Elementalist (4e Class)
From D&D Wiki
|“||Your petty 'arcane' magic is a fools attempt to match the might of the titans themselves.||”|
|Elementalist by SimoneKaczmarz, on Flickr|
|Role: Striker. You strike down enemies with pure blasts of elemental energy, and become a deadly point-blank storm when they come too close.|
|Power Source: Arcane. Elementalists borrow the chaotic energies from the Elemental Chaos, and its lords, the Primordials|
|Key Abilities: Wisdom, Dexterity, Constitution, Intelligence, and Strength|
|Armor Proficiencies: Cloth, Leather|
|Weapon Proficiencies: (see Elemental Preferrence)|
|Implements: (see Elemental Preferrence)|
|Bonus to Defense: +1 will, +1 to one other (see Elemental Preferrence)|
|Hit Points at 1st Level: 12 + Constitution score|
|Hit Points per Level Gained: 5|
|Healing Surges per Day: 7 + Constitution modifier|
| Trained Skills: Arcana (int). From the class skills list below, choose Three more trained skills at 1st level.|
Class Skills: Acrobatics (dex), Athletics (str), Bluff (cha), Endurance (con), Insight (wis), Intimidate (cha), Perception (wis), Stealth (dex), Thievery (dex)
|Build Options: Bonesplitter, Windrider|
|Class Features: Elemental Preferrence, Chaos Power|
Elementalists are wielders of the very chaos from which their name is derived. They scorn the wizards lack of experience and cheap imitations of what harnessing the chaos is really like, and are often misunderstood as taking no discipline at all, which is completely contrary to the truth. Elementalists know the true power of the chaos that they—and wizards—wield.
You had a calling from a young age to seek out what had caused the world. You considered the way of a scholar to discover an answer but found no truth there. Instead you discovered truth in meditation and rigorous physical and mental training, and perhaps discovered that chaos is more than it seems and, like most, realize that chaos requires discipline to function effectively. Maybe you decided to embrace it and use your innate power to take yourself away from law, or even go so far as to destroy the very beings that held you prisoner of law.
The earth bends to your will, fire springs forth from your existence, the wind acts on your very whim, and water rises to your cause. How much of the chaos will you be able to handle?
|Characteristics: Elementalists use their spells to rush into melee combat and score decisive blows either standing and dodging blows or using hit and run tactics and knocking off weaker enemies amongst their ranks.|
|Religion: Most Elementalists do not hold strongly to any one deity, but apreciate a combination of their philosophies. Many will apreciate Bahamut in being impartial and upholding order and justice as well as Correlon for his practice of magic. Some may take to Avandra for her free spiritedness. While some more vindictive might approach Bane in hopes of gaining more power or Tiamat for the same reason. Others might be completely agnostic and side with the Primordials becoming nothing more than their puppets.|
|Races: Humans are more often called upon than other races, and even more so do they pursue it especially do to how power-hungry humans often are. Dwarves also embark on this path, often to become closer to the earth. Elves invest in pursuing the summons of the chaos, as it is usually difficult to resist for one so near to nature.|
Creating an Elementalist
Some Elementalists move straight in after the toughest foe, whereas others go around and pick off weaker enemies.
A Bonesplitter charges straight in after the biggest opponent and assists the defender by giving him combat advantage and dealing as much damage as he can.
- Suggested Feat: Entropic Affinity (Human Feat:Toughness)
- Suggested Skills: Arcana, Insight, Intimidate, Perception
- Suggested At-Will Powers: Lightning Slash, Unbalancing Strike
- Suggested Encounter Power: Earthshot
- Suggested Daily Power: Skullcrusher
A Windrider moves around like a skirmisher and takes out those enemies with few hit points and saving their best for last.
- Suggested Feat: Improved Initiative (Human Feat:Action Surge)
- Suggested Skills: Arcana, Acrobatics, Bluff, Stealth
- Suggested At-Will Powers: Waveride, Sommersault Strike
- Suggested Encounter Power: Slicing Wind
- Suggested Daily Power: Piercing Sound
Elementalist Class Features
All Elementalists share these class features.
Once per turn, as a free action you may use your element to assist you in striking a deadlier blow. When you use this ability, you gain a damage bonus as shown on the table below in a specific damage type based on your element. Missing does not expend the use of this ability. This bonus damage can only be used with a power that has the elemental keyword associated with your chosen element (see table below).
Earth: Force damage.
Fire: Fire damage.
Water: Cold damage.
Wind: Thunder damage.
An Elementalist chooses one primary element for which their powers gain specific benifits as well as weapon proficiencies and a +1 bonus to the defense noted. Also, although it has no immediate static effect, each element has an ability score tied to them which are chief to the effects of an Elementalist's powers aside from Wisdom.
|Element||Defense Bonus||Proficiencies||Key ability|
|Earth||Fortitude||All hammers; Spiked Gauntlets||Constitution|
|Fire||Reflex||Crossbow (Light), Falchion, Kukri*, Katar, Longspear, Scimitar, Spear||Strength|
|Water||Will||Khopesh*, Scythe, Short Bow, Sickle, Spiked Chain, Trident*||Intelligence|
|Wind||Reflex||Dagger, Kukri*, Katar, Longbow, Parrying Dagger*, Quarterstaff, Short Sword||Dexterity|