User:Armond/Sandbox/Elementalist

Elementalist
"It is no secret that the elements can be bent to the will of a skilled user. What is secret is how this is done, and how the user survives."

Class Traits
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ELEMENTALIST OVERVIEW
Characteristics: You are nothing if not versatile. Depending on your choice of powers, you may excel at controlling groups of enemies, defending your allies, or even denying your foes their own abilities - but whatever you do, damage is always a big part of it.

Religion: man no one knows what gods them crazy ethreals worship anyway

Races: Ethreals are natural elementalists. Humans are also common elementalists. Other races are rare, but tend to focus on one element above the rest (fire for Arukhen, wind for deruk etc).
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Creating an Elementalist
Elementalist builds rely entirely on the elementalist's Attunement (see Elemental Attunement, below). An elementalist who uses the powers of elements to which he is not Attuned will be far less effective. Every elementalist relies on Intelligence; every elementalist has a secondary stat reliant upon his Elemental Attunement (Constitution for Venus, Charisma for Mars, Dexterity for Jupiter, and Wisdom for Mercury). Because elementalists can eventually specialize in two or even three elements, they rarely find a use for Strength.

Venus Elementalist
You hold sway over the raw earth, from pebbles and boulders to stone and clay and dirt. The unliving ground below your feet is yours to command. Your powers focus on a balance between protection and assault. You strengthen your allies with the stability of the earth and crush your foes with the might of the earth. Intelligence drives most of your attack skills, but Constitution powers your strongest defensive skills. Focus on powers that let you defend your allies and prevent your foes from harming you; it may help to consider yourself partially a Defender in addition to a Striker.


 * Suggested Feat: (Human Feat:)
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Mars Elementalist
Oh god fire. Lots and lots of fire. As a Mars elementalist, your focus is entirely on damage. The more damage you can do, the better. Intelligence is your most important stat, but Charisma is a close contender. Every fire spell deals damage dependent on your Charisma, and some have secondary effects that are also reliant on Charisma. You are as pure a Striker as an elementalist gets; select powers that let you deal as much damage as possible to as many foes as possible, or set your foes up to take a huge hit the next turn.


 * Suggested Feat: (Human Feat:)
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Jupiter Elementalist
Yours is the power of the wind, the clouds, and the mind. Your powers perhaps lack some damage compared to other elementalists', but you make up for it by controlling the battlefield. Sheets of wind reposition enemies and allies alike into spaces more advantageous for your designs. Other elementalists offer foes a choice: stay where you are, or walk into my trap. Your finesse combines the two options into one unavoidable fate. Intelligence is your best stat, but Dexterity controls everything that makes a Jupiter elementalist unique. It also increases your defenses; you are less sturdy than if you had chosen another specialization. Choose powers that maximize your control over the battlefield and your foes, including powers that punish your foe for taking action against your allies or aiding his own. You can be as much a Controller as a Striker.


 * Suggested Feat: (Human Feat:)
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Mercury Elementalist
Mercury is the domain of water, both frigid and soothing. Mercury powers focus on restricting movement, defensive utility, and, of course, dealing significant amounts of damage. Higher level elementalists can learn a small measure of healing spells. In that sense, the Mercury elementalist shares traits with Strikers, Controllers, and Leaders. Intelligence is their best ability, followed closely by Wisdom. Choose powers that set your opponents up for combos from your allies, and don't neglect your damage spells. Add defensive utility and healing spells when and if you can afford them.


 * Suggested Feat: (Human Feat:)
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Elementalist Class Features
All elementalists share these class features.

Elemental Attunement
Each elementalist chooses one of the four elements to specialize in at 1st level. Choosing this element is very important; elementalist powers have very different effects depending on the specialization of the caster. Specializing in an element grants you certain benefits; however, you cannot cast spells of an opposite element (denoted by its keywords) unless that power is composed of two or more elements.

Venus: You hold sway over the powers of the earth. Venus is the opposite of Jupiter. You gain a +2 bonus to your Fortitude defense. You also gain a +2 bonus to your choice of Dungeoneering or Endurance checks. Finally, you gain an additional two hit points, plus an additional hit point for each level past 1st, and gain the Blessing of Earth power.

Mars: Your powers focus on fire and heat. Mars is the opposite of Mercury. You gain a +1 bonus to your Reflex and Will defenses. You also gain a +2 bonus to your choice of Bluff or Intimidate checks. Finally, you gain the Wrath of Dragons power.

Jupiter: You channel the forces of wind with borderline psychic proficiency. Jupiter is the opposite of Venus. You gain a +2 bonus to your Reflex defense. You also gain a +2 bonus to your choice of Insight or Perception checks. Finally, you gain the Intervening Gust power.

Mercury: Your spells deal with water, fog, and cold. Mercury is the opposite of Mars. You gain a +2 bonus to your Will defense. You also gain a +2 bonus to your choice of Heal or Nature checks. Finally, you gain the Soothing Waters power.

At 11th level, an elementalist's Attunement broadens. He may choose to become Attuned more fullly to his first element, or he may choose to become Attuned to a composite of elements (his original element plus one other). This Attunement modifies the effects of his spells; it does not grant him a power or bonuses to his defenses, skills, or any other such numbers, as his original Attunement did. However, Attuning to a composite element negates restriction on casting spells of opposite elements. The following table can be used to quickly reference what Attunements a Paragon-tier elementalist qualifies for. Note that elementalists that qualify for Full elemental Attunements are prohibited from casting spells of an opposite element before level 21.

The elementalist chooses a final Attunement at level 21. The following table can be used to quickly reference what Attunements an Epic-tier elementalist qualifies for, organized by which elements he chose at 1st and 11th levels. Note that elementalists that qualify for Pure elemental Attunements are prohibited from casting spells of an opposite element.

Elemental Power
You gain a bonus to the damage rolls of elemental and arcane powers equal to your Intelligence modifier. The bonus equals your Intelligence modifier + 2 at 11th level and your Intelligence modifier + 4 at 21st level.

Elementalist Powers
Your elemental powers are called spells, and while they are very different from the pure arcane arts of a wizard or sorcerer in terms of focus, appearance, and capability, they share many other attributes.

Full power list here.