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ELEMENTAL CLASSES
ARCHITECT
......................
2
GEOMANCER ................... 8
ONMYOUJI ...................... 13
SENTINEL ......................... 19
KEYWORDS
ARMAMENT ............... 24
CLOSE LINE ................. 24
GEOMANCY ................ 24
MINION ..................... 25
TERRAIN .................... 25
TRANSFIGURATION ....... 25
UNSTABLE .................. 25
BRAND ...................... 25
RITUALS
THREADS IN A TAPESTRY.. 26
ARCHITECT
"My
arsenal
is
built
from
the
bare
components
of
matter.
How
are
YOU
going
to
evade
that?"
CLASS TRAITS
Role: Leader. Your mastery of the Elemental Chaos
allows you to toy with the very nature of matter.
You can repair the broken bones of an ally, or
incinerate your foes by turning the gentle winds
into a raging fire. You lean towards striker as a
secondary role.
Power Source: Elemental. You channel the entropic
and creative forces of the Elemental Chaos directly
through your body, surviving only through your
masterful control, strong body, and impeccable
will.
Key Abilities: Intelligence, Wisdom, Constitution
2
ARCHITECT OVERVIEW
Characteristics: As an elemental leader, you have
some similarities with your arcane counterpart, the bard.
Both of you are leaders that can do decent mid-ranged
TRANSFIGURATION AND TERRAIN
damage, but that is where your similarities end. Bards Thematically, the architect uses the transfiguration of the
ply their way with song and music, while you directly world around her to achieve the fantastical feats that she
control the forces of the material world to do your accomplishes. Mechanistically, a number of these powers
bidding. You heal through directly curing wounds, and
are associated with the transfiguration (page 25) and
can transform your weapons into raw elemental forces to
destroy your foe. terrain (page 25) keywords.
Religion: Religion is a touchy issue with those who Transfigurations require a certain focus in order to
follow the path of the Primordials. While very few who work. Many of the architect's powers use arrows as a
wield Elemental power are devoted to the cause of a focus to create elemental bolts of fire or ice. These arrows
particular Primordial, few gods will welcome you. are transformed completely into the element and cannot
Among those that occasionally do welcome architects be retrieved from a corpse.
are: Ioun, Melora, the Raven Queen and Sheanine.
They can also perform limited terrain alterations.
Races: The Sylph are the preeminent architects, their
elemental nature naturally leading them down a path of Powers with the terrain keyword function similar to
its control as architects of war. Deva, although often zones, but unlike zones, they are often indiscriminate
associated with the gods of the astral sea, have a natural and do not fade after a time. They are physical alterations
affinity with the nature of the world itself and to the world itself and remain as such, unless another
occasionally they will take up the mantle of an architect creature with similar capabilities exercises their own
of peace. Dwarves and Qallupilluk also make excellent strength to force it back. As such they are often more
architects.
limited in scope then zones.
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4
5
6
GEOMANCER
"I
will
strike
you
down
with
the
very
earth
herself!
My
unrelenting
attack
will
be
your
demise!"
CLASS TRAITS
Role: Striker. By using the elements of the earth you
target your foes and relentlessly attack them, until
they can no longer stand. Your geomancy allows
you to hit foes between your normal strikes,
leading you to controller as a likely secondary
role.
Power Source: Elemental. You wield the elemental
forces of the Elemental Chaos with an artist's flare.
Your ability to channel the powers of the elements
through the earth around you is unparalleled.
Key Abilities: Dexterity, Constitution, Intelligence
7
GEOMANCY
CREATING A GEOMANCER
You can select any assortment of powers for your
Geomancy refers to the unique control over the earth that
character, but geomancers naturally fall into two basic
this class has. All of their encounter powers have the
geomancy keyword followed by a qualifier groups: the Consuming Geomancer and the
GEOMANCY (page 24). Geomancers can use these Encompassing Geomancer. All geomancer use their
powers to do additional damage to nearby enemies in Dexterity to attack, but they may use either Constitution
between their normal turns, as reactions to actions taken or Intelligence more depending on your choice of class
by those enemies. features and powers.
