Wordomancer (4e Class)

Wordomancer
"FUS ROH DAH!!!!!!!!"

Class Traits
Wordomancy is an ancient, cultured art mostly practiced by petty and conniving people. Learning this art generally involves years of studying linguistics, and weeks of steeping oneself in arcane energies while reciting poetry backwards.

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WORDOMANCER OVERVIEW
Characteristics: Wordomancers are most distinct for the fact that they are likely to do less than one thing per turn. Most Wordomancers are capable of dealing a fair bit of damage, and incapable of surviving the same, but beyond that, Wordomancers differ greatly from each other and from theirselves.

Religion: Wordomancy doesn't have an inherent attachment to any particular religion, although some theologians learn Wordomancy as a side effect of their enthusiasm for religious texts.

Races: If it can't speak, or doesn't have a bonus to either Charisma or Intelligence, the only Wordomancers of that race must be insane.
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Creating a Wordomancer
Wordomancers use Charisma for their attack rolls and base damage, and Intelligence for the effects of their words. The balance between the two ability scores is probably one of the strongest influences on a Wordomancer's style.

Blaster
Blasters have more Charisma than Intelligence.


 * Suggested Feat: (Human Feat:)
 * Suggested Skills: Heal, Intimidate, Streetwise
 * Suggested At-Will Powers: Bref, Mynd
 * Suggested Encounter Power: Pyr
 * Suggested Daily Power: Sayif

Manipulator
Manipulators have more Intelligence than Charisma.


 * Suggested Feat: (Human Feat:)
 * Suggested Skills: Arcana, History, Insight
 * Suggested At-Will Powers: Bolt, Burs
 * Suggested Encounter Power: Kol
 * Suggested Daily Power: Stup

Wordomancer Class Features
All Wordomancers possess Base Damage, and have either Moving Boost or Damaging Boost, but not both.

Base Damage
At level 1, choose two damage types. Whenever you cast a Base Word, you may choose to do 2d6 + CHA points of one of those two damage types to all creatures hit by the power. Choose only one of the two types each time; you can't deal damage of one type to some affected creatures and damage of the other type to the rest of the affected creatures. This damage improves to 3d6 + CHA at level 11 and 4d6 + CHA at level 21.

Moving Boost
Whenever you cast a Boost Word that takes a Minor, Move, or Standard action to cast, you may move half your speed.

Damaging Boost
Whenever you cast a Boost Word that takes a Minor, Move, or Standard action to cast, the next Base Word you cast will deal an additional 1d4 points of Base Damage. This improves to 1d6 points at level 11, and 1d8 points at level 21.

Wordomancer Powers
Wordomancers have three types of powers: Base Words, Boost Words, and Enablers. Base Words are more or less the same as ordinary powers that other classes have. Boost Words don't do anything in and of theirselves; instead, when you cast one, it adds some effect to the next Base Word you cast during this encounter. Enablers are powers that take a free action to cast, and let you use some Base Word or Boost Word at-will for the rest of the encounter.

Full power list here.