The Chaos Reaver is a specialized unit of Special Forces calibur troops. They are well founded the arts of martial combat, and can go toe to toe with the best of them, as well as being studied in the fine arts of the arcane. However due to their training they often focus on a role that they tend to stick with for the rest of their careers, with Earth being the Might Defender often brandishing shield and sword being somewhat a Stone Wall in the middle of the battlefield daring all challengers to pass at their peril, with the Fire specialized forces using the power of fire to incinerate and contian their foes, often in rings of fire and granting their allies the ability to pass through flames unharmed corraling and controlling foes into situations they often don't want to be in, with Ice being the most focused toward straight damage, with minimal control elements at slowing and stopping foes entirely, taking them out of commission for short periods of time. Earth is also somewhat a healer, with Fire dabbling in it as well, where-as the Ice specialization instead of healing self or others, believes that the more damage you deal the less opponents left alive to deal damage back, meaning healing is needed less, because there are more foes tied up and dying.
Class Traits Role: Defender. You are tough and have spells that allow you to keep enemies where you want them. Power Source: Arcane. You use forbidden magic combined with martial ability to defeat enemies in combat. Key Abilities: Strength, Constitution, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate Weapon Proficiencies: Simple melee, military melee, simple ranged Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 15 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 9 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose three trained skills at 1st level. Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), History (Int), Intimidate (Cha), Nature (Wis), Religion (Int)
Build Options: Defender Chaos Reaver, Warrior Chaos Reaver Class Features: Challenge of the Elements, Inscribed Weapon, Rune Specialization
Chaos Reavers are magical warriors trained in elemental arcane arts. Chaos Reavers fight in the front lines using spells of fire, ice and earth to harm and hinder enemies and protect allies. Chaos Reavers fight for honor, knowledge, or just for the thrill of battle.
Regardless of the spells you know and the weapons you employ, your goals define your enemies and your allies. You can be a noble arcane knight who protects the meek and slays evil, or you could be a cursed hero who fights to redeem his evil past.
You know that eventually everyone dies, but what will you do during your time alive?
Creating a Chaos Reaver You can choose any Chaos Reaver spells that you fancy your character, but Chaos Reavers fall into one of two categories: the defender Chaos Reaver and the warrior Chaos Reaver. Chaos Reavers need either Strength, Constitution or Wisdom based on what runes your chosen spells use.
Defender Chaos Reaver You use the more defensive Chaos Reaver build. You may or may not use a shield but your spells are going to be defensive in origin, mostly affecting you or your allies. You should either specialize in Earth Runes or Fire Runes. If you specialize in Earth Runes you are going to need a high Constitution, while if you specialize in Fire Runes you are going to need a good Wisdom score. Suggested Feat: Toughness (Human feat: Human Perseverance) Suggested Skills: Arcana, Athletics, Diplomacy, Endurance Suggested At-Will Powers: Bark Skin, Wildfire Suggested Encounter Power: Refreshing Blow Suggested Daily Power: Rejuvination
Warrior Chaos Reaver You use the more offensive elemental build. You are going to want a nice two-handed weapon, such as a great sword or falchion. You are likely to be using spells that damage or hinder enemies. You should specialize in either Ice Runes or Fire Runes. If you specialize in Ice Runes you should make Strength your highest score, and if you specialize in Fire Runes you are going to want a high Wisdom score. Suggested Feat: Power Attack (Human feat: Action Surge) Suggested Skills: Arcana, Athletics, Endurance, Intimidate Suggested At-Will Powers: Embrace the Cold, Wildfire Suggested Encounter Power: Cascade of Shards Suggested Daily Power: Arctic Winds
Chaos Reaver Class Features All Chaos Reavers share these class features.
Challenge of the Elements The challenge of a Chaos Reaver is also a challenge from elementals themselves. You can use the challenge of the elements power to mark foes.
Inscribed Weapon You can inscribe magical runes into a single melee weapon of your choice, allowing you to use it as an implement when using Chaos Reaver spells. You can change your inscribed weapon after an extended rest.
Rune Specialization You inscribe runes into your weapon based on your selection of spells. There are three different runes usually used by Chaos Reaver spells: Earth, Ice, and Fire. You must choose to specialize in a single type of rune. Your selection determines one of your at-will spells, allows you to cast spells that use that rune with greater effect, and gives you a special boon whenever you drop a foe. Earth: You know the bark skin spell as one of your at-will spells. When you kill an enemy that you have marked, you gain temporary hit points equal to your level. Spells that use Earth runes require the caster to be strong of spirit and body. Ice: You know the embrace the cold spell. When you kill an enemy that you have marked, one enemy within 5 squares is slowed until the start of your next turn. Spells that use Ice runes require the caster to be strong enough to shape ice. Fire: You know the wildfire spell. When you kill an enemy that you have marked, you gain a +2 bonus to AC. Spells that use Fire runes require the caster to have enough wisdom to harness the power of fire.
Overview Characteristics: You are very tough; you have a lot of hit points, but usually do not use shields. You can fight in close combat, and you also have a few ranged spells. You have spells that weaken enemies and strengthen allies. You also have a few abilities that control the battlefield. Religion: Chaos Reavers favor martial and magic deities, but usually Chaos Reavers pledge themselves to no diety. Evil and unaligned Chaos Reavers pay homage to Orcus and Bane. Races: Chaos Reavers come from all races, but are usually humans, dwarves and tieflings.
Chaos Reaver Powers Your powers are elemental powers over the forces of Earth, Fire and Ice.
Class Features Chaos Reavers have one class feature that acts like a power, death’s challenge, presented below:
Challenge of the Elements; Chaos Reaver Feature You challenge a nearby enemy to combat, draining it should it not fight. At-Will ✦ Arcane Minor Action; Close burst 5 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a -2 penalty to attack rolls for any attack that does not include you as a target. Also, the target takes 1d6 + Str Ice damage, Con Earth damage, or Wis Fire damage, depending on which element you chose, the first time it makes an attack that does not include you as a target before the start of your next turn. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can not use Challenge of the Elements on your next turn. You can use Challenge of the Elements once per turn.
Bark Skin; Chaos Reaver Attack 1 You strike your enemy, and in anticipation coat your skin in a bark like substance increasing your defenses. At-Will ✦ Arcane, Weapon Standard Action; Melee weapon Target: One creature Attack: Constitution vs. AC Hit: 1[W] + Constitution modifier damage and you gain a +2 power bonus to AC until the start of your next turn. At 21st level increase damage to 2[W] + Constitution modifier damage.
