As with any character class for 4e, it takes a lot of work. Creating 30 levels of class powers just doesn't happen immediately. It's one of the reasons we haven't released this book yet.
The priority was to ensure the elementalist was Balanced with the core classes.
I think we did a great job.
Here's a preview:
ELEMENTALIST
“Fire, Water, Wind and Earth give me strength till I burst.”
Class Traits
Role: Striker. Your connection to the elements allows you to bring them to bear against your foes.
Power Source: Elemental
Key Abilities: Intelligence, Dexterity, Constitution
Armor Training: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged
Implements: Fire Sling, Stone Staff, Trident, Warhorn
Bonus to Defense: +1 Fort, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier
Trained Skills: Nature, plus three others. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), History (Int), Dungeoneering, (Int), Insight (Wis).
Build Options: Firemage, Wavelancer, Earthturner, Winddancer
Class Features:
The elementalist experiences the world a little differently than the people around him. He sees that all of existence is made of four basic parts, and he knows how to manipulate these elements to his advantage, often with devastating effect. Some elementalists reach this state only through careful study, while others exhibit their powers through innate talent. Each elementalist is focused on one facet of the natural gem, be it Fire, Water, Wind or Earth, and they find it difficult to manipulate the others. Yet there are legends of one to come who will be able to control the primordial essences with the grace of delicate dancer, manipulating the strands of each element in beautiful and dangerous patterns.
Each elementalist can serve different roles in his realm or village. You could be a shaman who leads his people against a ghodon invasion, a studious fire mage who burns for more knowledge, a dashing wave lancer piloting his own river boat, an earth turner delver plumbing the deeps, or a flighty wind dancer who just wants to see the world.
Your mark among the natural world is yet to be made. How will you serve the elements which give you power?
CREATING AN ELEMENTALIST
The two basic builds of elementalist are the Clashing Elementalist and the Extended Elementalist. All Elementalists rely on Intelligence for attack powers, and secondarily on Dexterity and Constitution.
CLASHING ELEMENTALIST
A clashing elementalist fights better in melee combat. You prefer close powers and abilities which give you bonuses to close quarters fighting. Clashing elementalists are typically earth turners or wave lancers and can use their chosen implements to harm their opponents with a quick jab or a pummel. Intelligence is your primary focus, but a good Constitution enables you to stay in the fight longer. Dexterity is tertiary if you’d like the ability to fight at range.
Suggested Feat: Extended Elemental Connection (Human feat: Empowered Elemental Connection)
Suggested Skills: Arcana, Athletics, Endurance, Nature
Suggested At-Will Powers: churning rock, healthy blow
Suggested Encounter Power: grindsoil
Suggested Daily Power: shard of ice
EXTENDED ELEMENTALIST
Extended elementalists use their control over the elements to damage opponents at range. Usually fire mages or wind dancers, extended elementalists twist the natural world to keep themselves out of harm’s way. A smart extended elementalist is extremely dangerous as all of their attack powers rely on Intelligence while a nimble one is terrifyingly accurate with their ranged powers and implements. A vital Constitution is also important; both for the extra resiliency and to dabble in the clashing build.
Suggested Feat: Implement Recharge (Human feat: Astral Fire or Raging Storm)
Suggested Skills: Arcana, Acrobatics, Dungeoneering, Insight
Suggested At-Will Powers: immolate, gale force
Suggested Encounter Power: shooting flames
Suggested Daily Power: wind funnel
ELEMENTALIST OVERVIEW
Characteristics: Depending on your build, you excel at either close or ranged attacks which deal heavy amounts of elemental damage. Being close to your chosen element empowers your attacks even further and many of your powers help you achieve this.
Religion: Elementalists revere gods who are close to nature such as Pyranus or Orogenio.
Races: Ghodon. Otterkin, Gremlins, Eladrin and Tieflings are inclined to become elementalists, but there is a strong tradition of extended elementalism in Halfling and Elven cultures as well as a large number of clashing elementalists among the Dwarves.
IMPLEMENTS
Elementalists use implements to help channel their elemental power. Which implement they use is dependent upon which element is their focus: Fire mages use fire slings, wave lancers use tridents, earth turners use stone staves and wind dancers use warhorns.
An elementalist wielding an implement can add its enhancement bonus to the attack rolls and the damage rolls of elementalist powers, as well as elementalist paragon path powers, that have the implement keyword. Without such a tool, an elementalist can still use these powers, but he or she doesn’t gain the bonus provided by the magic implement.
ELEMENTALIST CLASS FEATURES
You have the following class features.
ELEMENTAL BOND
All elementalists have a bond with one of the four elements. Choose to be an earthturner, a firemage, a wavelancer or a winddancer. The element you choose determines the following elemental abilities:
At-will forces: Your element determines one of the at-will forces you know and restricts you from the opposing element’s at-will force.
