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ELEMENTAL CLASSES
ARCHITECT
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2


GEOMANCER
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8


ONMYOUJI
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13


SENTINEL
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19


KEYWORDS



 ARMAMENT
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24



 CLOSE
LINE
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24



 GEOMANCY
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24



 MINION
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25



 TERRAIN
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25



 TRANSFIGURATION
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25



 UNSTABLE
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25



 BRAND
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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


 Armor Proficiencies: Cloth, leather


Weapon Proficiencies: Simple melee, shortbow,
longbow

 Implements: Brands, rods, wands
Bonus to Defense: +1 Fortitude, +1 Will

 Hit Points at 1st Level: 14 + Constitution score
Hit Points per Level Gained: 5

 Healing Surges per Day: 8 + Constitution modifier

Trained Skills: Religion. From the class skills list



 below, choose four more trained skills at 1st level.
Class skills: Arcana (Intelligence), Diplomacy

 (Cha), Dungeoneering (Wisdom), Endurance
(Con), Heal (Wisdom), History (Intelligence),
Insight (Wisdom), Nature (Wisdom), Religion

 (Intelligence), Streetwise (Charisma)


 Class Features: Chaotic Nature, Natural Terrain,


Primordial Spirit, Renewing Breath


The Primordials once wrought the very essence of the
earth from the chaos of nothingness. Like they once did,

 you wield the power to directly mold the elements with
finesse and explicit intent to create the tools you require
to perform your works. All architects use the building

 blocks of life as their instruments though whether you
do so to protect and defend your allies, or to cause

 excruciating suffering to your enemies is up to you.
Many architects grow up in abject loneliness, not
knowing from whence their power came, and being

 misunderstood by those around them. There is a small
surviving school of architects that existed before the

 great purging, perhaps you were found by them early and
grow up in their care.
Regardless of how you were raised, you were born

 with an innate connection to the very power that drove
the Primordials. Yours is a path to greatness, if you can
survive the turmoil that such power brings.

2
 
 


ARCHITECT CLASS FEATURES PRIMORDIAL SPIRIT


Architects have the following class features. Your inherent connection to the Primordials and the
Elemental Chaos manifests itself in how your powers are
CHAOTIC NATURE used. Choose one of the following options.
Whenever you finish an extended rest you must roll a Spirit of Creation: The first time during an encounter
d10 to determine a damage type. that an ally within 20 squares of you becomes bloodied
they regain hit points equal to your Wisdom modifier.
d10 Damage Type Spirit of Entropy: Whenever you hit a bloodied
1 Acid creature the next attack made against that creature
2 Cold receives a bonus to the attack and damage roll equal to
3 Fire your Constitution modifier. If the creature is not hit by
4 Force the end of your next turn, the bonus is lost.
5 Lightning
6 Necrotic
7 Poison
RENEWING BREATH
You gain the renewing breath power. By channeling the
8 Psychic
9 Radiant creative powers of the Primordials, you bestow
increased energy and resilience on your allies
10 Thunder

Any enemy within 5 squares of you has its resistance


lowered and its vulnerability increased (the must
IMPLEMENTS
already be vulnerable or have a condition that makes Architects can wield a number of different implements to
them vulnerable) to that damage type by 5 until your aid them in their elemental control. They can wield rods,
next extended rest. This effect can only occur once per wands and can channel through an elemental brand
round. The effect increases to 10 at 11th level and 15 at (page 25), a special kind of implement that is only usable
21st level. by those who have the ability to channel the Elemental
Chaos. When you wield an implement you can add its
N ATURAL T ERRAIN enhancement bonus to the attack rolls and the damage
Any difficult terrain that is caused by natural means (i.e. rolls of architect powers and architect paragon path
rubble, tall grass, vines, etc.) does not impede your powers that have the implement keyword. Without an
movement. Difficult terrain caused by magical forces or implement, you can still use these powers.
creatures, like a spider's web, still impedes you as
normal.


 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.


 
 3


CREATING AN ARCHITECT Renewing Breath Architect Feature


You can select any assortment of powers for your You blow out a soothing wind, full of the creative
character, but architects naturally fall into two basic powers of the elements and direct it towards a friend,
groups: the Architect of Peace and the Architect of War. filling their lungs with inspiration and vigour.
All architects rely heavily on Intelligence. Architects Encounter (Special) * Elemental, Healing
also benefit from having high Constitution and Wisdom, Minor Action Close burst 10
Target: You or one ally in burst
though which one you rely on more will depend on your
Effect: The target can spend a healing surge and an
choice of class features and powers. additional 1d6 hit points. You regain 2 hit points