Wildfire; Chaos Reaver Attack 1 Your blade wreath in flames that singe the enemy upon contact. At-Will ✦ Arcane, Fire, Weapon Standard Action; Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier fire damage and an adjacent creature, other than the target, takes fire damage equal to your Wisdom modifier. Increase damage to 2[W] + Strength modifier damage.
Embrace the Cold; Chaos Reaver Attack 1 Your blade is engulfed in an icy aura that strikes the enemy freezing their blood causing their movements to slow. At-Will ✦ Arcane, Cold Standard Action; Melee touch Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength and Constitution modifiers. At 21st level increase the damage to 2[W] + Strength modifier cold damage.
Refreshing Blow; Chaos Reaver Attack 1 You strike an enemy, and harnessing the life giving powers of the earth rejuvenate a tired ally. Encounter ✦ Arcane, Earth, Weapon Standard Action; Melee weapon Target: One creature Attack: Constitution vs. AC Hit: 2[W] + Strength modifier + Constitution modifier earth damage. Earth Specialization: You or an ally within 5 squares gains temporary hit points equal to your Constitution modifier.
Flame Wheel; Chaos Reaver Attack 1 You slam your weapon into the ground causing the ground to ripple and send erupting flames around you. Encounter ✦ Arcane, Implement, Fire Standard Action; Close burst 1 Target: Each creature in burst Attack: Wisdom vs. Reflex Hit: 1[W] + Wisdom modifier fire damage, and ongoing 5 fire damage (save ends). Fire Specialization: Increase burst radius to 3.
Icey Vortex; Chaos Reaver Attack 1 You raise your weapon into the air summoning forth razor sharp blades of ice that fall like arrows from the sky shredding your enemies before your very eyes. Encounter ✦ Arcane, Cold, Implement Standard Action; Close burst 1 Target: Each creature in burst Attack: Strength vs. Reflex Hit: 1[W] + Strength modifier damage and the targets are slowed and the terrain becomes difficult terrain within the effected burst area until the start of your next turn. Ice Specialization: Increase burst radius to 2.
Rejuvenation; Chaos Reaver Attack 1 Roots of the earth and trees burst from the ground and entangle themselves around the enemies legs, and you gain life and energy from the ground, the earth, and the plants. Daily ✦ Arcane, Healing, Implement, Earth Standard Action; Ranged 10 Target: One creature. Attack: Constitution vs. Reflex Hit: 3d8 + Constitution modifier earth damage, and the target is immobilized (save ends). Miss: Half damage, and the target is immobilized until the start of your next turn. Earth Specialization: You or an Ally can spend a healing surge.
Flame Wave; Chaos Reaver Attack 1 You swing your sword in a mighty arc before you sending a wave of flames out toward your enemy Daily ✦ Arcane, Implement, Fire Standard Action; Close burst 4 Target: Each creature in burst you can see Attack: Wisdom vs. Reflex Hit: 2d12 + Wisdom modifier fire damage and the targets are weakened (save ends). Miss: Half damage and the targets are weakened until the start of your next turn. Fire Specialization: Each creature effected takes ongoing 5 fire damage (save ends.)
Arctic Winds; Chaos Reaver Attack 1 You point your weapon at your opponent and tendrils of ice rerupt from the ground, winding their way around the enemy until he finds himself incased in ice. Daily ✦ Arcane, Cold, Implement Standard Action; Ranged 5 Target: One creature Attack: Strength vs. Fortitude Hit: 3d8 + Strength modifier cold damage and the target is immobilized (save ends). Miss: Half damage and the target is immobilized until the start of your next turn. Ice Specialization: The target takes 5 points of cold damage every time it fails its saving throw against this effect.
Rock Armor; Chaos Reaver Utility 2 You throw up a shield of blood in front of you. Encounter ✦ Arcane Immediate Interrupt; Ranged 5 Trigger: You are attacked Effect: You have a +4 power bonus to AC against the attack.
Essence of the Earth; Chaos Reaver Utility 2 Roots of the earth pull the remaining life from a nearby fallen enemy and you harness the energy of the earth to draw it into yourself. Encounter ✦ Arcane, Healing Standard Action; Ranged 5 Target: One dead creature within range Effect: The dead creature’s body is destroyed and you can spend a healing surge.
Diehard; Chaos Reaver Utility 2 You summon the power of the elements and continue to fight until the death. Daily ✦ Arcane Minor Action; Personal Effect: When reduced to 0 hit points you do not go unconscious; you must make an endurance check to remain conscious and for each round you remain conscious after 0 hit points the DC increases by 1. You still die at the negative bloodied value of your hit points.
Sturdy as a Rock; Chaos Reaver Utility 2 Even on the verge of death you are solid as rock, unbreakable and unyielding. Daily ✦ Arcane Minor Action; Personal Effect: You gain 5 + your Constitution modifier temporary hit points.
Stone Crusher; Chaos Reaver Attack 3 You swing hard enough to crush a boulder, sending the enemy flying in one direction. Encounter ✦ Arcane, Weapon Standard Action; Melee weapon Target: One creature Attack: Constitution vs. AC Hit: 1[W] + Constitution modifier and you slide the target 3 squares. Earth Specialization: You slide the target 6 squares if you hit.
Fury of Wildfire; Chaos Reaver Attack 3 You slam the enemy into the ground with a powerful strike knocking their breathe from them and then breath fire into their face Encounter ✦ Arcane, Weapon Standard Action; Melee weapon Target: One creature Special: If your primary attack hits you may do the secondary attack. Primary Attack: Wisdom vs. AC Primary Hit: 1[W] + Wisdom modifier damage, and the target is knocked prone. Secondary Attack: If you hit with the primary attack you can automatically make the secondary attack. Secondary Hit: You deal 1d8 + Wisdom modifier damage. Fire Specialization: The target takes a -2 penalty to Fortitude until the start of your next turn if you hit.
Freezing Blow; Chaos Reaver Attack 3 Your weapon radiates an icy aura that freezes enemies in place. Encounter ✦ Arcane, Cold, Weapon Standard Action; Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier cold damage and the target is immobilized until the start of your next turn. Ice Specialization: The target is stunned until the start of your next turn if you hit.