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CONSUMING GEOMANCER
Channel of Arms Geomancer Feature
You have a natural affinity with fire and often use that to Your powers die then flare anew.
decimate your foes. Make Dexterity your highest Encounter * Elemental
priority, followed by Constitution to increase the Minor Action Personal
damage of your Elemental Brand if you select the Fire Effect: You can re-roll your channel of arms damage
that Consumes. Focus on doing lots of damage to a type.
single enemy and taking them down. Select powers that Special: You can use this ability twice per encounter
do a lot of damage outright. but only once per round. You can end this effect at any
Suggested Class Feature: The Fire that time as a free action. If you are not channeling a damage
Consumes type you can not apply an elemental brand.
Suggested Feat:
Suggested Skills: Acrobatics, Endurance,
Stealth LEVEL 1 AT-WILL CONDUITS
Suggested At-Will Powers: torch punch, petra
strike Zephyr Fist Geomancer Attack 1
Suggested Encounter Power: flame burst As your weapon connects with your foe, a solid fist of
Daily Power: spark paw air crashes into them, pushing them back.
At-Will * Elemental, Force, Weapon
Standard Action Melee weapon
ENCOMPASSING GEOMANCER Target: One creature
You glide easily around your foes striking multiple Attack: Dexterity vs. Fortitude
enemies from multiple angles. Like a current of air you Hit: 1[W] + Dexterity modifier force damage, and the
are difficult to catch. You will want to make Dexterity target is pushed back 1 square.
your highest score, and, if you choose the Air the Level 21: 2[W] + Dexterity modifier force damage
Encompasses, you will want to make Intelligence your
second highest, allowing you to hit multiple foes that Petra Strike Geomancer Attack 1
much harder. Focus on powers that have more battlefield W ith a coordinated twist of your wrist and foot you
control and ongoing damage as you lean towards cause a jut of earth to rise and knock your foe from the
controller as a secondary role. feet.
Suggested Class Feature: The Air the At-Will * Elemental, Implement
Encompasses Standard Action Close burst 2
Suggested Feat: Target: One creature in burst
Suggested Skills: Acrobatics, Stealth, Attack: Dexterity vs. Reflex
Thievery Hit: 1d8 + Dexterity modifier damage, and the target is
Suggested At-Will Powers: zephyr fist, knocked prone.
treacherous eddy Level 21: 2d8 + Dexterity modifier damage
Suggested Encounter Power: earthshock
Suggested Daily Power: onslaught wave Torch Punch Geomancer Attack 1
GEOMANCER POWERS Your weapon flares into fire as it connects with your
foe, doing additional fire damage on top of your hit.
The geomancer uses powers called conduits to channel At-Will * Elemental, Fire, Weapon
the elemental forces of the Elemental Chaos through her Standard Action Melee weapon
body and through the earth. Target: One creature
Attack: Dexterity vs. AC
CLASS FEATURES Hit: 1[W] + Dexterity modifier + Constitution modifier
Each geomancer has the power channel of arms. fire damage.
Level 21: 2[W] + Dexterity modifier + Constitution
Elemental Scar Geomancer Attack 1 modifier fire damage.
You burn the Elements into your opponents flesh.
At-Will * Elemental, Varies Treacherous Eddy Geomancer Attack 1
Free Action After your weapon hits, the enemy feels the water in the
Trigger: You use an attack power while you have air around them swirling as if preparing to strike.
combat advantage against at least one target At-Will * Cold, Elemental, Weapon
Target: All targets of the triggering attack Standard Action Melee weapon
Effect: All targets are inflicted with an elemental scar of Target: One creature
the damage type you are currently channeling. Once Attack: Dexterity vs. AC
per round, when a target with an active elemental scar Hit: 1[W] + Dexterity modifier damage.
takes damage of its the scar's type you can choose to Level 21: 2[W] + Dexterity modifier damage.
apply an additional 1d6 damage. The elemental scar Effect: You can choose to apply Intelligence modifier
lasts until you use this power again. cold damage on your next geomancy hit.
Level 21: Increase to twice per round at 11th level and
three times per round at 21st level
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10
11
ONMYOUJI
"Why
should
I
lift
a
finger
to
fight?
My
minions
will
make
quick
work
you!"
CLASS TRAITS
Role: Controller. You have the unique ability to
summon minions and control the very nature of the
earth around you. Depending on your choice of
abilities, you may lean more toward striker or
leader as a secondary role.