 when you use this ability.
ARCHITECT OF PEACE Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points and 3 hit points.
You use your mastery of the elemental components of Level 16: 4d6 additional hit points.
matter to lead you’re allies in battle; physically curing Level 21: 5d6 additional hit points and 4 hit points.
and repairing wounds, and enchanting your allies with Level 26: 6d6 additional hit points.
the powers of the Elemental Chaos. Make Intelligence Special: You can use this power twice per encounter,
your highest score, as it influences a vast majority of but only one per round. At 16th level, you can use
your powers. Choose Wisdom as your second highest to this power three times per encounter, but only once
increase your ability to heal your allies and grant free per round.
healing if you choose Spirit of Creation as your
Primordial Spirit, followed by Constitution to allow
you to resist your entropic curse. Select powers that LEVEL 1 AT-WILL CONDUITS
heal, aid your allies and allow them to maneuver into
more advantageous position. Cinder Bolt Architect Attack 1

 Suggested Class Feature: Spirit of Creation You let loose an arrow from your bow, and as it flies
Suggested Feat: you transform it into a screaming bolt of heat that
Suggested Skills: Arcana, Endurance, Heal, explodes on impact.
Insight At-Will * Fire, Elemental, Transfiguration, Weapon
Suggested At-Will Powers: resilient skin, Standard Action Ranged weapon
sand's cunning Requires: an arrow
Suggested Encounter Power: chaotic conduit Target: One creature
Suggested Daily Power: chasing the flame Attack: Intelligence vs. AC

 Hit: 1[W] + 1d6 + Intelligence modifier fire damage.
Level 21: 2[W] + 2d6 + Intelligence modifier fire damage.
ARCHITECT OF WAR
You can transform even the most innocent object into a Resilient Skin Architect Attack 1
tool of your opponent's demise. You specialize in A nearby enemy feels their body weaken, as if its' mass
turning ordinary arrows into streaking bolts of was leaking from it. A nearby ally suddenly seems to
lightning or a viscous ooze that restricts movement and have a bit more resistance to damage.
burns flesh. Make Intelligence you’re highest score so At-Will * Elemental, Implement
that you can strike precisely and heavily, followed by Standard Action Close burst 5
Constitution as it will allow a number of your attacks to Target: One creature
hit harder. You lean towards striker as a secondary role. Attack: Intelligence vs. Fortitude

 Suggested Class Feature: Spirit of Entropy Hit: 1d8 + Intelligence modifier damage, and you or one
Suggested Feat: ally within 5 squares of the target gains temporary hit
Suggested Skills: Arcana, Dungeoneering, points equal to your Wisdom modifier.
Endurance, History Level 21: 2d8 + Intelligence modifier damage.
Suggested At-Will Powers: cinder bolt, stone
fist Stone Fist Architect Attack 1
Suggested Encounter Power: heat fever Melding your body with the ground around you, you
Suggested Daily Power: rain of arrows push your mind through the earth and into your foe,
manifesting as a stone fist that catapults from the
ARCHITECT POWERS ground into your foe.
At-Will * Elemental, Implement
The architect, like other elemental classes, uses her body Standard Action Ranged 5
as a conductor for the entropic forces of the Elemental Target: One creature
Chaos. As such, your powers are called conduits. Attack: Intelligence vs. Fortitude
Hit: Intelligence modifier damage and you push the
CLASS FEATURES target one square. If the target leaves a square adjacent
Each architect has the power renewing breath. to an ally, that ally can make an attack of opportunity
against the target. Only one ally can make such an
attack per round.
Level 21: You push the target 2 squares.

4
 
 