Spiked Eruption; Chaos Reaver Attack 5 You raise your hand up and the earth shatters into a thousand tiny stalagmites like earthen needles. Daily ✦ Arcane, Implement, Earth, Zone Standard Action; Area burst 2 within 10 squares Target: Each enemy in burst Attack: Constitution vs. Reflex Hit: 2d6 + Constitution modifier necrotic damage. Effect: The spell creates a zone in the effected area that lasts until the end of your next turn. Enemies treat the zone as difficult terrain and take 2d4 points of earth damage if they end or begin their turn in the zone. Sustain Minor: The zone lasts another turn. Earth Specialization: Add your Constitution modifier to the damage dealt to creatures that end their turn in the zone.
Flame Burst; Chaos Reaver Attack 5 Your strike causes a burst of flame to erupt from the tip of your sword, singing the foe and burning them badly. Daily ✦ Arcane, Fire, Weapon Standard Action; Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 3[W] + Wisdom modifier damage and the target takes ongoing 5 fire damage (save ends) and slides 3 squares. Fire Specialization: If you miss deal damage equal to your Wisdom modifier.
Freezing Vortex; Chaos Reaver Attack 5 You call upon the essence of winter to freeze your foes in ice. Daily ✦ Arcane, Cold, Implement Standard Action; Close burst 2 Target: Each creature in burst Attack: Strength vs. AC Hit: 2[W] + Strength modifier cold damage and the target is slowed and immobilized (save ends). Miss: Half damage and the target is immobilized until the start of your turn. Ice Specialization: The target is stunned instead of slowed, and treat the terrain as difficult terrain until the end of the encounter.
Energize the Life Force; Chaos Reaver Utility 6 You send a wave of elemental life into a dying ally giving him renewed life and vigor. Daily ✦ Arcane, Healing Standard Action; Ranged 10 Target: One dying ally within range Effect: The target returns to 0 hit points and can spend a healing surge.
Essense of the Rising Moon; Chaos Reaver Utility 6 You draw the power of the night and the energy from the moon to enhance your vision causing darkness to seem as day. Daily ✦ Arcane, Stance Minor Action; Personal Effect: You gain Darkvision.
Body of Stone; Chaos Reaver Utility 6 You coat yourself in a thick layer of rock, protecting you against damage Daily ✦ Arcane Minor Action; Personal Effect: You gain a +3 bonus to Fortitude or Will defenses, until the end of your next turn.
Stone Skin; Chaos Reaver Attack 7 You cut an enemy and move his blood to cover an ally. Encounter ✦ Arcane, Weapon Standard Action; Melee weapon Target: One creature Attack: Constitution vs. AC Hit: 1[W] + Strength modifier damage and you or an ally within 5 squares gains a +2 bonus to AC until the start of your next turn. Earth Specialization: Increase the AC bonus by your Constitution modifier.
Flare; Chaos Reaver Attack 7 You cause a brilliant flash of hot light that burns the enemy and leaves his dazed, unable to see clearly. Encounter ✦ Arcane, Implement, Fire Standard Action; Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d12 + Wisdom modifier damage and the target takes a -4 penalty to attack rolls until the start of your next turn. Fire Specialization: The target is blinded until the start of your next turn if you hit.
Frozen Blade; Chaos Reaver Attack 7 Your blade freezes over and the ice passes on to your enemy. Encounter ✦ Arcane, Cold, Weapon Standard Action; Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier cold damage and the target is slowed until the start of your next turn. Ice Specialization: The target is immobilized instead of slowed (save ends) and takes ongoing 5 cold damage each time they fail the save.
Summon Earth Golem; Chaos Reaver Attack 9 You raise your hand into the air and call forth a mass of rock, moss, dirt to roam the earth, using your own life force and the will of the elements. Daily ✦ Arcane, Conjuration, Implement Standard Action; Ranged 10 Summoning Square: You must target a none occupied square from which to summon the Earth Golem. Special: You have to spend two healing surges, but you do not regain hit points, to use this power. Target: One creature within 2 squares of the Earth Golem. Attack: Constitution vs. AC Hit: 2d6 + Constitution modifier. Effect: You conjure a Large Earth Golem within range and make an attack. The Earth Golem has an AC equal to 20 + half your level + Constitution modifier + the bonus of your implement. It uses your Fortitude, Reflex, and Will defenses. When the Earth Golem takes damage you take the amount of damage it would. Your Earth Golem can flank and counts as you for maintaining death’s challenge. You can move the Earth Golem 4 squares as a move action and can use a standard action to make it attack. The Earth Golem lasts until the end of your next turn. Sustain Minor: The Earth Golem lasts another turn. You can sustain this ability until the end of the encounter. Earth Specialization: The Earth Golem has resist 10 all damage.
Summon Blazing Golem; Chaos Reaver Attack 9 You create a golem of pure energy and flame imbueing it with your life force and the elemental will to power. Daily ✦ Arcane, Conjuration, Implement Standard Action; Ranged 10 Summoning Square: You must target a non-occupied square for which to bring forth the Blazing Golem. Special: You have to spend a healing surge, but you do not regain hit points, to use this power. Target: One creature adjacent to the ghoul Attack: Wisdom vs. AC Hit: 1d6 + Wisdom modifier damage. Effect: You conjure a Medium Blazing Golem in an unoccupied square. The Blazing Golem’s AC, Fortitude, Reflex, and Will defenses are equal to yours - 3. Whenever the Blazing Golem takes damage you take the damage instead. You can move the Blazing Golem 6 squares as a move action and can use a standard action to make it attack. The Blazing Golem lasts until the end of your next turn. Sustain Minor: The Blazing Golem lasts another turn. You can sustain this ability until the end of the encounter. Fire Specialization: Any creature adjacent to the Blazing Golem takes 1d4 + Wisdom modifier damage.
Frost Nova; Chaos Reaver Attack 9 Tendrils of twisting ice spikes explode from the ground, and then shatter cutting all enemies within range and slowing them down. Daily ✦ Arcane, Cold, Implement Standard Action; Ranged 10 Primary Target: One creature Primary Attack: Strength vs. Fortitude Primary Hit: 3d12 + Strength modifier cold damage and make a secondary attack. Secondary Target: Burst 2 with the primary target being the source of burst. Secondary Attack: Strength vs. Fortitude Secondary Hit: 3d8 + Strength modifier cold damage. Effect: Each creature attacked with this power is slowed (save ends). Ice Specialization: Creatures attacked with this power are immobilized (save ends) instead of slowed.
