Elementalist “Every action you take only adds to the disorder of the universe.”
Class Traits Role: Controller. You summon massive bursts and blast that tear apart your enemies. Your powers also confuse the mind and impair the senses. Power Source: Elemental. Extreme exposure to the Elemental Chaos has made you an outlet to its powers. Key Abilities: Dexterity, Charisma, Constitution
Armor Proficiencies: Cloth, Leather Weapon Proficiencies: Simple Melee, Simple Ranged Implements: Orbs, Ki Focuses Bonus to Defense: +1 Fortitude, +1 Will
Hit Point at 1st Level: 12 + Constitution Score Hit Points per Level Gained: 5 Healing surges per Day: 7+ Constitution modifier
Trained Skills: Endurance. From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis)
Build Options: Class Features: Chaotic Fury, Harbor of Elements, Elemental Grasp "Fluff"Show
Chaos is an innate part of life. Nothing alive is able to function without some amount of disorder being released in the process. For most this small amount of chaos barely affects their lives, but an Elementalist feels these disjunctions flowing through them and around them. They don’t see things the same ways that others do. What most people call fire, an Elementalist sees heat. Where a person may seem crashing waves, an Elementalist sees pressure. Elementalists gain their powers not by the elements themselves, but rather from their beginning and end, the Elemental Chaos. As an Elementalist you see the underlying powers of the universe and have the ability to harness them. The question remains on how you obtained your powers. Perhaps you had high exposure to the Elemental Chaos as a child. Maybe you’re a scholar who pursues these powers through your studies. Or maybe you are blessed by a Genie. However you came to your powers, you now are a doorway to its chaotic and raw power.
Chaotic Fury Your powers are not usual elements, but their raw and unordered beginnings. As such, creatures are not used to their barrages. Creatures take a -1 penalty to save against effects you create from your daily powers.
Harbor of Elements Your connection to the Elemental Chaos gives increases your senses beyond those your natural capabilities, increasing your defense. However, its chaotic nature means it is constantly changing. Roll a d6 to determine your advantage for the day. D6 Damage Type 1 +1 to your AC 2 +1 to your Reflex defense 3 +1 to your Fortitude defense 4 +1 to your Will Defense 5 Resist 5 to a damage type. 6 Resist 2 to all damage. The benefit from rolls 1-4 increase to +2 at 11th level and +3 at 21st level. The resistance granted from a roll of a 5 increases to 10 at 11th level and 15 at 21st level. And the resist damage from a roll of 6 increases to 4 at 11th level and 6 at 21st level.
Elemental Grasp The powers of the Elemental Chaos are hard to control. As such, different Elementalists utilize this power in different ways. Some shape portions of it into controllable energy, while others just let the raw energy flow through them. Choose an Elemental Grasp. Your choice will influence some Elementalist powers, as detailed in those powers.
Shaper When using a burst or blast power you can ignore one square of the burst or blast. Thus, that square and any creature in it are unaffected by the effects of your power.
Fluxer Your powers ignore your target’s resistances equal to one-half your level (minimum 1). You treat creatures that are immune to your damage as if it had resist 20.
Flowing Elementalist You allow the raw powers of the Elemental Chaos to flow through you, slamming foes with chaotic and ever changing energy. All your powers depend on a high Dexterity so that should be your highest ability score. Charisma should be your second as it allows you to reach into the more chaotic powers. Constitution makes for a good third choice for hit points and your fortitude defense. You choose powers that focus on unpredictability and raw power. Suggested Class Feature: Suggested Feat: Suggested Skills: Suggested At-Will Powers: Suggested Encounter Power: Suggested Daily Power:
Shaping Elementalist You take the forces of the Elemental Chaos and shape it as best as you can, granting some order to your powers. Dexterity is your main ability score as all your powers benefit from it. Constitution gives you the physical strength to shape the chaos of your powers so it should be your second highest. A good charisma is good for a strong will defense. You want to focus on powers that allow you to shape the battlefield to your advantage. Suggested Class Feature: Shaper Suggested Feat: Suggested Skills: Suggested At-Will Powers: Suggested Encounter Power: Suggested Daily Power:
Elementalist Overview Your powers utilize the raw forces of the Elemental Chaos, making them hard to resist and shake off, but also hard to predict. Most of your powers also involve burst and blast that allow you to affect a wide variety of enemies at once.
Implement Elementalists utilize orbs or ki focuses to channel their chaotic elemental powers. When you wield an orb or use a ki focus, you can add its enhancement bonus to the attack rolls and the damage rolls of Elementalist powers and Elementalist Paragon Paths that have the implement keyword. Without an implement, you can still use these powers.
