Wyld_Mutation's Battle Sorceror, Fully Complete

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The long awaited PDF courtesy of ff6shadow. Make sure to thank him. Fury Sorceror

Who remembers this variant? If "Sorceror" is coming back as a Controller and Swordmage is a defender I felt that I wanted my Melee Arcane Striker. So here's the first bit of my attempt.

My idea is that sorceror's are "gates" through which arcane magic flows. The gate of a Battle Sorceror is either elemental or transmutational. Note that Sorcerory is a rare gift. With it comes the guarantee of immortality... If you are willing to give up a portion of your humanity.

The Flavor- Other Sorcerors accept the training of Wizards, You have never felt as thouugh you should hide. Instead you have trained yourself to stand toe-to-toe with your enemy. Wielding the unpredictable enrgies of your heritage you blast your opponent with elemental energies, or perhaps subtly alter the nature of their existence. By examining yourself and pushing your body to withstand your power you have mastered magics others would not dare. You have learned to use your power at a moment's notice, replacing mundane blades with more unpredictable tools. The cost of this training is range, but that doesn't bother you.

Battle Sorcerors have an undeniable sense of self; As they come to know themselves further they learn to wield greater powers, or even consume their physical being for a time with the energies they wield. Their enemies never know what to expect, what will they do? Will they strike with fire or alter the very fabric of reality?
Feature Flavor
The "side-effects" which other sorcerors produce are represented by the innate features of your training. Learning how to harness raw magic has created unique side-effects noy produced by normal Sorcerors.

Arcane Armor: This feature represents the ever-present aura of arcane power surrounding you. It is restricted to unarmed fighting because, while it surrounds you completely, it is concentrated at the hands and forearms. Most Arcane Armor has a sensory representation. Anything from a subtle hum to wreathing the Battle Sorceror in arcing electricity.

Arcane Mark: This is the lingering effects of your power. Producing a target for your magic to home-in on.

Fury Sorceror
"My blade is not of iron, nor of steel. It is forged of magic in its rawest form."

Role- Striker. Your soul is laced with magical energy forming it into an arcane gate, and you wield that power to strike down your foes.

Source- Arcane. You wield the fundamental energies of arcane magic not through pact or training but sheer force of will.

Key Abilities- Charisma, Dexterity, Constitution

Armor Proficiencies- Cloth

Weapon Proficiencies- None

Defense Bonus- +1 Fortitude, +1 Will

Hit Points at 1st Level- 12+Constitution
Hit Points for each Level gained- 5
Healing Surges- 6+Constitution Modifier

Skills- Trained in Arcana(Int) and three others from the following list:
Bluff(Cha), Diplomacy(Cha), Intimidate(Cha), Endurance(Con), Insight(Wis), Athletics (Str), Streetwise (Cha), Dungeoneering (Wis)
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Class Features-
Soul's Gate:Choose One- Evoker or Transmuter
Evoker- Whenever you hit a creature you have Arcane Marked deal damage equal to your Dexterity Modifier to that creature.

Transmuter- If you have Arcane Marked a creature your spells ignore an amount of each of that creature's resistances equal to your Constitution Modifier.

Arcane Mark- Once per turn as a free action you may place an Arcane Mark on a target of any attack you can apply your Arcane Gate class feature to.
Marked creature has a -1 penalty defenses against your powers. (This is not the "marked condition)
-2 penalty at 21st Level

Arcane Gate- You have an enhancement bonus equal to one fifth your level (rounded down)+1 on attack and damage rolls for your Fury Sorceror powers. When you score a critical hit you add 1d6 for each point of bonus. (This bonus also applies to powers gained through Battle Sorceror paragon paths.)

Arcane Armor- When both your hands are free you gain a +1 shield bonus to AC and Reflex Defense. (Your hands must not be holding weapons or a shield, however you may use your hands as unarmed weapons while retaining the bonus.)
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At-Will Attack Powers Lvl 1
Elemental Strike * Fury Sorceror Atack 1
"A weapon of solid energy forms in your hand."
At-Will * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. AC
Hit:1d10+Charisma Modifier [element] Damage
Increase to 2d10+Charisma Modifier at 21st level
Miss: Charisma modifier damage to the target.

Blade of Air * Fury Sorceror Atack 1
"Whirling eddies surround your hand as you turn the very air into your weapon, when you strike your blow ignores steel and sinks into the flesh beneath."
At-Will * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. Reflex
Hit:1d8+Charisma Modifier Damage
Increase damage to 2d8+Charisma Modifier at 21st level

Elemental Grasp * Fury Sorceror Atack 1
"With a touch your opponent is wracked by the elements."
At-Will * Arcane, Elemental
Standard Action * Melee Touch
Target: One Creature
Attack: Charisma Vs. Reflex
Hit:1d6+Charisma Modifier [element] damage and takes a -2 penalty on their next attack against you.
Increase to 2d6+Charisma Modifier at 21st level.
Miss:Charisma Modifier damage to the target.

Transmuting Touch *Fury Sorceror Atack 1
"With a touch you subtly alter the fabric of reality around you opponent."
At-Will * Arcane, Transmutation
Standard Action * Melee Touch
Target: One Creature
Attack: Charisma Vs. Will
Hit:1d6+Constitution Modifier damage and the target is slowed until the end of your next turn.
Increase to 2d6+constitution Modifier at 21st level.

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Heroic Tier Feats

Improved Channeling
Prerequisite:Fury Sorceror, Evoker or Transmuter
Benefit:
Transmuter: Your Transmutation spells gain the Force Keyword and deal Force Damage
Evoker: When you choose a damage type for your elemental spells they gain the associated Keyword.

Critical Surge
Prerequisite: Fury Sorceror
Benefit: You deal an extra 1d6 damage when you score a Critical Hit.

Initiate of the Gate [Multiclass Fury Sorceror]
Prerequisite: Charisma 13
Benefit: You gain training in the Arcana Skill.
You gain The arcane Mark class feature usable once per encounter, its effects last until the end of your following turn.
You gain a +1 enhancement bonus to attack and damage rolls with your Battle Sorceror Powers as well as powers from related Paragon Paths. This Increases to +2 at 11th level, and again to +3 at 21st level.
Special: You choose Evoker or Transmuter, you qualify for paragon paths that have that class feature as a prerequisite.

Paragon Tier Feats

Improved Arcane Armor
Prerequisite: Fury Sorceror
Benefit: Increase the bonus of Arcane Armor by 2.

Prodigy [Fury Sorceror Multiclass]
Prerequisite: Fury Sorceror, Initiate of the Gate
Benefit: You gain the full class feature you chose when you multiclassed.

Wrath
Prerequisite: Fury Sorceror
Benefit: Choose one at-will arcane power you know, you treat that power as a melee basic attack.

Epic Tier Feats

Scourging Blast
Prerequisite: Fury Sorceror, Critical Surge
Benefit: You score a critical hit on attack rolls of 19-20 with your Battle Sorceror powers, as well as related Paragon Path powers.

Inconcievable Critical
Prerequisite: Fury Sorceror, Charisma 22, Scourging Blast
Benefit: On a critical hit increase the size of the spell's damage dice by one step, this includes bonus dice for the critical hit.