Armor of Ice; Chaos Reaver Utility 10 You infuse yourself with shards of ice that grant you protection and cut anyone nearby. Daily ✦ Arcane, Ice, Stance Minor Action; Personal Effect: Until the end of the encounter you have a +4 power bonus to AC and adjacent creatures take 5 + Strength modifier cold damage.
Flame Shield; Class Utility 10 You conjure up a bubble of fire around you burning nearby enemies and granting you brief protection. Encounter ✦ Arcane, Fire, Stance Minor Action; Personal Effect: Any creature adjacent to you takes 1d6 + Wisdom modifier damage and you gain a +2 bonus to AC, Fortitude, Reflex and Will until the end of your next turn.
Stone Body; Class Utility 10 You encase yourself in diamond hard stones that protect you from incoming damage. Daily ✦ Arcane, Earth, Stance Minor Action; Personal Effect: You gain a +6 power bonus to AC until the end of the encounter.
Iron Resilience; Class Utility 10 You refuse to give up the fight, even in death, and continue to press the battle. Daily ✦ Arcane, Stance Minor Action; Personal Effect: When reduced to 0 hit points you do not go unconscious; you must make an endurance check to remain conscious. You still die at the negative bloodied value of your hit points.
Gifts of the Earth; Chaos Reaver Attack 13 Your attack imbues you with renewed vigor. Encounter ✦ Arcane, Healing, Weapon Standard Action; Melee weapon Target: One creature Attack: Constitution vs. AC Hit: 2[W] + Constitution modifier damage, and you regain 5 hit points. Earth Specialization: Add your Constitution modifier to the hit points gained.
Consuming Flames; Chaos Reaver Attack 13 As you strike down a foe, flames engulf the enemy turning to energy into life force. Encounter ✦ Arcane, Martial, Healing Standard Action; Melee or Ranged weapon Target: One creature. Attack: Wisdom vs. AC. Hit: 2[W] + Wisdom modifier fire and you or an ally within range can spend a healing surge. Fire Specialization: Add your Wisdom modifier to the hit points regained.
Frozen Wave; Chaos Reaver Attack 13 You stab the ground and send a freezing wave out in all directions. Encounter ✦ Arcane, Cold, Implement Standard Action; Close burst 3 Target: Each creature in burst you can see Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Ice Specialization: Creatures that are hit by this ability are slowed until the start of your next turn.
Wall of Earth; Chaos Reaver Attack 15 You raise a massive wall of rock, stone and dirt with twisting spires and spikes of metal to block incoming enemies. Daily ✦ Arcane, Conjuration, Earth Standard Action; Area wall 10 within 10 squares. Effect: You conjure a solid wall of contiguous squares filled with the earth, rocks and dirt and make an attack. The wall can be up to 10 squares long and 5 squares high. Any creature that starts its turn adjacent to the wall takes 1d4 + your Constitution modifier Earth damage. The wall blocks line of sight and movement. No creature can enter a square containing the wall. Special: As a standard action, a creature can attack one square of the wall. Each square has 50 hit points, is immune to earth damage, and has vulnerability 10 to Wind damage. A creature that attacks the wall takes 1d4 earth damage. If the wall is not destroyed, it becomes a normal pile of dirt in 30 minutes. Earth Specialization: You and your allies can pass through the wall and do not take damage from starting next to the wall.
Wrathful Flames; Chaos Reaver Attack 15 You call upon the flames of vengeance to wreak retribution to those that would harm you. Daily ✦ Arcane, Necrotic Minor Action; Close burst 5 Target: You and each ally in burst Effect: When you or an ally take damage from a creature, the creature that damaged you or an ally take 1d6 fire damage. This effect lasts until the end of your next turn. A creature can only be hurt by this ability once per attack. Sustain Minor: The effect lasts another turn. You can sustain this power until the end of the encounter. Fire Specialization: Add your Wisdom modifier to the damage dealt.
Arctic Blizzard; Chaos Reaver Attack 15 You send forth a blast of necrotic ice. Daily ✦ Arcane, Cold, Implement Standard Action; Close burst 5 Target: Each enemy in burst Attack: Strength vs. AC Hit: 3[W] + Strength modifier cold and necrotic damage and the target is slowed and immobilized(save ends). Miss: Half damage, and the target is slowed until the start of your next turn. Ice Specialization: The target has a -2 penalty to attack rolls while it is slowed by this power, and treat the terrain in the area effected by the burst as difficult terrain.
Move with the Earth; Chaos Reaver Utility 16 As your enemy tries to retreat you use your powers over the elements to shift the earth beneath your feet, carrying you after your prey. Encounter ✦ Radiant, Stance Immediate Reaction; Personal Effect: Shift into the square that the enemy vacated. You have combat advantage against that enemy until the end of your next turn.
Unyielding Spirit; Chaos Reaver Utility 16 The fire that burns within you refuses to let you go down that easily. Daily ✦ Arcane, Healing Move Action; Personal Effect: Spend a healing surge and regain 1d12 + your Constitution modifier extra hit points, and make a saving throw against an effect that a save can end.
Frigid Skin; Chaos Reaver Utility 16 You coat yourself in an icey residue increasing the toughness of your skin. Daily ✦ Arcane, Stance Minor Action; Personal Effect: You gain resist 10 all damage until the end of the encounter.
Unbreakable Stone; Chaos Reaver Attack 17 As you strike your foe your skin thickens into a tough rock-like substance, stopping wounds from bleeding. Encounter ✦ Arcane, Weapon Standard Action; Melee weapon Target: One creature Attack: Constitution vs. AC Hit: 2[W] + Constitution modifier damage, and you gain a power bonus to AC equal to your Constitution modifier until the start of your next turn. Earth Specialization: You gain resist 10 all damage until the start of your next turn if you hit.
Wall of Fire; Chaos Reaver Attack 17 You conjure a wall of fire to repel enemies and create room for breathing Encounter ✦ Arcane, Conjuration, Fire Standard Action; Area wall 10 within 10 squares. Effect: You conjure a solid wall of contiguous squares filled made of flames and make an attack. The wall can be up to 10 squares long and 5 squares high. Any creature that starts its turn adjacent to the wall takes 1d4 + your Wisdom modifier Fire damage. The wall blocks line of sight and movement. Any creature that tries to enter a square containing the wall takes 2d6 + Wisdom modifier fire damage. Any creature that begins its turn in a square containing the wall takes 2d6 + Wisdom modifier fire damage. The Wall last until the end of the encounter. Fire Specialization: You and your allies can pass through the wall and do not take damage from starting next to the wall.