Elementalist Powers An Elementalist’s powers are called channels as you direct the forces of the Elemental Chaos onto the battlefield. These powers are released as large burst or blasts that scar your enemies and the battlefield.
Chaos Break Elementalist Attack 1 Wild power surges from beneath your foe, slowing his movements and sundering escape routes. At-Will* Elemental, Force, Implement Standard Action Area 1 square within 10 Target: One creature in square Attack: Dexterity vs. Reflex Hit: 1d8 + Dexterity modifier force damage, and the target is slowed until the end of your next turn. Effect: The power’s area is full of fizzling power and becomes difficult terrain until the end of your next turn. Level 21: 2d8 + Dexterity modifier force damage.
Heat Wave Elementalist Attack 1 You launch a searing blast of heat at your foe, burning it badly. At-Will* Elemental, Fire, Implement Standard Action Ranged 10 Target: One Creature Attack: Dexterity vs. Fortitude Hit: 1d8 + Dexterity fire damage, and if the target makes any attack before the end of your next turn, it takes damage equal to your Constitution modifier. It can only take this damage once. Level 21: 2d8 + Dexterity modifier fire damage Special: You can use this attack as a ranged basic attack.
Ice Crystals Elementalist Attack 1 The temperature suddenly drops around your foe, freezing him and surrounding him with sharp ice crystals. At-Will*Elemental, Implement, Varies Standard Action Range 10 Target: One Creature Attack: Dexterity vs. Reflex Hit: 1d8 + Dexterity modifier cold damage, and any enemy that ends its turn adjacent to the target takes cold damage equal to your Charisma modifier. Special: This attack can be used as a ranged basic attack.
Loose Energy Elementalist Attack 1 You flow power through you, pushing your foes away with an uncontrolled blast. At-Will* Elemental, Implement, Varies Standard Action Close Blast 3 Target: Each Creature in blast. Attack: Dexterity vs. Reflex Hit: 1d6 + Dexterity modifier damage, and you push the target a number of squares equal to your charisma modifier. Roll d6 to determine the damage type. 1. Acid 2. Fire 3. Force 4. Cold 5. Lightning 6. Thunder Level 21: 2d6 + Dexterity modifier damage
Plasma Shock Elementalist Attack 1 You launch an unshaped electric energy that breaks into tiny bolts. The shock slows your enemies’ senses making them unable to react quickly. At-Will* Elemental, Implement, Lightning Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs. Reflex Hit: 1d6 lightning damage, and the target cannot take opportunity actions until the end of your next turn. Level 21: 2d6 lightning damage
Rising Pressure Elementalist Attack 1 You cause the pressure around your foes to increase, crushing the very air from their lungs. At-Will* Elemental, Force, Implement Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs. Fortitude Hit: 1d6 + Dexterity modifier force damage, and the target takes a -2 penalty to its fortitude defense. Level 21: 2d6 + Dexterity modifier force damage.
Acid Flow Elementalist Attack 1 Acid erupts from the ground, burning your foes and trapping them within its melting grasp. Encounter* Acid, Elemental, Implement Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs. Fortitude Hit: 1d8 + Dexterity modifier acid damage. Effect: The area is filled with bubbly acid. The area counts as difficult terrain until the end of your next turn. Any creature that ends its turn in the zone takes acid damage equal to your Charisma modifier.
Electric Rings Elementalist Attack 1 Energy rings slide down your arms and you launch them at your enemies, growing along their way. Encounter* Elemental, Lighting, Implement Standard Action Close blast 3 Target: Each creature in blast Attack: Dexterity vs. Reflex Hit: 3d6 + Dexterity modifier damage. Shaper: Increase the range to blast 5.
Pure Force Elementalist Attack 1 You blast your foe with a powerful force, rattling his senses. Encounter* Elemental, Force, Implement Standard Action Ranged 10 Target: One Creature Attack: Dexterity vs. Fortitude Hit: 2d8 + Dexterity modifier force damage, and the target is dazed until the end of your next turn.
Sparks Elementalist Attack 1 Cinders rain upon your foes that soon erupting into crackling fire. Encounter* Elemental, Fire, Implement Standard Action Area Burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs. Reflex Hit: 1d6 + Dexterity modifier fire damage. Effect: The area burns with intense flames until the end of your next turn. Any creature that starts its turn within or enters the area takes fire damage equal to your constitution modifier.
Spontaneous Shot Elementalist Attack 1 Wild power sporadically erupts from you, giving you barely enough time to aim it. Encounter* Elemental, Force, Implement Minor Action Ranged 10 Target: One or two creatures Attack: Dexterity -2 vs. Reflex Hit: 1d6 + Dexterity modifier force damage Fluxer: You gain a +1 bonus to the next attack roll made against the target until the end of your next turn.