Know Thyself
Prerequisite: Fury Sorceror
Benefit: Once per encounter, you can spend an action point to regain the use of a daily Fury Sorceror power you’ve already used today, instead of taking an extra action. (You may regain a power gained through a Fury Sorceror paragon path as though it were a Fury Sorceror power.)

Arcane Sight
Prerequisite: Fury Sorceror, Charisma 24
Benefit: Creatures you have Arcane Marked so not gain the benefits of invisibility or stealth against you.

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Elemental and Transmutation are new keywords:
Transmutation Powers: Alter the fundamental fabric of reality. This allows them to do things which seem "not quite right" such as suffocation and restraining.
Elemental Powers: When used you decide their Element when you use them and all damage dealt by the power is of that element, you may not choose untyped damage.(Note: You choose a damage type but it does not gain the associated keyword of that type)
I am Blue/Green
I am Blue/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
nn

Spells


Level 1 Encounter Powers
Flaw * Fury Sorceror Attack 1
"As you warp the fabric of time around your opponent they find themselves at a marked disadvantage."
Encounter * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. Fortitude
Hit:2d6+Charisma Modifier Damage and the Target suffers a -2 penalty to AC until the end of your next turn.
Transmuter: Target's penalty to AC is 1+ your Constitution Modifier instead.

Ravaging Touch * Fury Sorceror Attack 1
"Your touch scours your foe with elemental fury."
Encounter * Arcane, Elemental
Standard Action * Melee Touch
Target: One Creature
Attack: Charisma Vs. Reflex
Hit:2d8+Charisma Modifier damage.
Evoker: Add your decterity modifier to the attack roll.

Elemental Burst * Fury Sorceror Attack 1
"Surrounded you let loose a surge of primal energy."
Encounter * Arcane, Elemental
Standard Action * Close Burst 1
Target: Each Creature within Burst.
Attack: Charisma Vs. Reflex
Hit:1d8+Charisma Modifier damage.
Evoker: You choose damage type for each target seperately.

Clockstopper * Fury Sorceror Attack 1
"As your adrenaline surges time itself stands still."
Encounter * Arcane, Transmutation
Immediate Reaction * Melee
Trigger: An enemy makes a melee attack against you.
Effect: You shift one square before or after you make an At-Will attack against the attacker.
Transmuter: Shift 1+Costitution Modifier instead.

Lvl 1 Daily Attack powers

Gate of Caynth * Fury Sorceror Attack 1
"You step into your opponent only to step out of another."
Daily * Arcane, Transmutation, Teleportation
Standard Action * Melee Touch
PrimaryTaget: An enemy
Secondary target: An enemy within two squares of the primary target.
Primary Attack: Charisma vs Fortitude
Hit: Deal 2d8+Charisma Modifier damage and teleport to a square adjacent to the secondary target.
Secondary Attack:Charisma vs Fortitude
Hit: 1d8+Charisma Modifier damage.
(Note: Despite the flavor you may choose the same creature for both attacks.)

Reactive Blast * Fury Sorceror Attack 1
"As your enemy strikes you enrgy coalesces around their blade and sends them flying back."
Daily * Arcane, Elemental
Immediate Reaction * Melee
Trigger: An enemy makes a melee attack against you.
Target: The triggering enemy.
Attack: Charisma vs Reflex
Hit: 2d8+Charisma Modifier damage and secondary attack.
Secondary attack: Charisma vs Reflex
Hit: Target takes 1d8 damage and is knocked prone.
Special: If both attacks hit until end of encounter when the target attacks you they take damage equal to your Dexterity Modifier.
Evoker:Add your Dexterity Modifier to both attack rolls.

Scramble * Fury Sorceror Attack 1
"You snap your fingers and your oponent finds themselves wracked by pain."
Daily * Arcane, Transmutation
Standard Action * Melee Blast 1
Taget: An enemy
Attack: Charisma vs Fortitude
Hit: Deal 2d8+Charisma Modifier damage and slowed (save ends).
Transmuter: Target takes penalty equal to your Constitution Modifier to all defenses (AC included) until the end of your next turn.

Talbrecht's Folly * Fury Sorceror Attack 1
"As you step forward your hands release a blast into your enemy's gut."
Daily * Arcane, Elemental
Standard Action * Melee Touch
Taget: An enemy
Attack: Charisma vs Reflex
Hit: 3d8+Charisma Modifier damage and push target back 1 square, you shift into your target's previous position.

Level 2 Utility Powers
Here and There * Fury Sorceror Utility 2
"You turn your opponent's strike to your advantage."
Encounter * Arcane, Transmutation, Teleportation
Immediate Reaction * Personal
Trigger: An enemy hits you with a melee attack.
Effect: You are invisible to the triggering enemy until the end of your next turn, teleport to a square adjacent to the triggering enemy.

Arcane Weapon * Fury Sorceror Utility 2
"Your ally's weapon flares with arcane energy and their enemy finds their defenses compromised."
Encounter * Arcane, Elemental
Immediate Reaction * Ranged 5
Trigger: An ally you can see succeeds on an attack roll.
Effect: The damage dealt by that ally's attack is of a type of your choosing and deals additional damage equal to your Charisma Modifier.

Gate Step * Fury Sorceror Utility 2
"You take a step... And appear on the other side of the battle."
Encounter * Arcane, Teleportation
Move Action * Personal
Effect: You teleport a number of spaces up to half your speed.

Lvl 3 Encounter Powers
Strong Blast * Battle Sorceror Atack 3
"You blast your opponent hard enough to knock them prone."
Encounter * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. Reflex
Hit:2d10+Charisma Modifier Damage and the Target is knocked prone.
Evoker: The target is pushed a number of squares up to your Dexterity Modifier.

Energized Strike * Fury Sorceror Attack 3
"You strike with hardened energy."
Encounter * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. AC
Hit:3d8+Charisma Modifier Damage
Evoker: Add half your dexterity modifier to the attack roll.

Hold * Fury Sorceror Attack 3
"You root your opponent to the spot he stands upon."
Encounter * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. Reflex
Hit:2d8+Charisma Modifier Damage and the Target is Immobilized until the end of your next turn.
Transmuter: You gain a bonus to attack rolls against the target equal to your Constitution modifier on your next attack.

Reflex Short * Fury Sorceror Attack 3
"You lower your opponents guard."
Encounter * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. Fortitude
Hit:2d8+Charisma Modifier and you have combat advantage against the target until the end of your next turn.
Transmuter: Your allies gain Combat Advantage also.

Lvl 5 Daily Powers
Ignition * Fury Sorceror Attack 5
"You strike your opponent and leave a lingering energy."
Daily * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. Reflex
Hit:3d8+Charisma Modifier and the target takes ongoing damage 5 (save ends).
Miss: Half damage and no ongoing damage.
Evoker: Increase the ongoing damage to 5+Dexterity Modifier

No! * Fury Sorceror Attack 5
"Your opponent raises their blade... and finds themselves striking air."
Daily * Arcane, Elemental
Immediate Interrupt * Melee Blast 1
Trigger: An enemy that does not have combat advantage against you attacks you with a melee attack.
Target: Triggering Creature
Attack: Charisma Vs. Reflex
Hit:1d10+Charisma Modifier and the target takes is pushed 1.
Miss: Half damage and no push.

