Disciple of the Four Elements (4e Paragon Path)

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Scales.png This page is of questionable balance. Reason: The attack powers do not have the weapon or implement keyword. Siphon and Primordial are not keywords. The 12th level features causes a (save ends) condition, which should be restricted to daily abilities. Might Mastery is broken, allowing an indefinite number of attacks on large creatures. Ice Siphon: Encounter powers should not cause this level of damage on a miss. The requirement of Aura of Restoration makes no sense (how can you fail a second wind?) Warth of the Elemental Might: All creatures in burst 12? - uh, no.


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[edit] Disciple of the Four Elements

Feel the wrath of primordial might!

Prerequisite: Elementalist


[edit] Disciple of the Four Elements Path Features

Bloodied Wrath (11th Level): If you are bloodied you gain an extra bonus to damage rolls equal to your wisdom modifier.
The Bigger They Are... (12th Level): Every time you hit a large opponent you slow that opponent (save ends). This ability can only be used once per creature.
Might Mastery (16th Level): Every time you make a successful attack hit you gain an extra standard action if the creature is large or larger.


Ice siphon Disciple of the four elements Attack 11
You fire icy cold water at your foe which then freezes them slowly and as they grow weaker you grow stronger.
Encounter Star.gif Cold, Siphon, Primordial
Standard Action close burst 10
Target: One creature in burst
Attack: Wisdom Vs. Will
Hit: 1d12 damage plus wisdom modifier,you gain hitpoints equal to your healing surge value and the target take damage equal to your healing surge value
Miss: 1d12 damage + Strength modifier cold damage.



Aura of restoration Disciple of the four elements Utility 12
You bring your party members back from the dead.
At-Will Star.gif Heal, Primordial
Minor Action Close burst 10
Requirement: An ally or more must have 0 hitpoints and has failed their second wind.
Target: All allies who have 0 hitpoints and have failed their second wind.
Effect: All allies gain hitpoints equal to their healing surge value multiplied by 2.



Wrath of the elemental might Disciple of the four elements Attack 20
All the elements surge around you and thrust your foe with primordial might
Daily Star.gif Cold, Fire, Lightning, Earth, Primordial
Standard Action Close burst 12
Requirement: You must be bloodied
Target: All creatures in burst
Attack: Wisdom Vs. Will
Hit: 4d12 plus charisma modifier radiant damage.
Miss: Half damage and the target suffers ongoing 5 fire damage.




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