Blizzard; Chaos Reaver Attack 17 You raise your weapon into the air and rain many large shards of ice down upon your enemies. Encounter ✦ Arcane, Cold, Implement Standard Action; Area burst 2 within 10 squares Target: Each creature in burst Attack: Strength vs. Reflex Hit: 3d8 + Strength modifier damage and the targets are slowed until the start of your next turn. Ice Specialization: Increase burst radius to 5.
Elemental of Rock; Chaos Reaver Attack 19 You create a shambling moving creature of the Earth comprised of Rock, Metal, Dirt, Plants and other natural materials to do your bidding and protect you and your allies. It looks in large part like a massive tree. Daily ✦ Arcane, Conjuration, Implement Standard Action; Melee touch Special: You have to spend a two healing surges, but you do not regain hit points, to use this power. Target: One creature adjacent to the Elemental of Rock Attack: Constitution vs. AC Hit: 2d8 + Constitution modifier damage. Effect: You conjure a Large Elemental of Rock in an adjacent square with a dead creature in the square. The Elemental of Flame’s AC, Fortitude, Reflex, and Will defenses are equal to yours. Whenever the Elemental of Flame takes damage you take the damage instead. You can move the Elemental of Flame 6 squares as a move action and can use a standard action to make it attack. The Elemental of Flame lasts until the end of your next turn. Any time the Elemental of Rock deals damage you and your allies gain that much life. Sustain Minor: The Elemental of Rock lasts another turn. You can sustain this ability until the end of the encounter. Earth Specialization: You gain equal to Elemental of Rock damage + Constitution modifier life instead.
Elemental of Flame; Chaos Reaver Attack 19 You create a whirling vortex of fire and destruction. Daily ✦ Arcane, Conjuration, Implement Standard Action; Melee touch Special: You have to spend a healing surge, but you do not regain hit points, to use this power. Target: One creature adjacent to the Elemental of Flame Attack: Wisdom vs. AC Hit: 1d8 + Wisdom modifier damage. Effect: You conjure a Medium Elemental of Flame in an adjacent square with a dead creature in the square. The Elemental of Flame’s AC, Fortitude, Reflex, and Will defenses are equal to yours. Whenever the Elemental of Flame takes damage you take the damage instead. You can move the Elemental of Flame 6 squares as a move action and can use a standard action to make it attack. The Elemental of Flame lasts until the end of your next turn. Sustain Minor: The Elemental of Flame lasts another turn. You can sustain this ability until the end of the encounter. Fire Specialization: Creatures adjacent to the Elemental of Flame take 1d6 + Wisdom modifier fire damage.
Frozen Foe; Chaos Reaver Attack 19 You slash your enemy, and his blood slowly freezing working it's way through his whole body until he is frozen in place. Daily ✦ Arcane, Cold, ImplementStandard Action; Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: 4[W] + Strength modifier cold damage and the target is stunned (save ends). Miss: Half damage and the target is immobilized until the start of your next turn. Ice Specialization: The target takes 10 points of cold damage every time it fails its saving throw against this effect.
Pact with the Earth; Chaos Reaver Utility 22 You imbue the creature with a spark of life given from nature, and yourself. Daily ✦ Arcane, Healing Standard Action; Range 5 Target: One creature Effect: If the target has died since the end of your last turn, then it returns to life at 0 hit points and you take damage equal to half of your maximum hit points. You cannot avoid or reduce this damage in any way.
Wielder of the Flame; Chaos Reaver Utility 22 You transfer your allies burden upon yourself, and expunge them through a painful process of purging. Daily ✦ Arcane Minor Action; Close burst 5 Target: Each Ally in Burst Effect: You can remove any save ends effects from the target and apply it to yourself, then you may end those effects, but you may take 4d12 fire damage.
Move the Earth; Chaos Reaver Attack 23 You move the earth under and enemy and drag them towards you. Encounter ✦ Arcane, Implement Standard Action; Ranged 10 Target: One creature Attack: Constitution vs. Fortitude Hit: 3[W] + Constitution modifier damage and pull the target 1 square. Earth Specialization: Pull the target a number of squares equal to your Constitution modifier.
Chains of Hellfire; Chaos Reaver Attack 23 You summon chains of flame to entangle an enemy burning them severely and rooting them in place. Encounter ✦ Arcane, Fire, Implement Standard Action; Melee touch Target: One creature Attack: Wisdom vs. Reflex Hit: 5d8 + Wisdom modifier damage and the target takes ongoing 5 fire damage (Save ends), and are immobilized (save ends). Fire Specialization: The target is stunned in addition to immobilized (save ends).
Wave of Shards; Chaos Reaver Attack 23 You slice the air sending shards of ice out in every direction giving the enemies grievous cuts and slowing down their movements. Encounter ✦ Arcane, Cold, Implement Standard Action; Close burst 3 Target: Each creature in burst Attack: Strength vs. Reflex Hit: 3d12 + Strength cold modifier damage. Ice Specialization: If the attack hits, each creature effected by this attack is slowed until the start of your next turn.
Force of Nature; Chaos Reaver Attack 25 Enraged you slam the closest enemy with all of your strength, and a torrent of earth and dirt flows from your weapon slamming them into the ground. Daily ✦ Arcane, Weapon Standard Action; Melee weapon Target: One creature Primary Attack: Constitution + 2 vs. AC Primary Hit: 3[W] + Constitution modifier damage. Secondary Attack: You make the secondary attack if the primary attack hits. Secondary Hit: 2d10 + Constitution modifier damage, and the target is knocked prone, and immobilized. Miss: Half damage. Earth Specialization: If you hit you mark all enemies that you can see, if you miss you mark the target. Creatures marked by this ability stay marked until they are marked by another creature or you fail to engage them.
Rain of Fire; Chaos Reaver Attack 25 You call forth meteors of flame and rock to fall upon the enemies, knocking them down and trapping them beneath the massive meteor. Daily ✦ Arcane, Fire, Weapon Standard Action; Area burst 4 Target: Each creature in burst. Attack: Wisdom vs. AC Hit: 3[W] + Wisdom modifier fire damage and the target is knocked prone and they take ongoing 10 fire damage as long as they remain in the area of effect. Miss: Half damage and the targets are not knocked prone. Special: The terrain effected by this attack is considered rough terrain. Sustain Minor: You can sustain the power, repeat the attack in the zone against any creature within the zone that is not prone, and deal 2d10 fire damage to creatures that are prone. Fire Specialization: Any creature hit by the attack that is knocked prone and is also immobilized.