Crush * Fury Sorceror Attack 5
"The air suddnly crushes your enemy."
Daily * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. Fortitude
Hit:2d8+Charisma Modifier and the target is Weakened (save ends).
Miss: Half damage and no weaken.
Transmuter: Slow the target on a hit or miss (Save ends).

Square One * Fury Sorceror Attack 5
"You... rewrite... the recent memory of an enemy."
Daily * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. Will
Hit:2d8+Charisma Modifier and the target is surprised until their next turn.
Miss: Half damage, no surprise.

Lvl 6 Utility Powers
No Restraining Me * Fury Sorceror Utility 6
"A twist in space and you slip free of your restraints."
At-Will * Arcane, Transmutation
Minor Action * Personal
Effect: You are no longer restrained or grappled.

Blinding Flash * Fury Sorceror Utility 6
"A defensive burst of energy helps ensure the enemy doesn't hit you."
Daily * Arcane, Elemental
Immediate Interrupt * Melee Blast 1
Trigger: A creature attacks you.
Attack: Charisma vs. Reflex
Effect: The target is blinded until the beginning of your next turn.

Twist in Time * Fury Sorceror Utility 6
"You alter a reality you dislike."
Daily * Arcane, Transmutation
Free Action * Personal
Trigger: You dislike an attack roll you make.
Effect: Reroll that roll.

Lvl 7 Encounter Powers
Stunning Burst * Fury Sorceror Atack 7
"They should know better than to think you defenseless by now."
Encounter * Arcane, Transmutation, Teleportation
Standard Action * Close Burst 1
Target: Each Creature in Burst
Attack: Charisma Vs. Fortitude
Effect: Each target takes 2d4+charisma Modifier damage and is dazed until the end of your next turn.
Special: After the last attack roll Teleport up to 2 squares.
Transmuter: Instead Teleport up to your Constitution Modifier in squares.

Warping reaction * Fury Sorceror Attack 7
"You respond to your enemy's attack by releasing a wave of altered reality."
Encounter * Arcane, Transmutation
Immediate Interrupt * Melee Blast 1
Trigger: An enemy attacks you.
Target: The triggering enemy.
Attack: Charisma vs. Reflex
Hit: 2d8+Charisma Modifier damage.
Effect: The target takes a -1 penalty on the attack roll.
Transmuter: The penalty is equal to your Constitution Modifier.

Roundabout Blast * Fury Sorceror Attack 7
"You follow your first attack with another."
Encounter * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma vs. Reflex, Two Attacks, If the first attack misses you have a +2 bonus on the second attack roll.
First Hit:2d8+Charisma Modifier Damage.
Miss: Half Damage.
Second Hit: 1d8+Charisma Modifier Damage.
Evoker: Add your Dexterity modifier as a power bonus to both attack rolls.

Explosive Blast * Fury Sorceror Attack 7
"Sometimes you just need space."
Encounter * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. AC
Hit:2d10+Charisma Modifier Damage, the target is pushed one square and knoked prone.
Miss: Half damage, no push, no prone.
Evoker: The target is pushed a number of squares equal to your Dexterity Modifier.

Lvl 9 Daily Powers
Lingering Blast * Fury Sorceror Attack 9
"You blast the opponent, and with focus you sustain that blast."
Daily * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. Reflex
Hit:2d8+Charisma Modifier Damage and the Target takes Ongoing Damage 5 (save ends).
Sustain Minor: 1d12 Damage, you cannot sustain this power after the target succeds on their save.
Evoker: The target has a penalty to its save equal to half your dexterity modifier.

Reality Warp * Fury Sorceror Attack 9
"You surround your opponent with fluctuating energy and set your will against theirs."
Daily * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. Will
Hit:1d8+Charisma Modifier Damage and Until the end of your next turn, whenever the target makes a saving throw or an attack roll, you roll a d20 without modifiers. If your result is higher than the target’s unmodified die roll, the target’s attack misses or the target’s saving throw fails.
Sustain Standard: Repeat the attack, if you miss you may no longer sustain this power.
Transmuter: Apply half your Constitution Modifier to the d20 roll to prevent the target's attack or save.

Dual Blast * Fury Sorceror Attack 9
"You produce a powerful blast from each hand."
Daily * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. AC, two Attacks
Hit:3d12+Charisma Modifier Damage.
Miss: Half Damage.

Time Lapse * Fury Sorceror Attack 9
"With this blast you lock your target in time."
Daily * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. Fortitude
Hit:2d10+Charisma Modifier Damage and the Target is held in an extemporal stasis removing them from combat until the end of yur next turn, they return to the square in which they were hit by your attack, if that square is occupied the return to the nearest unoccupied square of your choice.
Miss: Half damage, no disappearance.

Lvl 10 Utility Powers
Up the Wall * Fury Sorceror Utility 10
"You run up the wall... And leap at your opponent."
Daily * Arcane, Transmutation, Stance
Minor * Personal
Effect: You have a climb speed equal to your movement speed, but you must end your turn on a horizontal surface. You may make a horizontal jump from a wall as a free action seperate from your movement speed, you may make a bull-rush attempt as part of the jump.

Improved Gate Step * Fury Sorceror Utility 10
"You have gained greater skill at teleportation."
Encounter * Arcane, Transmutation, Teleportation
Move Action * Personal
Effect: Teleport up to your speed.

Temporal Blur * Fury Sorceror Utility 10
"With focus you extend your senses a moment into the future."
Daily * Arcane, Transmutation
Minor * Personal
Effect: You have a +2 power bonus to all rolls you make and all defenses until the end of your next turn.
Sustain Minor: The effect persists.
(Credit is [thread=1061235]due[/thread].)

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Lvl 13 Encounter Powers
Through the Gap * Fury Sorceror Attack 13
"In the moment it takes your opponent to take aim you strike."
Encounter * Arcane, Transmutation
Imediate Interrupt * Special
Trigger: An enemy attacks you
Special: If the enemy is attacking with a ranged or area attack teleport to the nearest space adjacent to them and this power gains the Teleportation keyword.
Effect: Make a melee basic attack against the attacking enemy, if it hits the enemy misses you, otherwise they take a -2 penalty on the attack roll.
Transmuter: The target takes a penalty to their attack rolls against you equal to your Constitution Modifier until the end of their next turn.

Kain's Blitz * Fury Sorceror Atack 13
"Your first blast floors him, and you follow it with a second."
Encounter * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. AC
Hit:3d10 damage, the target is knocked prone, you make a secondary attack against the same target.
Secondary Attack: Charisma Vs. Reflex, this attack is a coup de grace.
Hit: 1d6 damage.
Evoker: You may shift up to your dexterity modifier before the attack.

Elemental Charge * Fury Sorceror Attack 13
"Patience is a virtue few can afford."
Encounter * Arcane, Elemental
Standard Action * Melee Blast 1
Special: Move up to your speed, you provoke attacks of oppurtunity as normal.
Target: Each creature you move adjacent to during your movement.
Attack: Charisma Vs. Reflex each target
Hit:2d6+Charisma Modifier.
Evoker: Deal half damage when you miss.

