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My Uonofficial Elemental Power Source
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<blockquote data-quote="andarilhor" data-source="post: 5281265" data-attributes="member: 66673"><p><strong><u><strong>THE GUARDIAN</strong></u></strong></p><p><strong></strong><em>"I guard the power locked up by the gods on the dawn war inside myself, but will unleash it on you if you defy me."</em></p><p><em></em> <strong></strong></p><p><strong><strong>CLASS TRAITS</strong></strong></p><p><strong><strong>Role:</strong> </strong>Defender. You endures ancient powers to protect your allies and destroy your enemies. You lend towards a striker as a secondary role.<strong></strong></p><p><strong><strong>Power Source:</strong></strong> Elemental. You channel the power of the primordial elements in a weapon which is part of yourself.<strong></strong></p><p><strong><strong>Key Abilities:</strong></strong> Wisdom, Constitution, Dextery<strong></strong></p><p><strong></strong></p><p><strong><strong>Armor Proficiences:</strong></strong> Cloth, leather, hide, chainmail, scale; light shields, heavy shields<strong></strong></p><p><strong><strong>Weapon Proficiencies:</strong> </strong>simple melee, simple ranged<strong></strong></p><p><strong><strong>Implements:</strong></strong> Ki focuses, weapons with which you have proficiency<strong></strong></p><p><strong><strong>Bonus to Defense:</strong> </strong>+1 Fort, +1 Ref<strong></strong></p><p><strong></strong></p><p><strong><strong>Hit Points at 1st Level:</strong></strong> 15+Constitution Score<strong></strong></p><p><strong><strong>Hit Points per Level Gained:</strong> </strong>6<strong></strong></p><p><strong><strong>Healing Surges per Day:</strong> </strong>9+Constitution Modifier<strong></strong></p><p><strong></strong></p><p><strong><strong>Trained Skills:</strong></strong> From the class skills list below, choose 3 trained skills at 1st level.<strong></strong></p><p><strong>Class Skills: </strong>Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Wis), Religion (wis)<strong></strong></p><p><strong></strong></p><p><strong><strong>Build Options:</strong> </strong>Volcanic Guardian, Misty Guardian, Tempest Guardian<strong></strong></p><p><strong><strong>Class Features:</strong></strong> Elemental Weapon, Elemental Strike, Elemental Inpregnation, Guardian Tradition<strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong><u><strong>Guardian Builds</strong></u></strong></p><p><strong></strong></p><p><strong><strong>Volcanic Guardian</strong></strong></p><p><strong></strong> Your power comes from a connection with fire and earth primordial elements, the very heart of a volcano. Earth gives you resilience and hardness to overcome most of your enemies attacks, while fire burn your enemies to ashes. Make Wisdom your highest ability score, followed by Constitution, which you give you toughness to takes damage and will help to ignite the fire of you attacks. </p><p><strong><strong>Suggested Class Feature:</strong></strong> Volcanic Fortress<strong></strong></p><p><strong><strong>Suggested Feat:</strong> </strong>Elemental Shield<strong></strong></p><p><strong><strong>Suggested Skills:</strong> </strong>Dungeoneering, Endurance, Heal<strong></strong></p><p><strong><strong>Suggested At-Wills Powers:</strong> </strong>Explosive Strike, Armoring Strike<strong></strong></p><p><strong><strong>Suggested Encounter Power:</strong></strong> Hammer Fist<strong></strong></p><p><strong><strong>Suggested Daily Power:</strong></strong> Stone Hammer</p><p><strong> </strong></p><p><strong><strong>Misty Guardian</strong></strong></p><p><strong></strong> Your power comes from a connection with the water and air primordial elements, the cutting and frosting winds of the icy glaciers. Air confers you movement abilities to yourself and to position your enemies where they will be less effective against your allies, and water gives you the power to penetrate your