Power Source: Elemental. Your body serve as a living
conduit for the Elemental forces that cascade
heedlessly through the Elemental Chaos, and by
harnessing them you can call forth minions crafted
from elemental forces or change the terrain of the
earth.
Key Abilities: Intelligence, Charisma, Constitution
12
The outcome of this roll effects your summons and
ONMYOUJI OVERVIEW
changes the effect of some powers. Characteristics: Onmyouji are unique in that the
summon minions to do much of they're fighting and can
PRIMORDIAL BINDING actually alter the terrain that you fight on. With your
Your soul is tied to the ancient Primordials in a way variety of class features you can be restricted to short-
that you do not fully comprehend. Choose one of the and medium- ranged attacks, or have one of the longest
following options. overall ranges of any character.
Religion: With their overt connection to the
CHAOTIC T IES Elemental Chaos it is extremely rare for an onmyouji to
You are tied to the natural entropic forces of the worship a god of the Astral Sea. If you so happen to be
Elemental Chaos one of those few, it likely that you worship Avandra,
Projected Presence: You increase the range of all Ioun or Sehanine.
ranged # and area spells by an amount equal to your Races: With their own connection the Elemental
Constitution modifier (do not add 1/2 your level). Chaos, sylph make excellent chaotic onmyouji. Given
Strategic Spirits: Before any area or close spell in the natural charisma of the tiefling and the gnome, they
which your shikigami is in the area of the spell one ally are often found as summoning onmyouji. Half-Elves are
adjacent to each shikigami can shift 2 squares as a free also common of either persuasion.
action.
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14
15
16
17
SENTINEL
"I am the impassable guard. Your quest ends here!"
CLASS TRAITS
Role: Defender. Your body is inexorably bound to the
chaotic forces of the Elemental chaos. You can
wield fantastical weapons or bind your soul with
the elements. Depending on your choice of powers
and aspects, you lean towards either leader or
striker as a secondary role.
Power Source: Elemental. The entropic cascade of the
Elemental Chaos inherently flows through your
veins. Its unending nature of entropy and
recreation causes you to emulate the chimeric
character of chaos.
Key Abilities: Strength, Constitution, Charisma
18
ARCHONIC SOUL
SENTINEL CLASS FEATURES Somewhere in your past, the elemental creatures called
Sentinel have the following class features. archons were introduced into your lineage. This event,
however it happened, has established a great power that
CHAOTIC BLOODLINE can be wielded to the demise of your opponents.
Archonic Proficiency: Whenever you hold a two-
The chaotic nature of your blood manifests itself by
handed weapon you gain a +1 bonus to attack rolls.
changing the way you interact with the world and the
Entropic Strikes: Once per round, when you score a
way your body acts. At the beginning of each turn, roll a
critical hit on an enemy you also cause ongoing damage
d4. The outcome determines your aspect until you roll
equal to your charisma modifier. If the attack already
again. Your aspect influences what effect your mark has,
does ongoing damage increase that amount equal to your
your bonuses to defense and the effect of certain powers.
charisma modifier. Increase to 2 + your charisma modifier
You also gain the chaotic armament power.
ongoing damage at 11th level and 4 + your charisma
modifier ongoing damage at 21st level.
d10 Aspect Defense Bonus
1 Ram +2 Fortitude
2 Dragon +2 Will IMPASSABLE G UARD
3 Serpent +2 Reflex Once per round, you can mark one adjacent enemy as a
4 Lion +1 AC free action. Your reaction to a marked target's action
depends on the aspect you are channeling. This mark
ELEMENTAL SCION lasts until the end of your next turn. You gain the
guardian's favor power.
The blood of the elements runs through your veins. The
source of this ancestry influences your abilities. Choose
one of the options shown below. The choice you make IMPLEMENTS
gives you the benefit described below and also provides
bonuses to certain sentinel powers, as detailed in those Sentinel do not generally use implements, however, for
powers. powers with the armament keyword, brands can have an
effect on the power. See the armament keyword for more
T ITANIC SOUL information (page 24).
