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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
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Feel the wrath of primordial might!
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”
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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
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Disciple of the four elements Attack 11
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| You fire icy cold water at your foe which then freezes them slowly and as they grow weaker you grow stronger.
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Encounter Cold, Siphon, Primordial
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| Standard Action
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close burst 10
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| Target: One creature in burst
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| Attack: Wisdom Vs. Will
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| 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
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| Miss: 1d12 damage + Strength modifier cold damage.
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| Aura of restoration
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Disciple of the four elements Utility 12
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| You bring your party members back from the dead.
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At-Will Heal, Primordial
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| Minor Action
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Close burst 10
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| Requirement: An ally or more must have 0 hitpoints and has failed their second wind.
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| Target: All allies who have 0 hitpoints and have failed their second wind.
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| Effect: All allies gain hitpoints equal to their healing surge value multiplied by 2.
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| Wrath of the elemental might
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Disciple of the four elements Attack 20
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| All the elements surge around you and thrust your foe with primordial might
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Daily Cold, Fire, Lightning, Earth, Primordial
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| Standard Action
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Close burst 12
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| Requirement: You must be bloodied
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| Target: All creatures in burst
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| Attack: Wisdom Vs. Will
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| Hit: 4d12 plus charisma modifier radiant damage.
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| Miss: Half damage and the target suffers ongoing 5 fire damage.
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