enemies defenses. Make Wisdom your highest ability score, with Dextery as your second highest, which you allow you better movement and the precision to hit through tinyest opening in your enemies armor, like a drop of water. </p><p><strong><strong>Suggested Class Feature:</strong> </strong>Misty Blade<strong></strong></p><p><strong><strong>Suggested Feat:</strong></strong></p><p><strong><strong>Suggested Skills:</strong> </strong>Athletics, Endurance, Nature<strong></strong></p><p><strong><strong>Suggested At-Wills Powers:</strong> </strong>Penetrating Drop, <strong></strong></p><p><strong><strong>Suggested Encounter Power:</strong> </strong></p><p><strong><strong>Suggested Daily Power:</strong></strong></p><p><strong></strong></p><p><strong><strong>-GUARDIAN CLASS FEATURES-</strong></strong></p><p><strong></strong></p><p><strong><strong>Elemental Weapon</strong></strong></p><p><strong></strong>You receive the power Elemental Weapon, though which you can channel your elemental energy on the form of a mystical weapon made of pure elemental energy. A stone hammer, a flaming sword, a icy axe, a acid flail, you decide the kind of weapon when you conjure it and choose the kind of damage between the damage types offered by your guardian tradition. The weapon has no properties of any weapons you choose at its creation, nor you receive any proficiences bonus from it, but the weapon cannot be taken away of you either.<strong></strong></p><p><strong></strong></p><p><strong><strong>Elemental Strike</strong></strong></p><p><strong></strong>You receive the power Elemental Strike, representing your basic training with your elemental weapon.</p><p><strong></strong></p><p><strong><strong>Elemental Inpregnation</strong></strong></p><p><strong></strong>Elemental energy bursts from your body and everytime you hit one enemy with a attack you inpregnates him with this energy. Everytime you hit an enemy with a elemental attack, that enemy is marked by you until the end of your next turn. As that energy originates from you, you keeps a little control over it for a short time, that is demontrated by the powers Elemental Warding and Elemental Thorns.<strong></strong></p><p><strong></strong></p><p><strong><strong>Guardian Traditions</strong></strong></p><p><strong></strong></p><p><strong></strong> You can choose one of the option above at the character creation:<u>Volcanic Fortress:</u> When you conjures your elemental weapon, you can choose between force or fire damage. All your elemental attack powers which causes untyped damage causes this type of damage instead. When you gets a critical with your elemental strike causes a additional effect based on the damage type you choose:</p><p>Force: The target is knocked prone</p><p>Fire: </p><p><u>Misty Blade:</u>[/s] When you conjures your elemental weapon, you can choose between cold or acid damage. All your elemental attack powers which causes untyped damage causes this type of damage instead. When you gets a critical with your elemental strike causes a additional effect based on the damage type you choose:</p><p>Acid:</p><p>Cold: The target is slowed until the end of your next turn.</p><p><strong></strong></p><p><strong><strong>Guardian Powers</strong></strong></p><p><strong></strong></p><p><strong></strong> All Guardians has the powers elemental weapon, elemental strike, elemental guard and elemental thorns.</p><p><strong></strong></p><p><strong><strong>Class Features</strong></strong></p><p><strong></strong></p><p><strong><strong><span style="color: Lime">Elemental Weapon Guardian CF</span></strong></strong></p><p><strong><strong>At-Will * Conjuration, Elemental</strong></strong></p><p><strong><strong>Minor Action Personal</strong></strong></p><p><strong>Effect:</strong> You conjure a weapon made of elemental energy, or envelops one weapon you are wielding with elemental energy. Choose one damage type of damage offered by your guardian tradition, all your attack powers with the elemental keyword which causes untyped damage causes that type of damage when you uses your elemental weapon on those attacks.