Sand's Cunning Architect Attack 1 Chaotic Conduit Architect Attack 1


You gather all the motes of dust and dirt in the air You create an elemental tie between your body and a
around you and use them to blindside your foe, foes, letting the unfiltered entropy of the Elemental
allowing an ally to reposition themselves for a greater Chaos flow into their body, providing you a moment's
strike. respite.
At-Will * Elemental, Force, Implement Encounter * Elemental, Implement, Necrotic
Standard Action Ranged 5 Standard Action Ranged 8
Target: One creature Target: One creature
Attack: Intelligence vs. Reflex Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier force damage. Hit: 2d6 + Intelligence modifier necrotic damage.
Effect: One ally within 5 squares of you can shift 1 Effect: If you took damage from the entropic curse this
square. round, you regain twice that amount of hit points.
Level 21: 2d8 + Intelligence modifier force damage. Creation: One ally within 3 squares of you regains hit
points equal to your Wisdom modifier.
LEVEL 1 ENCOUNTER CONDUITS
LEVEL 1 DAILY CONDUITS
Heat Fever Architect Attack 1
You sense the latent heat in an enemies body and cause River's Flow Architect Attack 1
it to rise, making them groan in pain. You momentarily transform the ground at your foes
Encounter * Elemental, Implement feet into a raging river that drags them away from
Standard Action Close burst 5 friend and foe, battering them violently against the
Target: Up to two creatures in burst banks before depositing them away from the battle.
Attack: Intelligence vs. Fortitude Encounter * Elemental, Implement
Hit: 1d10 + Intelligence modifier damage. Standard Action Ranged 8
Entropy: You can make the attack against an additional Target: One creature
target within the burst. Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier damage, and you slide
Wooden Subsitute Architect Attack 1 the target a number of square equal to your
W ith a sharp twist of your wrist, you cause a root to Constitution modifier (minimum of 1).
explode from the ground and strike the target. It then Effect: Chose one ally within 5 squares of you. Once,
coils around a friend to provide them some limited until the end of the encounter, that ally can teleport 2
protection from a retributive blow. squares as an immediate interrupt to any melee or
Encounter * Elemental, Implement ranged attack. The first time the ally becomes bloodied
Standard Action Close burst 5 after having used this ability it refreshes.
Target: One creature
Attack: Intelligence vs. AC Poison Breath Architect Attack 1
Hit: 1d10 + Intelligence modifier damage, and one ally Taking a massive inhalation your body almost seems to
within 5 squares of the target now has a wooden expand with air, and, with a great gasping sigh, you
substitute. Once, before the end of the encounter, that blow outward; but instead of air, toxic fumes are
ally can teleport 2 squares as an immediate reaction to exhaled.
an attack and only suffers half the damage from that Encounter * Elemental, Implement, Poison
attack. Standard Action Close blast 3
Effect: You or only ally within 5 squares of the enemy Target: Each creature in blast
gains a +2 bonus to their AC until the end of your next Attack: Intelligence vs. AC
turn. Hit: 2d8 + Intelligence modifier poison damage, and the
target takes 5 ongoing poison damage (save ends).
Frostbite Wound Architect Attack 1
As your arrow plunges into the flesh of an enemy the Chasing the Flame Architect Attack 1
wound itself starts to freeze, slowing the flow of blood, You rip a shard of the fire of life from a foe and bestow
but also causing a potentially painful situation. it on your friends
Encounter * Cold, Elemental, Transfiguration, Encounter * Fire, Elemental, Implement
Weapon Standard Action Ranged 5
Standard Action Ranged weapon Target: One creature
Requires: An arrow Attack: Intelligence vs. Will
Target: One creature Hit: 2d8 + Intelligence modifier fire damage.
Attack: Intelligence vs. AC Effect: Each ally within 2 squares of the target can
Hit: 1[W] + 1d8 + Intelligence modifier cold damage, regain hit points equal to 5 + your Wisdom modifier.
and if the target is hit before the end of your next turn
it takes an additional 1[W] + 1d8 cold damage.


 
 5


Rain of Arrows Architect Attack 1 Viscous Arrow Architect Attack 3


You launch an arrow high into the air then cause it to After your arrow strikes it dissolves into a mucous goo
explode in a hail of searing light. that roots your target in place and hampers their
Encounter * Elemental, Radiant, Transfiguration, freedom.
Weapon Encounter * Elemental, Transfiguration, Weapon
Standard Action Ranged weapon Standard Action Ranged weapon
Requires: An arrow Requires: An arrow
Target: One creature Target: One creature
Attack: Intelligence vs. AC, make a secondary attack Attack: Intelligence vs. AC
Hit: 1[W] + 1d6 + Intelligence modifier radiant damage, Hit: 1[W] + 1d6 + Intelligence modifier damage, and the
and the target is blinded (save ends). target is immobilized (save ends).
Secondary Target: Each creature adjacent to the Aftereffect: The target is slowed (save ends).
primary target
Secondary Attack: Intelligence vs. AC Desert Coffin Architect Attack 3
Hit: 1d8 + Intelligence modifier radiant damage, and The dust and sand around your target's feat begins to
the target is blinded until the end of your next turn. coalesce on their body, quickly crushing her under its
weight and preventing her from fleeing.
LEVEL 2 UTILITY CONDUITS Encounter * Elemental, Implement
Standard Action Ranged 5
Target: One creature
Earth's Grasp Architect Utility 2
Attack: Intelligence vs. Fortitude
By grafting an extension made of earth onto the end of
Hit: 2d10 + Intelligence modifier damage, and the target
an ally's arms, you increase the range momentarily.
is restrained until the end of your next turn.
Encounter * Elemental
Minor Action Close burst 5
Target: One ally Cocoon Architect Attack 3
Effect: The target has a reach of two until the end of W rapping your foe in thin sheath of elemental forces
their next turn. you sap the strength and hamper their movement.
W hile this sheath remains a nearby ally receives the
benefit of the sapped strength.
Soothing Fracture Architect Utility 2
Encounter * Elemental, Implement
As you pass your hand of an ally's broken bone, it is
Standard Action Close burst 5
suddenly mended.
Target: One creature in burst
Encounter * Elemental
Attack: Intelligence vs. Fortitude
Minor Action Melee touch
Hit: 2d6 + Intelligence modifier damage, and the target is
Target: One ally
slowed (save ends). Until the target saves against the
Effect: The target regains hit points as if she had used a
condition one ally within the original burst gains a
healing surge.
+2 power bonus to their AC
Creation: The power bonus to AC equals your Wisdom
Hidden Mist Architect Utility 2 modifier.
W ith a barely audible whisper you cause the ground
beneath your feat to sigh, creating a thick fog that
hides you and your allies.
Daily * Elemental, Terrain
Minor Action Close burst 1
Effect: You create an area where mist continually rises
from the ground. Any creature in this area gains
concealment.