Cold Snap Elementalist Attack 1 You cause the temperature around your foes to suddenly become freezing, freezing joints and locking armor. Daily* Cold, Elemental, Implement Standard Action Area Burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs. Fortitude Hit: 2d6 + Dexterity modifier damage and the target is slowed (save ends). Miss: Half damage and the target is slowed until the end of your next turn.
Flaming Plague Elementalist Attack 1 Your foe erupts in intense flames that leap to his allies, hungering for flesh. Daily* Elemental, Fire, Implement Standard Action Range 10 Target: One creature in range Attack: Dexterity vs. Reflex Hit: 2d6 + dexterity modifier fire damage, and the target takes ongoing 5 fire damage (save ends). Make a secondary attack. Miss: Half damage and no ongoing damage. Secondary Target: Each enemy adjacent to the original target. Secondary Attack: Dexterity vs. Reflex Hit: Ongoing 5 fire damage (save ends)
Mental Breach Elementalist Attack 1 Wild force smashes into your foes head just right so that, while it causes little pain, it leaves the foe reeling. Daily* Elemental, Force, Implement Standard Action Range 10 Target: One or two creatures within 3 squares of each other Attack: Dexterity vs. Will Hit: 1d6 + Dexterity modifier damage and the target is dazed (save ends). Miss: The target is dazed until the end of your next turn.
Trembling Thunder Elementalist Attack 1 Plasma crashes into the ground amidst your foes, send electric energy and rocks flying into your foes. Daily* Elemental, Force, Implement, Lightning Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs. Reflex Hit: 2d8 + Dexterity modifier force and lightning damage. Effect: The area is filled with electrified flying debris until the end of your next turn. The area counts as difficult terrain even to flying enemies. Any creature that enters the area takes 1d8 force and lightning damage. Sustain Minor: The zone persists.
Battle Turner Elementalist Utility 2 With a slight movement you push your allies towards your foes, urging them to fight. Encounter* Elemental, Force Move Action Close Burst 2 Target: One or two allies in burst Effect: Slide the target up to 2 squares.
Chaos Shield Elementalist Utility 2 You shape a shield from your chaotic powers to protect you and punish the enemy who shatters it. Encounter* Elemental, Force Immediate Interrupt Personal Trigger: You are hit by an attack Effect: The triggering attack takes a -2 penalty to hit you. If the triggering attack still hits, the triggering creature takes force damage equal to your Constitution modifier.
Chaos Shift Elementalist Utility 2 Just when your enemy thinks he has you, chaos reorients you so it’s the exact opposite. Encounter* Elemental, Teleportation Immediate Reaction Personal Trigger: An enemy ends its move action adjacent to you. Effect: You and the enemy swap positions and you can shift one square.
Energy Spurt Elementalist Utility 2 You are suddenly filled with chaotic energy, preparing you for the worst. Daily* Elemental Minor Action Personal Effect: You gain temporary hit points equal to 5 + your Dexterity modifier.
Great Endurance Elementalist Utility 2 Using chaotic energy, you empower your body against hardships. Encounter* Elemental Minor Action Personal Effect: You gain a +5 bonus to Endurance checks until the end of your next turn.
Inner Chaos Elementalist Utility 2 Like the chaotic magic you wield, you are hard to peg down. Encounter* Elemental Minor Action Personal Effect: Make a saving throw against one effect that a save can end. You gain a bonus to the save equal to your Charisma modifier.
Burning Ice Elementalist Attack 3 Defying natural means, you shape a spire of burning ice that bursts amongst your foes, scattering burning shards. Encounter* Cold, Elemental, Fire, Implement Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs. Reflex Hit: 1d6 + Dexterity modifier Cold and Fire damage, and the area is filled with burning shards of ice. If any creature moves in the area, they take cold and fire damage equal to your Constitution modifier.
Forceful Lightning Elementalist Attack 3 A thick bolt of lightning crashes into your foes that then breaks into tiny bolts capable of dragging your foes with them. Encounter* Elemental, Implement, Lightning Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs. Fortitude Hit: 1d6 + Dexterity modifier damage and you slide the target a number of squares equal to your Charisma modifier.
Foul Mire Elementalist Attack 3 Dark acid launches from your hand, burning your foe an weakening its immune system. Encounter* Acid, Elemental, Implement Standard Action Ranged 10 Target: One Creature Attack: Dexterity vs. Reflex Hit: 2d6 + Dexterity modifier acid damage and the target takes a -2 penalty to all saves until the end of your next turn.