</p><p></p><p><strong><span style="color: Lime">Elemental Strike Guardian CF</span></strong></p><p><strong>At-Will * Elemental, Implement </strong></p><p><strong>Standard Action <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /></strong> 1</p><p><strong>Requirement:</strong> You must have your elemental weapon active</p><p><strong>Target:</strong> one creature</p><p><strong>Attack:</strong> (Sab)vs Fort</p><p><strong>Hit:</strong> 1d8+Wis mod damage.</p><p><strong>Miss:</strong> You takes (your level) damage.</p><p><strong>Special:</strong> You can use this power instead of one <img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /></p><p></p><p><strong><span style="color: Lime">Elemental Guard Guardian CF</span></strong></p><p><strong>At-Will * Elemental</strong></p><p><strong>Immediate Reaction <img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /></strong> burst 5</p><p><strong>Trigger:</strong> One enemy marked by you within 5 squares of you hits an ally with one attack which doesn't includes you as a target.</p><p><strong>Effect:</strong> Reduces the damage of the triggering attack by your wisdom modifier.</p><p></p><p><strong><span style="color: Lime">Elemental Thorns Guardian CF</span></strong></p><p><strong>At-Will * Elemental</strong></p><p><strong>Immediate Reaction </strong><strong><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /></strong> burst 5</p><p><strong>Trigger:</strong> One enemy marked by you within 5 squares of you misses an ally with one attack which doesn't includes you as a target.</p><p><strong>Target:</strong> The marked enemy in the burst</p><p><strong>Effect:</strong> The targets takes wisdom modifier damage of the same type of your elemental weapon. (If the the elemental weapon doesn't be active, the damage is untyped).</p><p></p><p><u><strong> LEVEL 1 AT-WILL MANIFESTATIONS</strong></u></p><p></p><p><strong><span style="color: Lime">Explosive Strike Guardian A1</span></strong></p><p><strong></strong><em>The elemental energy of your strike bursts around your enemy</em><strong></strong></p><p><strong>At-Will * Elemental, Implement </strong></p><p><strong>Standard Action <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> </strong>touch</p><p><strong>Target:</strong> one creature </p><p><strong>Attack:</strong> Wis vs Ref</p><p><strong>Hit:</strong> 1d8+Wis mod damage, and one creature at your choice adjacent to the target takes (Con mod) damage.</p><p><strong>Critical:</strong> you and all creatures adjacents to the target takes (Con mod) damage. </p><p><strong>Miss:</strong> You takes (Con mod) damage.</p><p></p><p><strong><span style="color: Lime">Armoring Strike Guardian A1</span></strong></p><p><strong></strong><em>As you strikes the elemental energy around you hardens protecting you from damage</em><strong></strong></p><p><strong>At-Will * Elemental, Implement </strong></p><p><strong></strong><strong>Standard Action <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> </strong>touch</p><p><strong>Target:</strong> one creature </p><p><strong>Attack:</strong> Wis vs Fort</p><p><strong>Hit: </strong>1d6+Wis mod damage, and you gains resistance 2 to all damage until the end of your next turn.<strong></strong></p><p><strong><strong>Critical:</strong> </strong>You gains resistance equal to your constitution modifier and are slowed until the end of your next turn.<strong></strong></p><p><strong><strong>Miss:</strong> </strong>You are slowed until the end of your next turn.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: Lime">Penetrating Drop Guardian A1</span></strong></p><p><strong></strong><em>As a single water drop your attack pass through even the lesser crack on your enemy defenses.