Your legacy comes from the massive creatures known as
titans. Created by the Primordials in order to help shape
the very foundation of the earth, they are imbued with CREATING A SENTINEL
great strength and resilience, traits which have been You can select any collection of powers for your
passed on to you. character, but many sentinels follow one of two distinct
Titanic Grip: You can hold two-handed weapons in paths: the Stoic Sentinel or the Vengeful Sentinel.
one-hand, but suffer a -1 penalty to attack rolls. If you are Sentinels are primarily a physical class, using the
wielding a two-handed blade, heavy armor and a heavy
overwhelming strength to conquer their foes. Every
shield, you suffer a -2 penalty to your reflex.
Shaper's Strength: Any time you are healed you gain Sentinel is awash with the forces of the Elemental Chaos,
extra hit points equal to your Constitution modifier. and you must decide if your background is from the
Titans or the Archons.
SENTINEL OVERVIEW
Characteristics: Sentinels wield the Elemental Chaos
by changing the way their powers function and
wielding Elemental weapons. They are stoic and strong
defenders that engage enemies quickly and violently.
class features you can be restricted to short- and medium-
ranged attacks, or have one of the longest overall ranges
of any character.
Religion: Even though their powers come from the
Elemental Chaos, they are not necessarily an advocate of
the tenets of the Primordials or those of the Elemental
Chaos. Sentinels that follow the astral gods often
worship Moradin, Kord or Bahamut for their dedication
to battle.
Races: With their great strength and firm body
ARMAMENT
Goliaths and Grigori make excellent Stoic Sentinels, Sentinels have the ability to pull weapons out of the
while the great force of presence makes Dragonborn great chaos. They do not naturally have any proficiency with
Vengeful Sentinels. Half-Elves also make good sentinels any mundane weapons, since they almost never use them.
They do have proficiencies with their armament
weapons.
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20
21
22
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KEYWORDS
A number of new keywords are introduced here, many of
them having entirely new rules.
Effect Types
Armament
Line
Geomancy Close
line
2
within
1
Minion
Terrain
Transfiguration
Unstable
○
ARMAMENT
Powers that have the armament keyword summon
weapons that can be used in battle.
ARMAMENT
An armament power creates a weapon that follows
these rules. unless a power description says
otherwise.
◆ Lasts Until: The weapon created by this power
lasts until the end of the encounter or for one-half
hour, which every is sooner; unless it is destroyed
or another power with the armament keyword is
used. GEOMANCY
Geomancy powers use the world around you to attack
◆ Proficiency: Proficiencies from racial traits or feats your foes.
add an additional +1 to the attack rolls of the
associated weapon.
GEOMANCY
◆ Implements: Implements used when summoning Powers with the geomancy keyword function as
these weapon add their bonus to all attack rolls described below, unless the power indicates
and damage rolls with the weapon. otherwise.
◆ Unconsciousness Ends: If you are knocked
unconscious or you die, the weapon is destroyed. ◆ Stance: Any time you use a power with the
geomancy keyword, you enter the stance of that
AREAS OF EFFECT power. For example, when you use the octopus
A new type of area of effect is introduced here: a line. armada power you enter the octopus armada
stance. The effect of the stance is detailed under the
AREAS OF EFFECT heading geomancy in the power description. This
◆ Line: A line moves forward, away from you effect lasts until the end of the encounter or until
starting from is origin square and moving the you make another action with the geomancy
number of squares indicated in the power. For keyword.
example, the geomancer power earthshock is a ◆ Triggered Action: Once per round, while you are
Close line 2 within 1. The origin of the line must in the stance, you can make the associated action
be within a close burst 1 and effects 2 squares, the as an immediate reaction to any enemies action that
origin square and the next square away from you. is in range.
◆ Using the Terrain: All geomancy keywords carry
a modifier after the keyword in parentheses. If a
significant source of that type of terrain is in the
range of our geomancy attack, you gain a +1 power
bonus to your attack rolls for the attack. Increase
to +2 bonus to your attack roll at 11th level and
+3 bonus to your attack roll at 21st level.
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MINION TRANSFIGURATION
By controlling lesser creatures through your force of Transfiguration powers take mundane objects and
will, you no longer need to directly control their transform them into expressions of your power.
movements, they follow your will alone.