Frost Armor; Chaos Reaver Attack 25 You surround yourself in armor that chills enemies when they strike you. Daily ✦ Arcane, Cold, Stance Minor Action; Personal Effect: You gain a +2 power bonus to AC, and whenever an enemy hits you with a melee attack they are slowed and take 1d8 + your Strength modifier cold damage, until the end of the encounter. Ice Specialization: Increase damage to 2d8 + your Strength modifier cold damage.
Bonds of the Earth; Chaos Reaver Attack 27 You strike a foe and make it so that he can only attack you. Encounter ✦ Arcane, Weapon Standard Action; Melee weapon Targets: One creature, one ally. Attack: Constitution vs. AC Hit: 3[W] + Constitution modifier damage and the target is marked until the start of your next turn, and target ally may gain hit points equal to your Constitution modifier. Earth Specialization: Any time you take damage target ally may gain 1d6 + Constitution modifer life.
Dragon Breath; Chaos Reaver Attack 27 You consume your blade in a wreath of fire and slash an enemy burning them and causing them to momentarily loosen their grip on their weapon, then knock them to the ground, and as you step on them it appears momentarily as if your face and head take on the visage of a Red Dragon and fiery breathe spews forth from your maw. Encounter ✦ Arcane, Fire, Weapon Standard Action; Melee weapon Target: One creature Primary Attack: Wisdom vs. AC Primary Hit: 3[W] + Wisdom modifier fire damage and the target takes a -2 penalty to attack rolls until the start of your next turn and is knocked prone, make a secondary attack. Secondary Attack If you hit with the primary attack you automatically hit with the secondary attack. Secondary Hit: 2d12 + Wisdom modifier fire damage. Fire Specialization: The target is weakened until the start of your next turn, and takes ongoing 5 damage (save ends.)
Frost Blade Combo; Chaos Reaver Attack 27 You slash an enemy knocking them back and then send a cascade of ice at them freezing them in place. Encounter ✦ Arcane, Cold, Weapon Standard Action; Melee weapon Target: One creature Primary Attack: Strength vs. AC Primary Hit: 2[W] + Strength modifier cold damage and you slide the target 5 squares. Miss: You do not make the secondary attack. Secondary Attack: Strength vs. Reflex Secondary Hit: 2d6 + Strength modifier Ice damage and the target is immobilized. Ice Specialization: The target is stunned (Save ends) and takes ongoing 5 cold damage (save ends).
Rock Slide; Chaos Reaver Attack 29 You call out to the wild and massive boulders come cascading into the battlefield rolling over and crushing anything in their path. Daily ✦ Arcane, Implement, Earth Standard Action; Close burst 20 Target: Each enemy in burst. Attack: Constitution vs. Reflex Hit: 8d6 + Constitution damage, and each enemy effected is knocked prone. Miss: Half damage and each enemy effected is knocked prone. Effect: Each square the attack effected is considered rough terrain. Earth Specialization: Each square the attack effected is also considered a Wall with 50 hit points and thickness 5.
Pillars of Fire; Chaos Reaver Attack 29 You raise your hands dramatically summoning forth enormous pillars of fire that burn all enemies and remain in place threatening to consume anything left alive on the battlefield. Daily ✦ Arcane, Implement, Fire Standard Action; Close blast 6 Target: Each creature in blast Attack: Wisdom vs. Reflex Hit: 6d10 + Wisdom modifier fire damage and the target is weakened (save ends). Miss: Half damage and the target is weakened until the start of your next turn. Effect: You conjure a solid wall of contiguous squares filled made of flames and make an attack. The wall can be up to the maximum number of squares effected by the blast and 5 squares high. Any creature that starts its turn adjacent to the wall takes 1d4 + your Wisdom modifier Fire damage. The wall blocks line of sight and movement. Any creature that tries to enter a square containing the wall takes 2d6 + Wisdom modifier fire damage. Any creature that begins its turn in a square containing the wall takes 2d6 + Wisdom modifier fire damage. The Wall last until the end of the encounter. Fire Specialization: If you hit the target takes ongoing 10 fire damage (save ends).
Avalanche; Chaos Reaver Attack 29 Your voice resounds throughout the battlefield and bitter winds pick up flecked with snow, a rumbling in the distance is heard and a massive torrent of glacial ice and snow rampages toward your enemies, threatening to bury them and freeze them in place. Daily ✦ Arcane, Cold, Implement, Cold Standard Action; Close burst 6. Target: Each enemy in burst. Attack: Strength vs. AC Hit: 5[W] + Strength modifier cold damage and each creature in burst hit is immobilized (save ends). Miss: Half damage and the target is slowed (save ends). Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter. Ice Specialization: The target is stunned in addition to being immobilized (save ends).
Master of the Flame “Feel the wrath of the fire burning within me!”
Prerequisite: Chaos Reaver class
You are the epitome of the master of fire. You wield fire with such grace that it is awe inspiring and equally as fear inducing. All should respect you for the power that you wield is truly deadly.
Master of the Flame Path Features
Magma Armor (11th level): When you spend an action point to take an extra action, you also gain a +4 bonus to AC and Fortitude defense until the start of your next turn.
Spirit of the Flame (11th level): When you are adjacent to the target of your Challenge of the Elements, the target provikes an opportunity attack from you if it makes an attack that does not include you. Furthermore, your damage rolls against that creature deal an extra 1d6 fire damage.
Sword of Flame (16th level): You gain a +4 bonus to your inscribed weapon if you have the Fire Runes feature. If you ever gain a new inscribed weapon, you lose this benefit, until you take a short rest, during which time you can reinscribe and attune yourself to the new weapon.
Burning Blade Precision; Master of the Flame Attack 11 You focus the power of the flame and combine your expertise with your wisdom to deliver a harsh fiery strike Encounter ✦ Arcane, Fire, Implement Standard Action; Melee weapon Target: One creature. Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. Fire Specialization: The target takes ongoing 5 fire damage (save ends).