</em><strong></strong></p><p><strong>At-Will * Elemental, Implement</strong></p><p><strong>standard Action <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> </strong>touch<strong></strong></p><p><strong>Target: </strong>one creature<strong></strong></p><p><strong>Attack: </strong> (Wis) vs Ref<strong></strong></p><p><strong>Hit: </strong>1d8+Wisdom modifier damage. This attack ignores dextery modifier damage resistance.<strong></strong></p><p><strong>Critical: </strong>Lower all resistances the target has by your dextery modifier until the end of your next turn.<strong></strong></p><p><strong>Miss: </strong>You take vulnerable 2 to all damage until the start of your next turn.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: Lime">Attraction Strike Guardian A1</span></strong></p><p><strong></strong><em>You align your energy with the energy of your enemy, bringing him closer to you.</em><strong></strong></p><p><strong>At-Will * Elemental, Implement</strong></p><p><strong>Standard Action <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /></strong> 3<strong></strong></p><p><strong>Target:</strong> one creature<strong></strong></p><p><strong>Attack:</strong> (Wis) vs Ref<strong></strong></p><p><strong>Hit:</strong> Wisdom modifier + Dextery modifier damage, and you pull the target 2 squares.<strong></strong></p><p><strong>Critical: </strong>You pull the target 2 squares and the target cannot shift until the end of your next turn.<strong></strong></p><p><strong>Miss: </strong>You are pushed 1 square away from the target.<strong></strong></p><p><strong></strong></p><p><strong><span style="color: Red">Hammer Fist Guardian A1</span></strong></p><p><strong>Encounter * Elemental, Implement</strong></p><p><strong>Standard Action <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /></strong> 1<strong></strong></p><p><strong>Target: one creature</strong></p><p><strong>Attack:</strong> (Wis) vs AC<strong></strong></p><p><strong>Hit: </strong>1d8+Wisdom modifier damage, and you pushes the target a number of squares equal your constitution modifier.<strong></strong></p><p><strong>Critical:</strong> After pushing the target, you can shifts a number of squares equal your constitution modifier until one space adjacent to the target. You and the target grants combat advantage until the start of your next turn.<strong></strong></p><p><strong>Miss: </strong>You grants combat advantage until the start of your next turn.</p></blockquote><p></p>
[QUOTE="andarilhor, post: 5281265, member: 66673"] [B][U][B]THE GUARDIAN[/B][/U] [/B][I]"I guard the power locked up by the gods on the dawn war inside myself, but will unleash it on you if you defy me." [/I] [B] [B]CLASS TRAITS Role:[/B] [/B]Defender. You endures ancient powers to protect your allies and destroy your enemies. You lend towards a striker as a secondary role.[B] [B]Power Source:[/B][/B] Elemental. You channel the power of the primordial elements in a weapon which is part of yourself.[B] [B]Key Abilities:[/B][/B] Wisdom, Constitution, Dextery[B] [B]Armor Proficiences:[/B][/B] Cloth, leather, hide, chainmail, scale; light shields, heavy shields[B] [B]Weapon Proficiencies:[/B] [/B]simple melee, simple ranged[B] [B]Implements:[/B][/B] Ki focuses, weapons with which you have proficiency[B] [B]Bonus to Defense:[/B] [/B]+1 Fort, +1 Ref[B] [B]Hit Points at 1st Level:[/B][/B] 15+Constitution Score[B] [B]Hit Points per Level Gained:[/B] [/B]6[B] [B]Healing Surges per Day:[/B] [/B]9+Constitution Modifier[B] [B]Trained Skills:[/B][/B] From the class skills list below, choose 3 trained skills at 1st level.