Warped Charge * Fury Sorceror Attack 13
"You produce a beam of warped reality and follow it to its destination."
Encounter * Arcane, Transmutation
Standard Action * Ranged 5 Blast 1
Target: One Creature
Attack: Charisma Vs. Fortitude
Hit:2d8 damage, and the target is dazed until the end of your next turn.
Transmuter: This power has the tleportation keyword and you may teleport adjacent to the enemy if the attack hits.

Lvl 15 Daily Powers
Elemental Bolt * Fury Sorceror Attack 15
"From your outsretched palm fires an explosive orb of energy."
Daily * Arcane, Elemental
Standard Action * Ranged 5 Blast 2
Target: Each creature in blast.
Attack: Charism Vs. Reflex
Hit: 2d12+ Charisma Modifier Damage
Miss: Half Damage.
Evoker: Each enemy you hit is knocked prone.

Disorienting Blast * Fury Sorceror Attack 15
"You produce a wave of rippling improbability disorienting and harming your targets."
Daily * Arcane, Transmutation
Standard Action * Melee Blast 3
Target: Each creature in blast
Attack: Charisma Vs. Fortitude
Hit: 2d8+Charisma Modifier Damage and the target is dazed until the end of your next turn.
Miss: Half damage and no effect.
Transmuter: Each enemy hit is stunned until the end of your next turn instead of dazed.

Plasma Pyre * Fury Sorceror Attack 15
"Your unbridled power manifests in a solid spike of seething energy."
Daily * Arcane, Elemental
Standard Action * Melee Blast 1
Attack: Charism Vs. AC
Hit: 4d12+Charisma Modifier damage.
Sustain Standard: Make the attack but you do 2d10 damage on a hit. You may not sustain this power after you miss.

Future Past * Battle Sorceror Attack 15
"You focus and draw the certain future of your targets into the present."
Daily * Arcane, Transmutation
Minor Action * Personal
Effect: Until the end of the your next turn increase the number of dice you roll for damage against bloodied opponents by 2.
Sustain Minor: The effect persists.

Lvl 16 Utility Powers
Greater Gate Step * Fury Sorceror Utility 16
"You have learned to teleport incredible distances at a whim."
Encounter * Arcane, Transmutation
Move Action * Personal
Effect: Teleport up to 10 squares.

Arcane Evasion * Fury Sorceror Utility 16
"Your enemy's weapon turns to mist in their hands."
Daily * Arcane, Transmutation
Immediate Interrupt * Personal
Trigger: An enemy hits you with an attack.
Effect: The attack misses.

Stunning Reaction * Fury Sorceror Utility 16
"When your enemies miss their unluck allows you to leave them reeling."
Daily * Arcane, Transmutation, Stance
Minor Action * Personal
Effect: Whenever an attack misses the attacker suffers a -2 penalty to all attack rolls and AC until the end of their next turn.

Lvl 17 Encounter Powers
Triple Blast * Fury Sorceror Attack 17
"Two blasts of energy are followed by an explosion."
Encounter * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One creature
Attack: Charisma Vs. Reflex, two attacks
Hit: 1d12+Charisma Modifier damage, if both attacks hit deal an additional 1d12 damage and the target is
stunned until the end of your next turn.
Evoker: Add your charisma modifier to the damage caused when both attacks hit.

Unbalancing Blast * Fury Sorceror Attack 17
"A blast of energy so powerful that the enemy cannot recover their balance."
Encounter * Arcane, Elemental
Standard Action * Melee Blast 1
Target:One creature
Attack: Charisma Vs. AC
Hit: 3d10+Charima Modifier damage, the target has a penalty to their AC equal to your dexterity modifier
until the end of your next turn.
Miss: Half damage, no penalty.
Evoker: On a miss the target has a penalty to their AC equal to one half your dexterity modifier.

Phasing Blast * Fury Sorceror Attack 17
"Reality warps and twist around you attacking your enemy, and rendering you a shadow of physical
existence in the process."

Encounter * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One creature
Attack: Charisma Vs. Reflex
Hit: 2d8+Charisma Modifier damage, the target is dazed and you are insubstantial, both until the end of your next turn.
Miss: You are insubstantial until the end of your next turn
Transmuter: Gain a bonus on the attack roll equal to your constitution modifier.

Improved Hold * Fury Sorceror Attack 17
"They never saw it coming."
Encounter * Arcane, Transmutation, Teleportation
Standard Action * Melee Blast 1
Target: One creature
Special: Teleport 2 squares before the attack.
Attack: Charisma Vs. Fortitude, you have combat advantage against the target.
Hit:3d8+Charisma Modifier damage and the target is restrained until the end of your next turn.
Miss: Half damage, no restraint.
Transmuter: The target is stunned instead of restrained.

Lvl 19 Daily Powers
Cage of Fury * Fury Sorceror Attack 19
"You encase your opponent in a fountain of flame."
Daily * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One creature
Attack: Charisma Vs. Reflex
Hit: 4d12+Charisma Modifier damage and the target is restrained until the end of your next turn.
Evoker: You may sustain this power with a minor action. When you do make the attack, but roll 1d12 for damage dice instead of 4d12.

Relentless Blitz * Fury Sorceror Attack 19
"You strike with a relentless stream of elemental fury."
Daily * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One creature
Attack: Charisma Vs. AC, six attacks
Hit: 1d12+Charisma Modifier damage per atack, if three attacks hit the target is pushed back one and you may shift adjacent to them, if six attacks hit the target is unconscious (save ends).
Miss: Half Damage.

Rip From Reality * Fury Sorceror Attack 19
"With a touch you you rip your enemy free of this reality... And lock him within one of your own choosing.."
Daily * Arcane, Transmutaion
Standard Action * Melee Blast 1
Target: One creature
Attack: Charisma Vs. Fortitude
Hit: 4d8+Charisma Modifier damage and the target is held in extradimensional stasis (save ends).
Effect: While in stasis the target cannot take actions and takes 1d8 damage a round, On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied space of its choice. When the target returns it is weakened (save ends).

Down But Not Out * Fury Sorceror Attack 19
"When the chips are down reality bends to your will."
Daily * Arcane, Transmutation
Immediate Interrupt * Melee Blast 1
Trigger: You become bloodied.
Target: The creature that bloodied you.
Attack: Charisma Vs. Reflex
Hit: 3d8+Charisma Modifier damage, and regain life as if you had spent a healing surge.
Transmuter: Add your constitution modifier to both the damage roll and the life you regain.

----------------------------------------------------------------------------------------------------------------
Lvl 22 Utility Powers
Master's Step * Fury Sorceror Daily 22
"All points in reality are as one."
Daily * Arcane, Transmutation, Teleportation, Stance
Minor Action * Personal
Effect: You may teleport up to your speed as a move action.

Unpredictable * Fury Sorceror Daily 22
"Like elemental energy your opponents never know what you'll do next."
Daily * Arcane, Elemental
Minor Action * Personal
Effect: Until the end of your next turn you have combat advantage against all enemies. All powers you use gain the elemental keyword. (This includes basic attacks.)
Sustain Minor: The effect persists.

Reality Stop * Fury Sorceror Daily 22
"You have mastered what wizards only begin yo understand."
Daily * Arcane, Transmutation
Minor Action * Personal
Effect: You may take an extra turn after this one. (This does not alter initiative.)