Defense of the Flame; Master of the Flame Utility 12 In sudden response to an attack you create a shield of flame which repels the attack Daily ✦ Arcane, Fire, Implement Immediate Reaction; Personal Effect: Reduce the damage by an amount equal to your level.
Fiery Vortex; Master of the Flame Attack 20 Inciting flames around your blade you whirl about sending out a wave of fire and destruction to all your foes Daily ✦ Arcane, Fire, Implement Standard Action; Melee weapon Primary target: One creature Attack: Wisdom vs. AC Hit: 3[W] + Wisdom modifier damage, and the target is knocked prone and immobilized until the end of your next turn. Effect: You can shift 5 squares, and then make a secondary attack. Secondary Target: One creature other than the primary target. Secondary Attack: Wisdom + 2 vs. AC Hit: 2[W] + Wisdom modifier damage, and the target is knocked prone and immobilized until the end of your next turn. Effect: You can shift 5 squares, and then make a tertiary attack. Tertiary target: One creature other than the primary and secondary targets. Tertiary Attack: Wisdom + 3 vs. AC Hit: 1[W] + Wisdom modifier damage, and the target is knocked prone and immobilized until the end of your next turn.
Lord of the Cold “I would encourage you to embrace the cold”
Prerequisite: Chaos Reaver class
You are the epitome of the master of ice. You wieldice with such grace that it is awe inspiring and equally as fear inducing. All should respect you for the power that you wield is truly deadly.
Lord of the Cold Path Features
Frozen Armor (11th level): You coat yourself in spikey shards of ice as thick and tough as metal over your normal armor. You gain a +1 bonus to AC whenever you wear any kind of armor.
Chills from the North (11th level): When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attack this turn.
Ice Mastery (16th level): You are so adept at utilizing the power of ice that you can inflict more damage when using powers with the cold or ice keyword. Increase the damage you deal when using a weapon by a number equal to your wisdom modifier (minimum +1)
Icey Blow; Lord of the North Attack 11 You slice your enemy and then spin around and sling a ball of ice that shatters in his face. Encounter ✦ Arcane, Weapon, Ice Standard Action; Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Make a secondary attack against the same target. Secondary Attack: Strength + 2 vs. Reflex Hit: 1d6 + Strength modifier cold damage and the target is slowed (save ends).
Fury of Winter; Lord of the Cold Utility 12 You are enraged by being struck and retaliate with savage fury Daily ✦ Arcane, Weapon Immediate Reaction; Personal Trigger: You take damage from a melee attack. Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls and damage rolls against the enemy that damage you.
Herald of the North; Lord of the Cold Attack 20 You slash an enemy and a seemingly roaring wind of bitter chill rushes past you Daily ✦ Arcane, Cold, Weapon Standard Action; Melee weapon Primary Target: One creature. Primary Attack: Strength vs. AC Hit: 4[W] + Strength modifier damage. If the target was bloodied before the attack, it takes +2[W] damage. Miss: Half damage. Effect: If you reduce the target to 0 hit points or fewer, you can make a secondary attack. Secondary Target: Each enemy within 5 squares of you. Secondary Attack: Strength vs. Reflex Hit: The target takes 2d6 + Strength modifier cold damage and is pushed 2 squares.
Commander of the Earth “Prepare to be crushed beneath the weight of the earth!”
Prerequisite: Chaos Reaver Class
You are the epitome of the master of earth. You wield earth with such grace that it is awe inspiring and equally as fear inducing. All should respect you for the power that you wield is truly deadly.
Commander of the Earth Path Features
Servant of the Stone (11th level): When you drop an enemy to 0 hit points or fewer, you regain hit points equal to your Constitution modifier.
Fury of the Earth (11th level): When you are reduced to 0 hit points or fewer, as an immediate interrupt before you fall unconscious, you can spend an action point to take an extra action. In addition, when-ever you spend an action point to take an extra action, you also gain a +4 bonus to all defenses until the start of your next turn.
Hard Landing (16th level): When you push a creature, or knock a creature prone, it takes damage equal to your constitution modifier.
Bash through the Ranks; Commander of the Earth Attack 11 You become immovable like stone and press forward causing your foes to retreat Encounter ✦ Arcane, Weapon Standard Action; Melee weapon Target: One creature. Attack: Constitution vs. AC Hit: 2[W] + Constitution modifier damage, and you push the target 1 square. You can shift into the square formerly occupied by the target. If you do so, each ally within 2 squares of you can shift 1 as well.
Shift with the Stone; Commander of the Earth Utility 12 You slide with the earth and crash into the enemy Encounter ✦ Arcane, Earth Move Action; Personal Effect: Shift into any adjacent square. If a creature occupies the square into which you shift, you push that creature 1 square.
Spirit of the Earth; Commander of the Earth Attack 20 You swing with the might of the titans and in doing so remember the good earth and are rejuvenated. Daily ✦ Arcane, Weapon Standard Action; Melee weapon Target: one creature. Attack: Constitution vs. AC Hit: 4[W] + Constitution modifier damage, and you push the target 1 square and it is knocked prone. In addition, the target is dazed until the end of your next turn. Miss: Half damage. Effect: You can spend a healing surge.
Dual-Wielder of the Elements “I have mastered one, and yet I crave more! More power!”
Prerequisite: Chaos Reaver class
You are the master of your chosen element and have decided to induldge in the studies of another increasing your power.
Dual-Wielder of the Elements Path Features
Additional Inscription (11th level): You may choose another rune path to inscribe into your weapon. From this point forward you may choose between powers of your previous element or your new element. You may also retrain previous powers in the new element.
Epic Destinies
Manipulator of the Three Elements "I am one with the elements"
Prerequisite: Duel-Wielder of the Elements Paragon Path, Chaos Reaver class
You are the absolute epitome of elemental mastery. Your power over the elements is complete and controlling, and you invoke your powers to crush your enemies and have them flee in terror before you.
Additional Inscription (21st level): You may choose another rune path to inscribe into your weapon. From this point forward you may choose between powers of your previous elements or your new element. You may also retrain previous powers in the new element.
