder (Thunder Damage)
6+ – your choice of options 1-5 and then roll again.


In the power entry, (Special) refers to the variable damage and type the power will have.


Level 1 At-Will Powers


Destructive Blast
unleash a bolt of destructive energy torn from the elemental chaos to crush your foes and make them vulnerable to your continued elemental assault.
At-Will * Elemental, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs Reflex
Hit – 1d10 + Constitution modifier damage.
Level 21: 2d10 + Constitution modifier damage.
Elemental Supremacy - If you dealt damage to the target with your Elemental Onslaught ability then that creature gains vulnerability to the type of the extra damage equal to your Charisma modifier until the beginning of your next turn.


Elemental Frenzy
With a pointed finger you command your elemental to lash out in a frenzy to damage all nearby opponents.
At-Will * Elemental, Implement, Elemental Summoning, (Special)
Standard Action Elemental Burst 1
Target: Each creature in burst
Attack: Constitution vs Reflex
Hit – 1d8 + Constitution modifier (Special) damage.
Level 21: 2d8 + Constitution modifier (special) damage.
Elemental Rage – Until the beginning of your next turn, any creature that ends its turn adjacent to your elemental will take (Special) damage equal to your intelligence modifier.


Destructive Charge
You command your elemental to move to an opponent and attack it with a devastating strike.
At-Will * Elemental, Implement, Elemental Summoning, (Special)
Standard Action Elemental Melee 1
Target: One Creature
Attack: Constitution vs Reflex
Hit – 1d10 + Constitution modifier (Special) damage.
Level 21: 2d10 + Constitution modifier (Special) damage.
Effect – Before the attack you may shift your elemental 1 square.


Chosen for Destruction
Your targets mind is bombarded with chaotic energy as your elemental is drawn towards the opponent you have marked for destruction.
At – Will * Elemental, Implement, Psychic
Standard Action Ranged 10
Target: One Creature
Attack: Constitution vs Will
Hit – 1d8 + Constitution modifier Psychic damage and you can teleport your elemental to a space adjacent to the target.
Level 21: 2d8 + Constitution modifier Psychic damage.




Level 1 Encounter Powers



Elemental Breath
Your elemental breaths pure chaos upon its foes
Encounter * Elemental, Implement, Elemental Summoning, (Special)
Standard Action Elemental Burst 3
Target: Each Creature in burst
Attack: Constitution vs Fortitude
Hit – 2d8 + Constitution modifier (Special) damage and roll a d6. This attack deals additional damage equal to your intelligence modifier of a type determined by your summon elemental tables.


Entropic Lure
Your enemies mind is lured by chaos causing it to stumble towards your elemental
Encounter * Elemental, Implement, Psychic
Standard Action Range 10
Target: One Creature
Attack: Constitution vs Will
Hit – 2d10 + Constitution modifier psychic damage and the target is pulled a number of squares toward your elemental equal to your charisma modifier.


Destructive Strike
Your elemental strikes at a foe with the power of chaos, causing its wound to fester with elemental energy.
Encounter * Elemental, Implement, Elemental Summoning, (Special)
Standard Action Elemental Melee 1
Target: One Creature
Attack: Constitution vs Reflex
Hit – 3d8 + Constitution modifier (Special) damage and the target takes 5 ongoing (Special) damage (Save ends).


Tempest Glare
You stare at an opponent and within you they see the chaos of the elements causing them great pain.
Encounter * Elemental, Implement, Psychic
Standard Action Range 10
Target: One Creature
Attack: Constitution vs Will
Hit – 2d10 + Constitution modifier psychic damage and the target is immobilized (Save ends)



Level 1 Daily Powers


Elemental Bomb
You and your elemental begin to laugh in unison as your elemental swells with chaotic power until it explodes in a flash of raw energy.
Daily * Elemental, Implement, Elemental Summoning, (Special)
Standard Action Elemental Burst 2
Target: Each Creature in burst
Attack: Constitution vs Fortitude
Hit – 3d8 + Constitution modifier (special) damage and your elemental is destroyed. Your elemental being destroyed this way does not deal you damage.
Special – This attack deals an extra 1d8 (special) damage for each type your elemental is beyond the first.
Miss – Half Damage



Mind Melt
You flush your foes mind with intense chaotic power, causing him to stagger about as you attempt to fry his brain from within.
Daily * Elemental, Implement, Psychic
Standard Action Range 10
Target: One Creature
Attack: Constitution vs Will
Hit – 3d10 + Constitution modifier psychic damage and slide the target 1 square.
Sustain minor – Whenever you sustain this power you may slide your target 1 square and it takes damage equal to your intelligence modifier. At the end of the targets turn it may make a saving throw, if it does you cannot sustain this power.


Level 2 Utility Powers


Element Surge
You channel your power to conjure an elemental with more than one aspect
Daily * Elemental, Elemental Summoning
Immediate Reaction
Trigger: You use your Summon Elemental Power
Effect – Add a bonus equal to your Charisma modifier to the first roll you make to determine what type of elemental you summon.


Shield Elements
You are adept at shielding yourself from the elements
Encounter * Elemental
Immediate Reaction
Trigger: You are attack with an attack that has the Fire, Acid, Frost, Thunder or Lightning keywords
Effect: You get a +2 bonus to all defenses against that attack.


well here is a start, any ideas would be appreciated. Enjoy.