[B] Class Skills: [/B]Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Wis), Religion (wis)[B] [B]Build Options:[/B] [/B]Volcanic Guardian, Misty Guardian, Tempest Guardian[B] [B]Class Features:[/B][/B] Elemental Weapon, Elemental Strike, Elemental Inpregnation, Guardian Tradition[B] [U][B]Guardian Builds[/B][/U] [B]Volcanic Guardian[/B] [/B] Your power comes from a connection with fire and earth primordial elements, the very heart of a volcano. Earth gives you resilience and hardness to overcome most of your enemies attacks, while fire burn your enemies to ashes. Make Wisdom your highest ability score, followed by Constitution, which you give you toughness to takes damage and will help to ignite the fire of you attacks. [B][B]Suggested Class Feature:[/B][/B] Volcanic Fortress[B] [B]Suggested Feat:[/B] [/B]Elemental Shield[B] [B]Suggested Skills:[/B] [/B]Dungeoneering, Endurance, Heal[B] [B]Suggested At-Wills Powers:[/B] [/B]Explosive Strike, Armoring Strike[B] [B]Suggested Encounter Power:[/B][/B] Hammer Fist[B] [B]Suggested Daily Power:[/B][/B] Stone Hammer [B] [B]Misty Guardian[/B] [/B] Your power comes from a connection with the water and air primordial elements, the cutting and frosting winds of the icy glaciers. Air confers you movement abilities to yourself and to position your enemies where they will be less effective against your allies, and water gives you the power to penetrate your enemies defenses. Make Wisdom your highest ability score, with Dextery as your second highest, which you allow you better movement and the precision to hit through tinyest opening in your enemies armor, like a drop of water. [B][B]Suggested Class Feature:[/B] [/B]Misty Blade[B] [B]Suggested Feat:[/B] [B]Suggested Skills:[/B] [/B]Athletics, Endurance, Nature[B] [B]Suggested At-Wills Powers:[/B] [/B]Penetrating Drop, [B] [B]Suggested Encounter Power:[/B] [B]Suggested Daily Power:[/B] [B]-GUARDIAN CLASS FEATURES-[/B] [B]Elemental Weapon[/B] [/B]You receive the power Elemental Weapon, though which you can channel your elemental energy on the form of a mystical weapon made of pure elemental energy. A stone hammer, a flaming sword, a icy axe, a acid flail, you decide the kind of weapon when you conjure it and choose the kind of damage between the damage types offered by your guardian tradition. The weapon has no properties of any weapons you choose at its creation, nor you receive any proficiences bonus from it, but the weapon cannot be taken away of you either.[B] [B]Elemental Strike[/B] [/B]You receive the power Elemental Strike, representing your basic training with your elemental weapon. [B] [B]Elemental Inpregnation[/B] [/B]Elemental energy bursts from your body and everytime you hit one enemy with a attack you inpregnates him with this energy. Everytime you hit an enemy with a elemental attack, that enemy is marked by you until the end of your next turn. As that energy originates from you, you keeps a little control over it for a short time, that is demontrated by the powers Elemental Warding and Elemental Thorns.[B] [B]Guardian Traditions[/B] [/B] You can choose one of the option above at the character creation:[U]Volcanic Fortress:[/U] When you conjures your elemental weapon, you can choose between force or fire damage. All your elemental attack powers which causes untyped damage causes this type of damage instead. When you gets a critical with your elemental strike causes a additional effect based on the damage type you choose: Force: The target is knocked prone Fire: [U]Misty Blade:[/U][/s] When you conjures your elemental weapon, you can choose between cold or acid damage. All your elemental attack powers which causes untyped damage causes this type of damage instead. When you gets a critical with your elemental strike causes a additional effect based on the damage type you choose: Acid: Cold: The target is slowed until the end of your next turn. [B] [B]Guardian Powers[/B] [/B] All Guardians has the powers elemental weapon, elemental strike, elemental guard and elemental thorns. [B] [B]Class Features[/B] [B][COLOR=Lime]Elemental Weapon Guardian CF[/COLOR] At-Will * Conjuration, Elemental Minor Action Personal[/B] Effect:[/B] You conjure a weapon made of elemental energy, or envelops one weapon you are wielding with elemental energy. Choose one damage type of damage offered by your guardian tradition, all your attack powers with the elemental keyword which causes untyped damage causes that type of damage when you uses your elemental weapon on those attacks. [B][COLOR=Lime]Elemental