You send for a wave of ice incasing the enemy in place, you then send forth an eruption of fire that blasts the enemy into the sky causing a massive fore ball in the air, you summon forth another fire-ball into the midst of the larger fireball growing it in size, then you utilize your massive strength to rend from the earth a massive boulder and hurl it into the fire ball causing a massive explosion and sending the hapless foe plummeting into th earth.. Daily ♦ x ; Implement, Earth, Fire, Ice Standard Action; Ranged 2 x 0 Primary Target: One creature Primary Attack: Strength vs. AC Primary Hit: 1 x d8 + Strength modifier cold damage, and make a secondary attack. Miss: Half damage, make the secondary attack. Secondary Attack: Wisdom vs. AC Secondary Hit: 1 x d8 + Wisdom modifier fire damage, and make a secondary attack. Miss: Half damage, make the secondary attack. Secondary Attack: Constitution vs. AC Secondary Hit: 1 x d8 + Constitution modifier earth damage and the target is immobilized. Miss: Half damage, and the target is immobilized.
So do I get credit for making the class that was copypasta/slight editted into this? I would be grateful.
(v-o-) Not getting credit makes piggy sad.
Resident Piggles
Zombie piggy is eatin' your sigs om nom nom (>*o*)> MTG CardShow
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)<
Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)
What if someone makes another death knight? It's not like it's an uncommon class name.
Resident Piggles
Zombie piggy is eatin' your sigs om nom nom (>*o*)> MTG CardShow
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)<
Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)
* I changed Emabrace the cold from -2 to attack to just an exta Con dmg. * I changed the name of Cascade of Ice and made it a close burst 1 no range * Added ranged to the embrace the cold attack * Changed the Utility Roar of the Elements to Diehard * Changed the Daily level 5 Power Frozen Vortex to burst 1 and added difficult terrain effect to the Ice Specialization. * Added a new level 10 Utility Iron Resilience * Added fluff for justification for making narrow roles, and why I have specialization. If you don't want to feel constrained, don't play a chaos reaver?
I had to beef up the class a little bit, because it was actually underpowered compared to a fighter. My DM didn't like it, and felt it wasn't engaging in comb at like a fighter/defender class, and was just hanging back casting ranged spells so I made it close, but I added ranged to embrace the cold for people who love spears. The class was with a ranger and wasn't doing a good job clogging up the masses and keeping them occupied for the ranger to strike, and it wasn't doing very good damage, plus I felt bark skin and embrace the cold were redundant, -2 atk is +2 AC in most cases....+2 AC however covers from any attacks while -2 Atk just gives you +2 AC (technically) from 1 target. So I beefed it up a little. I did only cold powers. Actual playtesting is still being under gone.
RoCkEtInToXiCaTe]Rune Specialization You inscribe runes into your weapon based on your selection of spells. There are three different runes usually used by Chaos Reaver spells: Earth, Ice, and Fire. You must choose to specialize in a single type of rune. Your selection determines one of your at-will spells, allows you to cast spells that use that rune with greater effect, and gives you a special boon whenever you drop a foe. Earth:You know the bolstering blood spell as one of your at-will spells. When you kill an enemy that you have marked, you gain temporary hit points equal to your level. Spells that use Earth runes require the caster to be strong of spirit and body. Ice: You know the embrace the cold spell. When you kill an enemy that you have marked, one enemy within 5 squares is slowed until the start of your next turn. Spells that use Ice runes require the caster to be strong enough to shape ice. Fire:You know the touch of death spell. When you kill an enemy that you have marked, you gain a +2 bonus to AC. Spells that use Fire runes require the caster to have enough wisdom to harness the power of fire.
As of now I haven't read the whole class yet, but an elemental controller seems promising in my eyes, combined with a twist of chaos... The main reason I'm replying now, and not later, when I've read and evaluated more of the class is because this is an eyesore to me. It's alright to keep the concept from the Death knight(which I IMHO like alot, finally an evil twisted guy class, worth looking at:evillaugh), but unless this class actually learn it's at-wills(which I hardly doubt), please edit it, so it looks better/more proof and makes sense...:P
BTW. shouldn't Challenge of the Elements be less like The Death knights challenge, and more like, elemental damage equal to one of your three primary stats, such as this: Earth(Poison damage, con. based), Ice(cold damage, str. based), and fire(fire damage, wis. bas wrote:
Rune Specialization You inscribe runes into your weapon based on your selection of spells. There are three different runes usually used by Chaos Reaver spells: Earth, Ice, and Fire. You must choose to specialize in a single type of rune. Your selection determines one of your at-will spells, allows you to cast spells that use that rune with greater effect, and gives you a special boon whenever you drop a foe. Earth:You know the bolstering blood spell as one of your at-will spells. When you kill an enemy that you have marked, you gain temporary hit points equal to your level. Spells that use Earth runes require the caster to be strong of spirit and body. Ice: You know the embrace the cold spell. When you kill an enemy that you have marked, one enemy within 5 squares is slowed until the start of your next turn. Spells that use Ice runes require the caster to be strong enough to shape ice. Fire:You know the touch of death spell. When you kill an enemy that you have marked, you gain a +2 bonus to AC. Spells that use Fire runes require the caster to have enough wisdom to harness the power of fire.[/quote] As of now I haven't read the whole class yet, but an elemental controller seems promising in my eyes, combined with a twist of chaos... The main reason I'm replying now, and not later, when I've read and evaluated more of the class is because this is an eyesore to me. It's alright to keep the concept from the Death knight(which I IMHO like alot, finally an evil twisted guy class, worth looking at:evillaugh), but unless this class actually learn it's at-wills(which I hardly doubt), please edit it, so it looks better/more proof and makes sense...:P
BTW. shouldn't Challenge of the Elements be less like The Death knights challenge, and more like, elemental damage equal to one of your three primary stats, such as this: Earth(Poison damage, con. based), Ice(cold damage, str. based), and fire(fire damage, wis. based)...?
As of now I haven't read the whole class yet, but an elemental controller seems promising in my eyes, combined with a twist of chaos... The main reason I'm replying now, and not later, when I've read and evaluated more of the class is because this is an eyesore to me. It's alright to keep the concept from the Death knight(which I IMHO like alot, finally an evil twisted guy class, worth looking at:evillaugh), but unless this class actually learn it's at-wills(which I hardly doubt), please edit it, so it looks better/more proof and makes sense...:P
BTW. shouldn't Challenge of the Elements be less like The Death knights challenge, and more like, elemental damage equal to one of your three primary stats, such as this: Earth(Poison damage, con. based), Ice(cold damage, str. based), and fire(fire damage, wis. based)...?
I agree, I'll make the changes. The reason i still had bolstering blood and touch of death is because i hadn't thought of a name for the at-wills yet.