Lvl 23 Encounter Powers
Jump Through Souls * Fury Sorceror Attack 23
"You open a gate of energy and step through an opponent."
Encounter * Arcane, Transmutation, Teleportation
Standard Action * Ranged 5
Target: One creature
Attack: Charisma Vs. Reflex
Special: Before the attack roll teleport adjacent to the target. You do not provoke Oa's from the target when making this attack.
Hit: 4d8+Charisma Modifier Damage and the target is stunned until the end of your next turn.
Miss: Half damage, no stun.
Transmuter: Add your Constitution Modifier to the range.

Karkanos' Blast * Fury Sorceror Attack 23
"You produce a series of blasts, each warps reality in a new way."
Encounter * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One creature
Attack: Charisma-2 Vs. Fortitude, four attacks
Hit: 1d8 damage each attack.
Effects: For each attack that hits a new effect is added,
One attack hits: The target is immobilized until the end of your next turn.
Two attacks hit: The target is weakened until the end of your next turn.
Three attacks hit: The target is dazed until the end of your next turn.
Four attacks hit: The target is stunned until the end of your next turn.

Transmuter: You are treated as landing one more hit than you actually did, if you hit the target all four times they are unconscious until the end of your next turn.

Hammer Blast * Fury Sorceror Attack 23
"You produce a tightly focused blast of energy."
Encounter * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One creature
Attack: Charisma Vs. AC
Hit: 4d12+Charisma Modifier damage and push the target 4 squares.
Miss: Half damage, no push.
Evoker: Push the target 1+Dexterity Modifier squares.

Gut Blast * Fury Sorceror Attack 23
"Your opponent attacks you and you drive a blast of energy into their gut."
Encounter * Arcane, Elemental
Immediate Interrupt * Melee Blast 1
Trigger: An enemy makes a melee attack against you
Target: The attacking enemy
Attack: Charisma Vs. Reflex
Hit: 2d10+charism Modifier damage.
Effect: The target has a -2 penalty to attack rolls against you until the end of your next turn.
Evoker: The penalty is equal to your dexterity modifier.

Lvl 25 Daily Powers
Slashing Portals * Fury Sorceror Attack 25
"With an effort of will you open whirling rifts in reality, setting your targets up for defeat."
Daily * Arcane, Transmutation, Teleportation
Standard Action * Close Burst 5
Target: Each enemy in burst
Attack: Charisma Vs. Will
Special: You may teleport any creature in the burst anywhere else in the burst.
Hit: 2d8+Charisma Modifier damage.
Transmuter: You and any allies in the burst may teleport yourselves to anywhere within the burst after you make the last attack as a free action.

Sweeping Energies * Fury Sorceror Attack 25
"You produce a blast of energy, and use the distraction it causes your target's allies to attack them."
Daily * Arcane, Elemental
Standard Action * Ranged 5
Target: One creature
Attack: Charisma Vs. AC
Special: This attack does not provoke attacks of oppurtunity when attacking adjacent targets.
Hit: 4d12+Charisma Modifier Damage, you may repeat this attack against another enemy in range. Each time you repeat this attack reduce the damage by 1d12.
Miss: Half damage, no repeat attack.
Evoker: Add your Dexterity Modifier to the range.

Freed From Reality * Fury Sorceror Attack 25
"As you reach into your enemy's chest you take a portion of their strength and let loose your physical form."
Daily * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One creature
Attack: Charisma Vs. Reflex
Hit: 5d8+Charisma Modifier Damage, they are weakened untl the end of their next turn, you gain phasing until the end your next turn.
Miss: Half Damage, no weaken, no phasing

Trenkore's Gambit * Fury Sorceror Attack 25
"It's risky, but it could save your life."
Daily * Arcane, Elemental
Immediate Interrupt * Melee Blast 1
Trigger: An enemy hits you with a melee attack
Target: The triggering enemy
Attack: Charisma Vs. Reflex
Hit: 4d12+Charisma Modifier Damage, shift 2 squares.
Miss: You take 2d12+Charism Modifier damage and you don't shift.

Lvl 27 Encounter Powers
Double Chance * Fury Sorceror Attack 27
"You manipulate time to give you a better chance of hitting your target."
Encounter * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One enemy
Attack: Charisma Vs. Fortitude
Special: Make two attack rolls, use the better of the two rolls.
Hit: 4d8+Charisma Modifier damage and the target is dazed until the end of your next turn.
Transmuter: If both rolls would hit deal an extra 1d8 damage and the target is stunned until the end of your next turn.

Reality Fracture * Fury Sorceror Attack 27
"Things never seem to go contrary to your wishes."
Encounter * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One creature
Attack: Charisma Vs. Reflex
Hit: 4d8+Charisma Modifier damage, the target has a -2 penalty to all rolls until the end of your next turn.
Transmuter: The target has the -2 penalty even if you miss.

Elemental Hurricane * Fury Sorceror Attack 27
"You let loose a primal scream, and with it a wave of elemental energy."
Encounter * Arcane, Elemental
Standard Action * Close Burst 1
Target: Each enemy in burst
Attack: Charisma Vs. Reflex
Hit: 3d12+Charisma Modifier damage.
Evoker: Increase area to close burst 2.

Robilar's Surge * Fury Sorceror Attack 27
"A blast of energy strong enough to knock the Tarrasque prone, at the cost of your defense."
Encounter * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One Creature
Attack: Charisma Vs. AC
Effect: You suffer a -2 penalty to all defenses and on attack rolls (save ends).
Hit: 4d12+Charisma Modifier damage and the target is knocked prone.
Evoker: If you hit repeat the attack but you deal 1d12 damage, this is a coup de grace.

Lvl 29 Daily Powers
Torrential Scourge * Fury Sorceror Attack 29
"You release a seemingly unending wave of energy, the power is so great even you find yourself caught in the torrent."
Daily * Arcane, Elemental
Standard Action * Melee Blast 1
Attack: Charisma vs Reflex
Hit: 4d12+Charisma Modifier damage.
Miss: Ongoing Damage 15 (Save ends), the target takes a -5 penalty on the save.
Sustain Standard:You can attack the same target or switch
to a new target within range. Make an attack (as above)
and increase the damage by 2d12 each time this
power hits. Each time you sustain this power, you take
3d10 damage.
Evoker: You gain a bonus to to the attack rolls equal to your Dexterity Modifier.

Finishing Blast * Fury Sorceror Attack 29
"Bringing your full power to bear you make a nearly inconcievable attack."
Daily * Arcane, Elemental
Standard Action * Melee Blast 1
Attack: Charisma vs. AC
Hit: 10d12+Charisma Modifier damage.

Final Gambit * Fury Sorceror Attack 29
"As you feel consciousness ebbing instinct takes over and time slows to a crawl."
Daily * Arcane, Transmutation
Immediate Reaction * Melee
Trigger: You drop to 0 hp or fewer.
Effect: You may channel any two sorceror powers you know, then the triggering creature resumes their turn.
Transmuter: You gain a bonus to all rolls you make until the end of the encounter equal to half your Constitution Modifier.

