Tiny preview for Scarrport: City of Secrets

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.
 

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Also as a side question, is there going to be any paragon paths related to the steam punk elements in the book?

We're going to have a Gunslinger paragon path, but as far as strictly steampunk, No. I think that would first require it's own character class, something I think is much harder to do than other classes just because of the nature of steampunk.
 

We're going to have a Gunslinger paragon path, but as far as strictly steampunk, No. I think that would first require it's own character class, something I think is much harder to do than other classes just because of the nature of steampunk.

I know what you mean, my friends and I have been throwing around ideas for a tech based class since 4E came out, and the only thing we can get to work is the power source. Which would be martial.
 

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.

It seems pretty good, but how does it do extra damage? Rogues have sneak attack, rangers have hunter's quarry, and warlocks have warlock's curse. Did I miss something in the description? I do tend to read fast and miss things?
 

It seems pretty good, but how does it do extra damage? Rogues have sneak attack, rangers have hunter's quarry, and warlocks have warlock's curse. Did I miss something in the description? I do tend to read fast and miss things?

Haha, that's because that class feature was left out of the preview that David posted.

I tried to do something a little different with the striker damage for the Elementalist. Once per turn, an elementalist can apply 1d4 damage to a target of one of his attacks which correspond to his build choice (Firemage: fire, Waterlancer: cold, Winddancer: thunder, Earthturner: untyped).

BUT, if the Elementalist meets conditions necessary for his build, he can add +2 to the bonus damage roll. The conditions vary, firemages and waterlancers must be within 5 squares of their respective elements, a winddancer must have flown during the turn, and an earthturner must not have moved at all. Various elementalist powers, and some build features, serve to set up these conditions.

For example, the firemage can immolate a target at-will and the target's square contains fire until the end of his next turn. If the firemage is within 5 squares of this target on the next turn, he can deal 1d4+2 fire damage as his bonus striker damage. However, if the target spends a move action to douse the flames, the firemage can still deal 1d4 fire damage.

I hope that this forces the elementalist to play as dynamic as possible on the battlefield, and fosters an affinity with his chosen element.

Greg
 

Haha, that's because that class feature was left out of the preview that David posted.

I tried to do something a little different with the striker damage for the Elementalist. Once per turn, an elementalist can apply 1d4 damage to a target of one of his attacks which correspond to his build choice (Firemage: fire, Waterlancer: cold, Winddancer: thunder, Earthturner: untyped).

BUT, if the Elementalist meets conditions necessary for his build, he can add +2 to the bonus damage roll. The conditions vary, firemages and waterlancers must be within 5 squares of their respective elements, a winddancer must have flown during the turn, and an earthturner must not have moved at all. Various elementalist powers, and some build features, serve to set up these conditions.

For example, the firemage can immolate a target at-will and the target's square contains fire until the end of his next turn. If the firemage is within 5 squares of this target on the next turn, he can deal 1d4+2 fire damage as his bonus striker damage. However, if the target spends a move action to douse the flames, the firemage can still deal 1d4 fire damage.

I hope that this forces the elementalist to play as dynamic as possible on the battlefield, and fosters an affinity with his chosen element.

Greg

Is it 1d4 per tier? And why so low? Will there be a feat similar to backstabber to increase the die from d4 to d6?
 

I think 1d4 is pretty solid for this particular class.

It increases to 2d4 at level 11, and 3d4 at 21.

Also, the +2 bonus damage increases to +4 at level 11 and +6 at 21.

That means, he can be doing 6 point extra damage in the heroic tier, 12 points in the paragon tier, and 18 point in the epic tier.

It's on par with the other classes you mentioned.
 

I think 1d4 is pretty solid for this particular class.

It increases to 2d4 at level 11, and 3d4 at 21.

Also, the +2 bonus damage increases to +4 at level 11 and +6 at 21.

That means, he can be doing 6 point extra damage in the heroic tier, 12 points in the paragon tier, and 18 point in the epic tier.

It's on par with the other classes you mentioned.

How about a feat similar to Backstabber and Lethal Hunter?
 

We have this feat, which adjusts the bonus damage, but I'll discuss the idea of a feat which increases the Diecode to D6 with Greg.

EMPOWERED ELEMENTAL CONNECTION [ELEMENTALIST]

Prerequisite: Elementalist, Con 15

Benefit: When you apply your elemental damage and your elemental bond’s conditions met, the bonus damage increases by 1.

At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
 

first: I love that new class...I just hope WotC takes notice and makes there 'elemental' pwer source at least half this cool...

second: I really like your 'extra damage' ability...it is unique but not out of the system...bery inovatice...

third: I am really looking forward to the gunslinger PP...sounds like it could be a fun idea...
 

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