TRANSFIGURATION
MINION Powers that have the transfiguration keyword
A minion uses these rules, unless a power says function as described below, unless the power
otherwise. indicates otherwise.
◆ Allied Creature: A minion counts as an ally to ◆ Requirement: Every transfiguration power
you and your allies for any applicable effects. The requires some focus in order to work. The focus is
power determines where the minion appears. transfigured into the form as described in the
◆ Your Defenses: The minion has defenses equal to power.
yours, disregarding any temporary bonuses or ◆ Permanent Transformation: The focus is
penalties; often with a penalty as defined by the permanently transformed into the form described in
power. the power.
◆ Hit Points: Minions have 1 hit point and never
take damage on a miss. UNSTABLE
◆ No Healing Surges: The minion does not have any Unstable describes a condition or an area that does not
healing surges, and cannot be the target of any allow a creature to stand firmly.
power that allows any ally to spend a healing sure.
If a power grants an ally hit points without having
UNSTABLE
to use a healing surge, the minion can be a target of The unstable condition works as described below,
that power. unless the power indicates otherwise.
◆ Speed: The minion has your speed, unless ◆ Condition: A creature that inflicted with the
otherwise indicated. unstable condition suffers a -1 penalty to all
◆ Summoning a Minion: When you use a power to defenses for all attacks and a -2 penalty to attack
summon a minion you have to make an attack roll rolls.
against one of its defenses as defined by the power. ◆ Area of Instability: If an unstable condition is
If you succeed the minion is summoned; if you fail due to an area of effect, that area also counts as
then you do not summon a minion. difficult terrain
◆ Commanding a Minion: When you summon a ◆ Standing Firm: If the unstable condition is due to
minion, you make an initiative roll for the minion an area of effect or a condition that can be saved
and add your initiative to the roll. You control the against, you can spend you move action to
minion, but the minion acts on its own initiative. stabilize yourself for the round.
Minions only have two actions, a move action and
a standard action.
IMPLEMENTS
T ERRAIN The only new implement introduced here is the brand, an
The ability to permanently modify the terrain functions elemental pattern burned into the flesh of a character that
similarly to Zones, but with some important differences. can be used to channel Elemental power.
TERRAIN
Terrain powers us these rules, unless the power BRAND
indicates otherwise. Brand are complicated patterns of magical energies that
are burned directly into the body. By channeling your
◆ Fills an Area of Effect: When you use a power powers through a brand you can increase their accuracy
with the terrain keyword, the terrain effect fills the and damage. Any magical item can have it's magic
entire area of effect. siphoned off and applied as a brand by using the
◆ Physical Nature of Terrain: Terrain powers Disenchant Magic Item ritual. All of the same rules apply
actively distort the physical world, new terrains as described in the ritual, but instead of receiving a
cannot be attacked or have their effects mitigated quantity of residuum you can immediately apply the
except by other terrain powers. same attack and damage roll bonus as the disenchanted
◆ Immovable Ground: You cannot move the terrain item. Brands cannot be disenchanted, but they can be
effect after applying it. overwritten with another brand.
◆ Overlapping Zones: Applying the effect of a Specific brands can be applied to a character in the same
terrain power in an area that is already effect by a way as enchanting a item, by using the Enchant Magic
terrain, cause the second power to overwrite the Item ritual. Unless otherwise specified, a character can
effect of the previous terrain. only have one brand at any time. Details about specific
brands will come later.
◆ Permanence: Changing the terrain is a permanent
effect. The shape of the terrain remains, but bonuses
and penalties associated with the terrain expire at
the end of the encounter.
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RITUALS
At the moment the only ritual that applies here is the
Thread's in a Tapestry ritual of the onmyouji.
T HREAD'S IN A T APESTRY
By following the thread of a person's life you can find
out information about them that you wouldn't
otherwise know.
Arcana Check
Result Effect
19 or lower You have a vague feeling about
the cardinal direction or general
motives of your subject
20 – 29 You gain a general
understanding about your
subjects motives or a specific
cardinal or intermediate direction
30 – 39 You know the general location of
your target and gain a specific
understand of its motive or
intention
40 – 49 You can see an ethereal thread
that directly connects you and
your object or a detailed, almost
verbal, understanding of motives
or intentions.
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