Final Gate * Fury Sorceror Attack 29
"You disappear from view and enemies fall, moments later you appear stepping out of a doubled over enemy."
Daily * Arcane, Transmutation, Teleportation
Standard Action * Close Burst 6
Target: 1 to 6 creatures in burst
Attack: Charisma vs. Reflex, six attacks
Hit: 1d10+Charisma Modifier damage each attack.
Miss: Half damage.
Special: After the final attack you teleport to a square adjacent to the last enemy you hit.
Effect: Each creature hit is stunned, if a creature is hit twice they are weakened, if a creature is hit six times they are unconscious. (Save ends each.)

----------------------------------------------------------------------------------------------------------------
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Paragon Paths


Elemental Entity
Prerequisite: Fury Sorceror, Evoker

"I am chaos"

Elemental Retaliation (11th Level): Whenever a creature attacks you they take damage equal to your Dexterity Modifier of a type of your choosing.

Primal Action (11th Level): Whenever you spend an action point to take an extra action increase your next damage roll by 1d6.

Elemental Fury (16th Level): Whenever an enemy attacks you they suffer ongoing damage 5 (save ends) of a type of your choice.
---------------------------------------------------------------------------------------------------------------
Elemental Rush * Elemental Entity Atack 11
"You stream forward in an elemental rush."
Encounter * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One enemy
Attack: Charisma Vs. Reflex
Special: You shift a number of sqares equal to your Dexterity Modifier+1 before the attack.
Hit: 3d8+Charisma Modifier damage and the target is dazed until the end of your next turn.

Elemental Surge * Elemental Entity Utility 12
"Focusing you can channel even more energy"
Daily * Arcane, Stance
Minor Action * Personal
Effect: Increase the die-size of all damage you deal by powers with the Elemental keyword by one until end of encounter.

Elemental Form * Elemental Entity Utility 20
"Focusing you go further than most mages dream, in an a eye-blink your form becomes a raging elemental storm."
Daily * Arcane, Stance
Minor Action * Personal
Effect: You and gain Resist All Damage: 5 and a shift speed equal to your movement speed until the end of the encounter.

Soul Weapon
Prerequisite: Fury Sorceror, Transmuter

"I am the most perfect weapon ever forged"

Soul Forged Action (11th Level): Whenever you spend an action point to gain an extra action place an Arcane Mark on any enemy within your sight.

Soul Assault (11th Level): Add your Constitution Modifier to all damage rolls you make.

Enchant the Soul (16th Level): After a short rest you may choose a weapon in your possession. You gain all properties of that weapon besides it's enhancement bonus and the weapon loses all its properties besides enhancement bonus. This effect lasts until you choose a new weapon or dismiss the effect. These properties are added to your Arcane Gate class feature. Treat any spell you cast as though it were a weapon enchanted with your Arcane Gate properties. (In other words you DO get Vorpal spells. And no trying to argue against it, this is a specific rule.)

Feat
Forge the Soul
Prerequisite: Enchant the Soul, Constitution 19
Benefit: Whe you use your Enchant the soul feature you also gain the enhancement bonus of the weapon, and it loses its enhancement bonus, however the enhancement bonus does not apply to your spells. You may subsequently place the enchantment you gained from your Enchant the Soul feature into a weapon which qualifies to bear those enchantments, doing this takes a short rest. While you have an enchantment gained through the Enchant the soul feature you have a +1 bonus on all saves.

---------------------------------------------------------------------------------------------------------------
Warped Touch * Soul Weapon Attack 11
"Reaching out you slow your enemy to a crawl."
Encounter * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One enemy
Attack: Charisma vs Fortitude
Hit:3d8+Charisma Modifier and the target is slowed (save ends).

Weapon Warp * Soul Weapon Utility 12
"You find that with enough focus your powers overcome any obstacle."
Daily * Arcane, Transmutation, Elemental, Stance
Minor Action * Personal
Effect: Until the end of the encounter all powers you use gain the elemantal keyword, this includes Basic Attacks.

Warp the Soul * Soul Weapon Attack 20
"Focusing you tear your opponent to shreds with strands of splintered reality."
Daily * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One enemy
Attack: Charisma vs Fortitude
Hit: 4d8+Charisma Modifier Damage
Sustain Standard: Make the attack again with a -1 penalty to the attack roll, increase the penalty by 1 each time you make the attack roll. If this attack drops an opponent to 0 hp or less you may choose a new target the following turn, if you do you have no penalty, apply penalties starting the following turn as normal.

Reality Shaper
Prerequisites: Fury Sorceror, Transmuter

"My wish is Divine Command."

Personal Reality(11th Level): Add your enhancement bonus as a power bonus to any saves you make.

Shaper's Action(11th Level): When you spend an action point to take an extra action each enemy in a Burst 5 is slowed until the end of your next turn.

Impermeable Reality(16th Level): You can't be slowed or immobilized.
---------------------------------------------------------------------------------------------------------------
Reality Tremor * Reality Shaper Attack 11
"A blast leaves your enemy numb."
Encounter * Arcane, Transmutation
Standard Action * Melee Blast 1
Target: One enemy
Attack: Charisma vs Fortitude
Hit: 2d8+Charisma Modifier Damage and the target is Dazed until the end of your next turn.

Focused Warp * Reality Shaper Utility 12
"You find that with enough focus your power lasts indefinitely."
Daily * Arcane, Transmutation, Stance
Minor Action * Personal
Effect: Until the end of the encounter any effect caused to enemies by your powers that would last until the end of your next turn instead lasts until the target makes a saving throw.

Haste * Reality Utility 20
"Your speed increases exponantially."
Daily * Arcane, Transmutation, Stance
Minor Action * Personal
Effect: Until the end of the encounter you gain an extra move action each turn. You may trade two movements for a Standard Action.

Vortex Master
Prerequisites: Fury Sorceror, Evoker

"I stand within the center of chaos."

Vortex Mark(11th Level): You deal an additional 2d6 damage to enemies who are under the effect of your Arcane Mark, increase this additional damage to 3d6 at 21st level.

Vortex Action(11th Level): Whenever you spend an action point to take another action you may teleport up to 3 squares bfefore or after the action. (Yes ripped from the ranger, but I can't think right now, likely it'll be changed)

Furious Vortex(16th Level): The first time you score a critical hit in an encounter maximize all damage dice. (This includes bonus dice for your enhancement bonus.)
----------------------------------------------------------------------------------------------------------------
Vortex Blast * Vortex Master Attack 11
"Your rage bathes your opponent in energy."
Encounter * Arcane, Elemental
Standard Action * Melee Blast 1
Targte: One enemy
Attack: Charisma vs Reflex
Hit: 4d8+Charisma Modifier damage.
Miss: Half Damage.

Vortex Overload * Reality Shaper Utility 12
"You draw an insane amount of power."
Daily * Arcane, Elemental, Stance
Minor Action * Personal
Effect: Until the end of the encounter whenever you hit an opponent with a power they take ongoing damage 5.
Special: Increase to 10 at 21st level.

Vortex Scourge * Vortex Master Attack 20
"You bring all your power to bear against your enemy, and the result is jaw dropping."
Daily * Arcane, Elemental
Standard Action * Melee Blast 1
Target: One enemy
Attack: Charisma vs Reflex
Hit: 5d12+Charisma Modifier Damage.
Special: If this attack kills the target it is not expended.