Bond: You are more adept at powers from your element than others.
Implement ability: Each element is associated with an implement and you have a special ability you may use when wielding this implement.
The element you choose also provides bonuses to certain elementalist powers. Individual powers detail the effects (if any) your element has on them.
EARTHTURNER
You are immovable as a granite promontory, but you can alter the terrain around you like an earthquake. Enemies are wary of coming near you, as your command of the earth has the power to bring them within the reach of your stone staff.
Churning Rock: You know the churning rock at-will force and you may not learn the gale force at-will force.
Earth Bond: You gain +1 to hit with any earth power and suffer a -1 to hit with any wind power.
Stone Staff: Once per encounter as a minor action, you pull a creature a number of squares equal to twice your Constitution modifier. The pull must end in a square adjacent to you.
FIREMAGE
Your passion burns bright. The cleansing heat of fire ignites your blood and you delight in manipulating flames to consume your foes from a distance. You have perfected the use of the sling and using combustible bullets allows you to create fires across the battlefield.
Immolate: You know the immolate at-will force and you may not learn the floodtide at-will force.
Fire Bond: You gain +1 to hit with any fire power and suffer a -1 to hit with any water power.
Fire Sling: Once per encounter as a minor action, you fire a flaming bullet with your sling at an unoccupied square within 5. This square bursts into flame and counts as a square which contains fire until the end of your next turn. If a creature enters this square, they take 1d6 fire damage.
WAVE LANCER
You rise and fall like the tide. Change is integral to all life and your affinity to the always fluid nature of water has allowed you to adapt to any situation. Your skill with the three-pronged spear sometimes makes your enemies feel that you are in two places at once.
Floodtide: You know the floodtide at-will force and you may not learn the immolate at-will force.
Water Bond: You gain +1 to hit with any water power and suffer a -1 to hit with any fire power.
Trident: Once per encounter as minor action, you gain combat advantage against an adjacent target as if you were flanking it. Creatures immune to flanking are immune to this ability.
WIND DANCER
You are exhilarated by the wind in your hair and have been known to spend hours gliding on an updraft. Your graceful command of the air befuddles your opponents. A blast of gas through your horn allows you to fly away from danger.
Gale Force: You know the gale force at-will force and you may not learn the churning rock at-will force.
Wind Bond: You gain +1 to hit with any wind power and suffer a -1 to hit with any earth power.
Warhorn: Once per encounter as move action, you may shift a number of squares equal to your Dexterity modifier. This movement counts as flying.
The priority was to ensure the elementalist was Balanced with the core classes.
I think we did a great job.
Here's a preview:
ELEMENTALIST
“Fire, Water, Wind and Earth give me strength till I burst.”
Class Traits
Role: Striker. Your connection to the elements allows you to bring them to bear against your foes.
Power Source: Elemental
Key Abilities: Intelligence, Dexterity, Constitution
Armor Training: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged
Implements: Fire Sling, Stone Staff, Trident, Warhorn
Bonus to Defense: +1 Fort, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier
Trained Skills: Nature, plus three others. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), History (Int), Dungeoneering, (Int), Insight (Wis).
Build Options: Firemage, Wavelancer, Earthturner, Winddancer
Class Features:
The elementalist experiences the world a little differently than the people around him. He sees that all of existence is made of four basic parts, and he knows how to manipulate these elements to his advantage, often with devastating effect. Some elementalists reach this state only through careful study, while others exhibit their powers through innate talent. Each elementalist is focused on one facet of the natural gem, be it Fire, Water, Wind or Earth, and they find it difficult to manipulate the others. Yet there are legends of one to come who will be able to control the primordial essences with the grace of delicate dancer, manipulating the strands of each element in beautiful and dangerous patterns.
Each elementalist can serve different roles in his realm or village. You could be a shaman who leads his people against a ghodon invasion, a studious fire mage who burns for more knowledge, a dashing wave lancer piloting his own river boat, an earth turner delver plumbing the deeps, or a flighty wind dancer who just wants to see the world.
Your mark among the natural world is yet to be made. How will you serve the elements which give you power?
CREATING AN ELEMENTALIST
The two basic builds of elementalist are the Clashing Elementalist and the Extended Elementalist. All Elementalists rely on Intelligence for attack powers, and secondarily on Dexterity and Constitution.
CLASHING ELEMENTALIST
A clashing elementalist fights better in melee combat. You prefer close powers and abilities which give you bonuses to close quarters fighting. Clashing elementalists are typically earth turners or wave lancers and can use their chosen implements to harm their opponents with a quick jab or a pummel. Intelligence is your primary focus, but a good Constitution enables you to stay in the fight longer. Dexterity is tertiary if you’d like the ability to fight at range.
