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Elemental Power Source
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<blockquote data-quote="AngryMojo" data-source="post: 5330998" data-attributes="member: 83096"><p>I think limiting elementalists to one element may not necessarily be a good idea, although I'd love it and it'd be easy. How about have the classes sit on the divides between the elements, so each one feels different in an instantly recognizable way, but doesn't have the full spectrum of elements to work with?</p><p></p><p>For Earth/Fire we can have the Cataclysm Knight (Defender). Heavy armor, the ability to channel the strength of the earth into his arms, make any weapon a flaming weapon, and play off the Cataclysmic Dragon's auras, as mentioned upthread. How about this:</p><p><strong>Aura of Eruption</strong></p><p>Trigger: An enemy marked by you makes an attack that does not include you as a target.</p><p>Effect: You gain an Aura 1, or increase your aura by 1. Enemies that move into or end their turn in your aura take 5 poison damage per tier from volcanic ash.</p><p>When your aura becomes 3, you make the following attack.</p><p>Close Burst 10, targets enemies.</p><p>Con+2/+4/+6 vs. Reflex</p><p>1d8+Con damage and target is knocked prone</p><p>Increase to 2d8+Con at 11th and 3d8+Con at 21st.</p><p></p><p>For Fire and Air we have the Skyblazer (Striker). Melee focused, but highly, highly mobile. For extra damage, how about something like this:</p><p><strong>Skyblaze</strong></p><p>Trigger: You hit a creature with a melee attack after moving</p><p>Effect: You fly your speed and do not provoke opportunity attacks during this movement. Creatures adjacent to you during the start and end of this movement take Fire damage equal to your Con modifier.</p><p></p><p>Hit up Air and Water, you get the Storm Magus, a controller that hurls lighting, wind and water in a barely containable torrent.</p><p><strong>Whirling Storm</strong> </p><p>Whenever you use a ranged attack power, it creates a zone one square larger than the attack's area that lasts until the end of your next turn. Any creature that ends it's turn in a square of Storm must make an Athletics or Acrobatics roll against DC (??) or be knocked prone.</p><p></p><p>I'm not sure what we'd do for water and earth, but I'm sure a leader could be brought through from it.</p><p></p><p>The more I think about it, that's what I want from an elemental power source. Not harnessing the elements, but channeling the might of the elemental chaos in a barely controlled fashion. Big, flashy powers that can go awry, and are more like a sledgehammer than a scalpel.</p></blockquote><p></p>
[QUOTE="AngryMojo, post: 5330998, member: 83096"] I think limiting elementalists to one element may not necessarily be a good idea, although I'd love it and it'd be easy. How about have the classes sit on the divides between the elements, so each one feels different in an instantly recognizable way, but doesn't have the full spectrum of elements to work with? For Earth/Fire we can have the Cataclysm Knight (Defender). Heavy armor, the ability to channel the strength of the earth into his arms, make any weapon a flaming weapon, and play off the Cataclysmic Dragon's auras, as mentioned upthread. How about this: [B]Aura of Eruption[/B] Trigger: An enemy marked by you makes an attack that does not include you as a target. Effect: You gain an Aura 1, or increase your aura by 1. Enemies that move into or end their turn in your aura take 5 poison damage per tier from volcanic ash. When your aura becomes 3, you make the following attack. Close Burst 10, targets enemies. Con+2/+4/+6 vs. Reflex 1d8+Con damage and target is knocked prone Increase to 2d8+Con at 11th and 3d8+Con at 21st. For Fire and Air we have the Skyblazer (Striker). Melee focused, but highly, highly mobile. For extra damage, how about something like this: [b]Skyblaze[/b] Trigger: You hit a creature with a melee attack after moving Effect: You fly your speed and do not provoke opportunity attacks during this movement. Creatures adjacent to you during the start and end of this movement take Fire damage equal to your Con modifier. Hit up Air and Water, you get the Storm Magus, a controller that hurls lighting, wind and water in a barely containable torrent. [B]Whirling Storm[/B] Whenever you use a ranged attack power, it creates a zone one square larger than the attack's area that lasts until the end of your next turn. Any creature that ends it's turn in a square of Storm must make an Athletics or Acrobatics roll against DC (??) or be knocked prone. I'm not sure what we'd do for water and earth, but I'm sure a leader could be brought through from it. The more I think about it, that's what I want from an elemental power source. Not harnessing the elements, but channeling the might of the elemental chaos in a barely controlled fashion. Big, flashy powers that can go awry, and are more like a sledgehammer than a scalpel. [/QUOTE]
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