----------------------------------------------------------------------------------------------------------------

Epic Destinies


Soul Scion
Prerequisites: Soul Weapon, 21st level

Put down those paltry sticks, you cannot hope to stand against me.

You have forged every aspect of your existence into a weapon, you exist for battle and battle alone. Battle is where you test your mettle, it defines you and forges you ever sharper.

Route to Immortality: By virtue of your heritage your physical body is effectively immortal, but to truly embrace your immortality you must die on the field of battle; Doing so frees your soul to be born into battle, wherever and whenever you choose.

Immortality: War's Birth: Though your body may die you are born anew in the chaos of battle, and allowed to wander until death claims you again, and have the power to step to any point of conflict amongst the planes. You exist forever tied to this cycle of death and rebirth. Your presence can change the tides of battle and your will determines the rise and fall of empires.

Soul Armor(21st Level): The power you wield can imbue your Mage Armor with power. After an extended rest you may use your Enchant the Soul class feature to gain the effect of an enchanted shield (applied to your Mage Armor class feature) in addition to a weapon. This has the same effects on the shield that it does on weapons.
Body as the Soul(24th Level): You have forged your soul into a weapon, and now your body follows suit. You are a Living Costruct. (You do not age or de of natural causes.) (The shortest effect I have ever seen.)
Embodiment of Destruction(30th Level): When death looms near you become a construct of elemental Destruction. When reduced to 0 hp or below you continue to take actions as normal. This does not stop you from making Death Saving Throws though you may still take 10. You still die when your HP is reduced low enough. While in this state you may use Battle Sorceror At-Will powers as move actions, in addition you gain a +2 bonus to all Attack, and Damage rolls. You may not cast Daily Spells.

Scion's Blade * Soul Scion Utility 26
"Your blade is as sharp as ever."
Daily * Arcane, Transmutation, Stance
Minor Action * Personal
Effect: All your powers are treated as melee basic attacks.

True Gate
Fury Sorceror, 21st level
Stand aside mortals I have no time for you

You have embraced the magic within you and accepted the gift of immortality.

Route to Immortality: Well... What needs to be said? By your very nature you are immortal. It is written within your destiny, decreed by fate.

Immortality: See Soul and Sorcery.

Enhancing Gate(21st Level): Increase your enhancement bonus applied to any roll by 2. (Apply this before Release the Gates)
Gift of the Gate(24th Level): You learn one Arcane Encounter Power of 19th level or lower from any class.
Soul and Sorcery(30th Level): You are an Immortal (You do not age or die of natural causes). You have immunity to poison and all diseases. If you are killed, whether by being dropped to your death value of HP or by failing three death saving throws, you reform 1d4 days later in a place you are familiar with at full HP.

Release the Gates * True Gate Utility 26
"You allow your power to flow freely."
Daily * Arcane, Transmutation, Stance
Minor Action * Personal
Effect: Double any enhancement bonuses you add to any rolls.
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I don't think that they should need the implement to channel and control their abilities like the other casters.

To be fair the no class 'needs' an implement.

However... If I were to say "Melee Burt 1" and in the damage line list "1[W]" do you think that would be too jarring? then I no longer have the effect of the ability dependent upon the weapon, only its damage.

The idea there was to take weapons out of the equation entirely. And instead wade into melee blasting your foes with pure arcane might.

So it wouldn't be 1[W], instead to would be 1d10 or the like.

Gonna do some of the powers in a few here, Probably should have remembered to reserve some slots.

I could clear out some of my posts if you'd like
Hmm... Well It wouldn't hurt I suppose.

And as far as no class needing an implement: What would a wizard do without an implement? No attack or damage bonus on their powers would be... Well bad.

I get that the implement doesn't necessarily control their magic, I really meant amplify anyway. Because that's what implements do, amplify power. The sorceror is his own implement (I'll try to have abilities in the paragon paths that highlight this)

Hmmm... Well I'll get my powers up, when I have them ready I'll post the. Do you have any suggestion as far as Elemental weapon goes? I can't really think of a good way to make it attractive besides the Elementa tag.

Same kind of problem with the Transmuter ability: Can't decide the bonus I like for it.

OK critique my changes if you will. Set damage for the Weapons and gave Transmuter an effect. I know its pretty big, but these guys don't get the best HP anyway. I think I'll set up Transmutation powers as more defensive/controlling than elemental.
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reduce their AC by your Constitution Modifier until the end of your next turn.

Super OP.

Arcane Gate- You have an enhancement bonus equal to one fifth your level (rounded down)+1 on attack and damage rolls for your powers.

why no implement?



Oh and idea

Instead of weapon attacks (which don't feel all that arcane) how about close blast 1. It's the same target
using it as his implement so-to speak.

I'd say if you're going the weapon route. Go the weapon route, use the weapon as the implement.


What kind of weapon do you want him to use?
No attack or damage bonus on their powers would be... Well bad.

Yes, but it's an important meta balance issue. Each character needs one weapon/implement.

Do you have any suggestion as far as Elemental weapon goes? I can't really think of a good way to make it attractive besides the Elementa tag.

Eh, I'd drop it. Setting the element of a power allows for much greater flavor.

Shocking grasp instead of elemental touch.
Well since you change the element with each casting it's more like "Elemental Grasp" but I get the sentiment, You like the changes?

Gonna draft out the level one powers real quick and post them. If you hadn't noticed I edit posts more often than create a new one, happens because I don't like messing up my space with clutter.

Making some name changes then. Also treat the blasts as basic melee attacks.

Oh, can anyone remind me how to create the spoiler boxes?
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OK Edit'd my second post in the topic to include lvl1 encounter powers, I base them loosely off the current strikers. Need to know how to do the spoiler boxes so that I can just put every power in there.

Anyway I'll create a sample paragon path. The Elemental Entity. Just have to decide how to work it out. I'll also be posting a level 29 daily when I get to writing it down. I never was good at doing things in order.
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Oh, can anyone remind me how to create the spoiler boxes?

maybe
the tag is sblock
Transmuter- Creatures you have Arcane Marked have a penalty to attack rolls aggainst you equal to your Constitution Modifier.

just as bad.

at level 30 you can get a +10 con modifier. That would be -50% to hit. it would make epic solo monsters harmless to the party defenders.
Your forgetting it's only applied when they attack you. Against the defenders they'd be normal. It's a disencentive to attck the Sorceror.

What do you think wouyld be good? It"needs" to be Con based and on flavor for the Transmuter's "redefining reality" gimmick.

I like this "I am the weapon" flavor btw. Didn't occur to me until you pointed it out so I decided to say thanks.

Are my Encounter Powers ok?
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Your forgetting it's only applied when they attack you.

ah noted, it's probably fine then.

--
yeah the encounter 1 powers look ok.

I like this "I am the weapon" flavor btw. Didn't occur to me until you pointed it out so I decided to say thanks.

yeah, the only question is what to do to tie up their hands. They'll be tempted to take shield feats.
That's true, however they aren't going to get a shield.

Working on a paragon path before I do dailies take a look at what's up.
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That's true, however they aren't going to get a shield.

currently there's nothing stopping them.

They either need something to tie up their hands, or a shield bonus to AC and ref.