Suggested Feat: Extended Elemental Connection (Human feat: Empowered Elemental Connection)
Suggested Skills: Arcana, Athletics, Endurance, Nature
Suggested At-Will Powers: churning rock, healthy blow
Suggested Encounter Power: grindsoil
Suggested Daily Power: shard of ice
EXTENDED ELEMENTALIST
Extended elementalists use their control over the elements to damage opponents at range. Usually fire mages or wind dancers, extended elementalists twist the natural world to keep themselves out of harm’s way. A smart extended elementalist is extremely dangerous as all of their attack powers rely on Intelligence while a nimble one is terrifyingly accurate with their ranged powers and implements. A vital Constitution is also important; both for the extra resiliency and to dabble in the clashing build.
Suggested Feat: Implement Recharge (Human feat: Astral Fire or Raging Storm)
Suggested Skills: Arcana, Acrobatics, Dungeoneering, Insight
Suggested At-Will Powers: immolate, gale force
Suggested Encounter Power: shooting flames
Suggested Daily Power: wind funnel
ELEMENTALIST OVERVIEW
Characteristics: Depending on your build, you excel at either close or ranged attacks which deal heavy amounts of elemental damage. Being close to your chosen element empowers your attacks even further and many of your powers help you achieve this.
Religion: Elementalists revere gods who are close to nature such as Pyranus or Orogenio.
Races: Ghodon. Otterkin, Gremlins, Eladrin and Tieflings are inclined to become elementalists, but there is a strong tradition of extended elementalism in Halfling and Elven cultures as well as a large number of clashing elementalists among the Dwarves.
IMPLEMENTS
Elementalists use implements to help channel their elemental power. Which implement they use is dependent upon which element is their focus: Fire mages use fire slings, wave lancers use tridents, earth turners use stone staves and wind dancers use warhorns.
An elementalist wielding an implement can add its enhancement bonus to the attack rolls and the damage rolls of elementalist powers, as well as elementalist paragon path powers, that have the implement keyword. Without such a tool, an elementalist can still use these powers, but he or she doesn’t gain the bonus provided by the magic implement.
ELEMENTALIST CLASS FEATURES
You have the following class features.
ELEMENTAL BOND
All elementalists have a bond with one of the four elements. Choose to be an earthturner, a firemage, a wavelancer or a winddancer. The element you choose determines the following elemental abilities:
At-will forces: Your element determines one of the at-will forces you know and restricts you from the opposing element’s at-will force.
Bond: You are more adept at powers from your element than others.
Implement ability: Each element is associated with an implement and you have a special ability you may use when wielding this implement.
The element you choose also provides bonuses to certain elementalist powers. Individual powers detail the effects (if any) your element has on them.
EARTHTURNER
You are immovable as a granite promontory, but you can alter the terrain around you like an earthquake. Enemies are wary of coming near you, as your command of the earth has the power to bring them within the reach of your stone staff.
Churning Rock: You know the churning rock at-will force and you may not learn the gale force at-will force.
Earth Bond: You gain +1 to hit with any earth power and suffer a -1 to hit with any wind power.
Stone Staff: Once per encounter as a minor action, you pull a creature a number of squares equal to twice your Constitution modifier. The pull must end in a square adjacent to you.
FIREMAGE
Your passion burns bright. The cleansing heat of fire ignites your blood and you delight in manipulating flames to consume your foes from a distance. You have perfected the use of the sling and using combustible bullets allows you to create fires across the battlefield.
Immolate: You know the immolate at-will force and you may not learn the floodtide at-will force.
Fire Bond: You gain +1 to hit with any fire power and suffer a -1 to hit with any water power.
Fire Sling: Once per encounter as a minor action, you fire a flaming bullet with your sling at an unoccupied square within 5. This square bursts into flame and counts as a square which contains fire until the end of your next turn. If a creature enters this square, they take 1d6 fire damage.
WAVE LANCER
You rise and fall like the tide. Change is integral to all life and your affinity to the always fluid nature of water has allowed you to adapt to any situation. Your skill with the three-pronged spear sometimes makes your enemies feel that you are in two places at once.
Floodtide: You know the floodtide at-will force and you may not learn the immolate at-will force.
Water Bond: You gain +1 to hit with any water power and suffer a -1 to hit with any fire power.
Trident: Once per encounter as minor action, you gain combat advantage against an adjacent target as if you were flanking it. Creatures immune to flanking are immune to this ability.
WIND DANCER
You are exhilarated by the wind in your hair and have been known to spend hours gliding on an updraft. Your graceful command of the air befuddles your opponents. A blast of gas through your horn allows you to fly away from danger.
Gale Force: You know the gale force at-will force and you may not learn the churning rock at-will force.
Wind Bond: You gain +1 to hit with any wind power and suffer a -1 to hit with any earth power.
Warhorn: Once per encounter as move action, you may shift a number of squares equal to your Dexterity modifier. This movement counts as flying.