Strike Guardian CF[/COLOR] At-Will * Elemental, Implement Standard Action :melee:[/B] 1 [B]Requirement:[/B] You must have your elemental weapon active [B]Target:[/B] one creature [B]Attack:[/B] (Sab)vs Fort [B]Hit:[/B] 1d8+Wis mod damage. [B]Miss:[/B] You takes (your level) damage. [B]Special:[/B] You can use this power instead of one :bmelee: [B][COLOR=Lime]Elemental Guard Guardian CF[/COLOR] At-Will * Elemental Immediate Reaction :close:[/B] burst 5 [B]Trigger:[/B] One enemy marked by you within 5 squares of you hits an ally with one attack which doesn't includes you as a target. [B]Effect:[/B] Reduces the damage of the triggering attack by your wisdom modifier. [B][COLOR=Lime]Elemental Thorns Guardian CF[/COLOR] At-Will * Elemental Immediate Reaction [/B][B]:close:[/B] burst 5 [B]Trigger:[/B] One enemy marked by you within 5 squares of you misses an ally with one attack which doesn't includes you as a target. [B]Target:[/B] The marked enemy in the burst [B]Effect:[/B] The targets takes wisdom modifier damage of the same type of your elemental weapon. (If the the elemental weapon doesn't be active, the damage is untyped). [U][B] LEVEL 1 AT-WILL MANIFESTATIONS[/B][/U] [B][COLOR=Lime]Explosive Strike Guardian A1[/COLOR] [/B][I]The elemental energy of your strike bursts around your enemy[/I][B] At-Will * Elemental, Implement Standard Action :melee: [/B]touch [B]Target:[/B] one creature [B]Attack:[/B] Wis vs Ref [B]Hit:[/B] 1d8+Wis mod damage, and one creature at your choice adjacent to the target takes (Con mod) damage. [B]Critical:[/B] you and all creatures adjacents to the target takes (Con mod) damage. [B]Miss:[/B] You takes (Con mod) damage. [B][COLOR=Lime]Armoring Strike Guardian A1[/COLOR] [/B][I]As you strikes the elemental energy around you hardens protecting you from damage[/I][B] At-Will * Elemental, Implement [/B][B]Standard Action :melee: [/B]touch [B]Target:[/B] one creature [B]Attack:[/B] Wis vs Fort [B]Hit: [/B]1d6+Wis mod damage, and you gains resistance 2 to all damage until the end of your next turn.[B] [B]Critical:[/B] [/B]You gains resistance equal to your constitution modifier and are slowed until the end of your next turn.[B] [B]Miss:[/B] [/B]You are slowed until the end of your next turn.[B] [COLOR=Lime]Penetrating Drop Guardian A1[/COLOR] [/B][I]As a single water drop your attack pass through even the lesser crack on your enemy defenses.[/I][B] At-Will * Elemental, Implement standard Action :melee: [/B]touch[B] Target: [/B]one creature[B] Attack: [/B] (Wis) vs Ref[B] Hit: [/B]1d8+Wisdom modifier damage. This attack ignores dextery modifier damage resistance.[B] Critical: [/B]Lower all resistances the target has by your dextery modifier until the end of your next turn.[B] Miss: [/B]You take vulnerable 2 to all damage until the start of your next turn.[B] [COLOR=Lime]Attraction Strike Guardian A1[/COLOR] [/B][I]You align your energy with the energy of your enemy, bringing him closer to you.[/I][B] At-Will * Elemental, Implement Standard Action :melee:[/B] 3[B] Target:[/B] one creature[B] Attack:[/B] (Wis) vs Ref[B] Hit:[/B] Wisdom modifier + Dextery modifier damage, and you pull the target 2 squares.[B] Critical: [/B]You pull the target 2 squares and the target cannot shift until the end of your next turn.[B] Miss: [/B]You are pushed 1 square away from the target.[B] [COLOR=Red]Hammer Fist Guardian A1[/COLOR] Encounter * Elemental, Implement Standard Action :melee:[/B] 1[B] Target: one creature Attack:[/B] (Wis) vs AC[B] Hit: [/B]1d8+Wisdom modifier damage, and you pushes the target a number of squares equal your constitution modifier.[B] Critical:[/B] After pushing the target, you can shifts a number of squares equal your constitution modifier until one space adjacent to the target. You and the target grants combat advantage until the start of your next turn.[B] Miss: [/B]You grants combat advantage until the start of your next turn. [/QUOTE]
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