Elemental Fury could lead to excessive book keeping
Hmmm... I could say they lose their enhancement bonus when they wield a weapon or shield...

Not exactly elegant but hey the enhancement bonus is pretty good as it means they don't ned an implement. (Of course they don't get any implement bonuses but hey these guys should be able to tear it up anyway.)

Got any suggestions? I was going to include class specific feats anyway.
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Hmmm... I could say they lose their enhancement bonus when they wield a weapon or shield...

There are no race or class penalties in 4E. Even restrictions are rare.

Instead give them a better option. When they have both hands free, a +1 shield bonus to AC and Ref


hmm Key Abilities- Charisma, Dexterity, Constitution

I'd go Cha, Int, Con yes the same as warlock, it feels more arcane.
Well part of a sorceror's flavor is that they aren't the usual kind of arcane. Intelligence isn't exactly necesary to someone who intuitively wields their power. Though I think I'll add that ability to their repertoire, gonna have to play test him once I'm done with his lvl 1 dailies.

Take a look at Elemental Entity and tell me what you think.
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what's the duration on Elemental Surge?

and Elemental Strike

a) should be an attack
b) is very very powerful, insubstantial is half damage most fights.
Yah I actually wanted resist all, but wasn't sure on the implementation.

Elemental surge is... Until encounter ends, It's effectively The rogues damage up on their path. Just happens to turn a motley assortment of d6s and d6s into d8s and d10s.

And Wrong name on the Elemental Surge thing... It should be Elemental Form.

Maybe giving Resist all Damage 10?
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Maybe giving Resist all Damage 10?

5 sounds right to me.
Fix'd name and DR. Now I get to come up with level one dailies. As well as Feats. After which I'm going to write it all up, followed by some testing to see if the first level pwns well enough yo be awesom, but not so much it's overpowered.

A mage that is almost impossible to hit and tears through opponents like they're cotton candy? Hell yes.
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I think the closer comparison is a melee warlock.

Though the real classes to stack against are TWF ranger and rogue.
I threw up the level 29 Transmuter Daily before I lost track of it.

Whatca think?
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Utility 29

no such thing as a class Utility 29 power.

It would make a nice epic destiny power.
Well in reality it's supposed to be an attck power, I'll change the wording so it actually comes up as an attack power.

On the otherhand... I could produce the Spelltouched Scion Epic Destiny.... That could be it's power.... Have to reflavor.... Hmmm...

Hmmm.... How about.... Well just look.

Also going to update the classes flavor. Need to remove weapon references.
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Behold the dailies! I don't know if they're balanced but they're certainly flashy.

I figured since others get their gimmic this guy should get his own. Mostly resulting in massive blasts of energy that let you push your opponents around, or you can simply leave your opponent broken and bruised.

Using uncontrolled energy to restructure reality, or simply blasting people... I guess he has some defender and controller in him, though striker seems the biggest part of his abilities.
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I don't know if they're balanced but they're certainly flashy.

They're overpowered, but not enough to worry about it for now.

I like em.

I guess he has some defender and controller in him

all characters are a bit hybrid.
I wasn't staring at the other strikers when I did the dailies, instead I thought what I'd like him to be able to do.

I think the damage is on-par, it's mostly the effects. Of course he'll have better effects anyway, so they aren' "the best. Going to throw up a coupla feats so check back if you want to see them.

Playtesting later, so I'll se just how overpowered his dailies are. I also need to add the "until the end of your next turn" clause to a couple. That should make them less overpowered.

Edit'd Feats up!! Once again I wasn't going for super balanced, however they shouldn't necessarilly be unbalanced either.

Edit'd Again: Behold the Soul Weapon, a monster of magical might!
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Gonna need a little critiquing on the feats and Paths I edited in, just want to make sure they're balanced as I don't have the oppurtunity to test them right now.
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Improved Mage Armor

no real need for it to scale that well. The current base ability is a free light shield (fine for a striker).

The part that's missing is a paragon level feat that gives a +1 feat bonus to AC

Critical Surge

looks fine.

Initiate of the Gate

You should be more clear that it's the multiclass feat
add in a [Multiclass Battle Sorceror] line

Prodigy

special two is odd.

Wrath

actually, it's VERY powerful. The Battle Sorceror is unarmed with a lousy strength, his OAs would otherwise be worthless.
Note that he already has two effects that are treated as Basic attacks. I did tha totherwise certain things just wouldn't work right. (eg Charging)

Anyway, Unlike a shield his bonus does not increase all that much by level, which means that he will have to pick up a light shield or fall behind in AC. A shield goes against the character concept, especially since many of his attacks really are supposed to be utilized with both hands.

I think I'll remove Arcane Gate from the Multiclass feat and replace it with a different bonus...

It just occured to me to make arcane gate available only when you have both hands free.... On the other hand that would nerf almost any multiclassing... Which really isn't the best option for this guy anyway...

On the other hand... I'll give it a little thought.

Edit'd: Moved Wrath to epic, also no word on the paragon paths?

What if I move Improved mage armor to Paragon... Then I'd have to decide on a different heroic tier feat, but it would be more in line?
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I haven't finished reading, but I noticed none of your dailies do anything on a miss. Except for the prismatic dailies for the wizard, I think all daily attacks are either reliable or do something on a miss. I'd add either an effect line or a miss line to each. Sorry that I can't provide specifics, but I'm not great at balancing new powers.
Well they also do a little more on a hit, I'll consider addig a miss line.

Anyway, The real problem is coming up with utilities, I'm considering reflavoring a mish-mash of Ranger Wizard Warlock and Rogue abilities that fit well with the theme.

Note also the fact that the Battle Srocreor is more likely to hit than most.

Edit'd in Utility 2s. Added Evoker Daily 29.
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At this point I'm willing to take suggestions for the levels of powers I have not posted yet. As well as suggestions to help promote balance for the class.

Once I'm happy with this class I'm going to try to convert it into pdf format.

As it stands I have yet to write in flavor for the Paragon Paths, the fourth class is coming soon. If anyone has suggestions for the flavor go ahead and yell them out.

Note: Transmutation powers usually have an effect. This effect can be any almost anything, as the powers have a distorting effect on reality. Which means "Restrained" is possible.

Note: Elemental powers do not usually have a rider due to the innate mutability of the power. The ability to "ignore" any resistance, as well as take advantage of any weakness, is (I believe) anough of a special ability to warrant leaving off riders. Prone and Push are the only appropriate riders for elemental abilities.
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Bump so I don't lose it.

Taking forever to come up with powers: On the otherhand I've got the paragon paths done for those who haven't noticed.
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On the off chance someone looks at this:

I added lvl 3&5 powers. I'd like some word on my Paragon Paths and all the Powers. I just want to be sure het're half balanced. I'm play-testing tuesday.

I'd like a suggestion on the Transmuter ability, I don't like the attack roll penalty but I can't think of anything else. It *needs* to be Con Mod based, however I think the current effect is too defender-ish.

Any ideas?
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I added an alternate Transmuter effect, the problem I see is that you can already bypass almost any resistances.

Of course the ability to ignore flat reduction isn't bad.

I know I'm persistent, just want help at balancing as I very much dislike math.

(I've added everything into the top few posts, just look, I'll be adding more powers sooner or later.)
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