Frozen Battlefield Elementalist Attack 3 Ice erupts where you touch the ground which then crashes into your enemy, leaving behind its slick surface. Encounter* Cold, Elemental, Implement Standard Action Range 10 Target: One Creature Attack: Dexterity vs. Reflex Hit: 1d6 + Dexterity modifier cold damage and all squares in a close burst 1 centered on the target becomes difficult terrain until the end of your next turn. Shaper: The squares along the range your attack went also become difficult terrain until the end of your next turn.
Sinking Stone Elementalist Attack 3 The order of the universe is stifled for a time around your foes, causing them to sink into solid surfaces and freeze in open areas. Encounter* Elemental, Force, Implement Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs. Will Hit: 1d8 + Dexterity modifier damage and the target is immobilized until the end of your next turn.
Wild Burst Elementalist Attack 3 Your body erupts with a force so powerful that it sends one of your enemies flying randomly across the battlefield. Encounter* Elemental, Force, Implement Standard Action Close burst 3 Target: One enemy in burst Attack: Dexterity vs. Fortitude Hit: 1d8 + Dexterity modifier damage and the target slides a number of squares equal to the number you rolled for the damage in any direction (even vertically). Fluxer: You can slide the target a number of squares equal to your Charisma modifier or the number you rolled.
Chaos Lock Elementalist Attack 5 You hit your foes with a powerful force that sends them out of synch with the world they’re used to. Daily* Elemental, Force, Implement, Zone Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs. Fortitude Hit: 3d4 + Dexterity modifier damage, and the target is restrained (save ends). Miss: Half damage, and the target is immobilized until the end of your next turn. Effect: The zone creates an area of chaotic power until the end of your next turn; any creature that enters the zone is slowed until the end of your next turn. Sustain Minor: You can sustain the zone until the end of the encounter.
Lava Flow Elementalist Attack 5 The ground sinks into a fiery lake, spewing out steam and melting stone. Daily* Elemental, Fire, Implement, Wall Standard Action Wall 5 within 10 Target: Each creature in wall Attack: Dexterity vs. Reflex Hit: 2d8 + Dexterity modifier fire damage. Effect: The walls area is filled with glowing hot lava until the end of your next turn. Any creature that enters or starts its turn adjacent to or within the wall takes fire damage equal to your Dexterity modifier. The walls area counts as difficult terrain. Sustain Minor: You can sustain the power until the end of the encounter.
Realm of Ice Elementalist Attack 5 You link the area to the frozen storms of the Elemental Chaos, making it freezing cold and hard to traverse. Daily* Cold, Elemental, Force, Implement, Zone Standard Action Area burst 3 within 10 Effect: You create a zone of freezing cold temperatures and falling ice. The zone is difficult terrain and is lightly obscured. Any creature that starts its turn within or enters the zone takes cold and force damage equal to your Dexterity modifier. The zone last until the end of your next turn. Sustain minor: You can sustain the zone until the end of the encounter.
Scintillating Sphere Elementalist Attack 5 You hurl an orb of plasma energy at your enemies that explodes in bright, crackling lighting. Daily*Elemental, Lighting, Implement Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs. Fortitude Hit: 2d4 + Dexterity modifier lighting damage and the target is blinded (save ends). Miss: Half damage and the target is blinded until the end of your next turn.
Reserved for Paragon Paths, feats, epic destiny, and such.
Ok, post away. I'm not used to creating controllers so I'm hoping for a lot of constructive feedback. I wasn't sure on what kind of implements this class should use so that's why it's kind of ambiguous. My features probably also need their fair bit of help. Any ideas will help, and I will be constantly working on this class (as I think I may play it).
I'm seeing plenty of love for the Con build and the shaper, not as much for the fluxer and none for charisma, plus I think you've got spont shot up there twice.
You should either have the Basic Ranged Attack be secondary ability score neutral or you need another one with a charisma rider.
Thanks again Rampant. I edited Mental Breach, it now deals 1d6 + dexterity modifier damage and the target is dazed (save ends) on a hit, with a miss just being dazed until the end of your next turn.
I also added Boreal Orb as an At-Will power for Fluxer builds. It's ranged basic attack. 1d8 + Dex + Cha fire, cold, and lightning damage. And your roll to see what defense the power targets.
Boreal Orb is REALLY nice. You do know that it's multiple damage types means that only a monster that has resist ALL THREE will resist any of it, right? For a first level power, that is INTENSE. Also, double-modifier damage is nuts too. Also, potentially hitting any defense makes it so much better.