LEVEL 3 ENCOUNTER CONDUITS


Forking Bolt Architect Attack 3
The moment your bristling arrow buries itself in your
foe, you transform it into a conduit between your
bodies, pulling lightning down from the sky and
channeling it through your body into your enemy.
Encounter * Elemental, Lightning, Transfiguration,
Weapon
Standard Action Ranged weapon
Requires: An arrow
Target: Two creatures, make separate attacks
Attack: Intelligence vs. AC
Hit: 1[W] + 1d4 + Intelligence modifier lightning
damage.
Entropy: Add your Constitution modifier necrotic
damage to each attack.

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

Armor Proficiencies: Cloth, leather, hide


Weapon Proficiencies: Simple melee
Implements: Brands
Bonus to Defense: +2 Will

Hit Points at 1st Level: 15 + Constitution score


Hit Points per Level Gained: 6
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: From the class skills list below, choose


three trained skills at 1st level. Class skills:
Acrobatics (Dexterity), Athletics (Strength), Bluff
(Charisma), Dungeoneering (Wisdom), Endurance
(Constitution), Intimidate (Charisma), Perception
(Wisdom), Stealth (Dexterity), Thievery
(Dexterity)

Class Features: Channel of Arms, Elemental Brand,


Elemental Soul

You were born with a special connection to the earth.


Not a connection with the spirits, or nature like those of
the primal persuasion; the earth itself, the physical
rudiments of the world. You have a control over them
that borders on muscle reflex. Without thinking, you can
raise a tide to wash away your foes; open the earth to
swallow them; or command a raging fire to consume
them.
From whence this connection arises you many not
know or understand. You have some bond with
primordial forces that shaped the earth, but you are
neither a devotee nor servant of the Primordials
themselves. Your powers do not come through worship
of these pseudo-Gods but through your own connection
to the powers they wield.
Perhaps, in time, you may come to wield these abilities
with such force that the Primordials themselves may
tremble at your footsteps.


 
 7


GEOMANCER CLASS FEATURES ELEMENTAL SOUL


Geomancers have the following class features. Your innate connection to the Elemental world
emphasizes certain Elemental connections over others.
You may be connected with the consuming nature of fire,
CHANNEL OF ARMS targeting one enemy and attacking them until they are
At the beginning of every encounter you must role a d6. finished. Or you may feel closer to the all-encompassing
The outcome of your roll determines the damage type of air, gathering around the battlefield and targeted
your weapon for that encounter. multiple foes.
Choose one of the following options. Your choice
d10 Damage Type provides bonuses to certain geomancer powers, as
1 Acid detailed in those powers.
2 Cold The Fire that Consumes: You gain a +1 bonus to
3 Fire attack rolls with weapons that you are proficient with,
4 Lightning and you deal extra damage with your Elemental brand
5 Thunder equal to your Constitution modifier.
6 Poison In addition, you gain the Weapon Proficiency feat as a
bonus feat and can choose between the following
You also gain access to the channel of arms encounter weapons: battleaxe, handaxe, scimitar, longsword,
power that allows you to re-roll your power type. Also, shortsword. At 11th level you gain the Weapon
once per encounter, as a minor action, you can imbue all Proficiency feat again and can choose another weapon
adjacent allies with your current damage type. Allies so from the list above or the katar or bastard sword. At 21st
imbued do that damage type with weapon powers until level you gain the Weapon Proficiency feat again and
the end of your next turn. can choose from any of the weapons listed here.
The Air that Encompasses: You can hold a one-
handed weapon in your off hand as if it were an off-hand
ELEMENTAL SCAR weapon. Once per round, when your attack causes a
You have the elemental scar power. target to be bloodied you can immediately make a melee
basic attack as a free action with your off-hand weapon.
You do not have to attack the target that you bloodied.
If you attack a different target you gain a bonus to your
attack roll and damage roll equal to your Intelligence
modifier.
You also gain access to the geomancer unarmed strike.
While you are not holding anything in your hand, you
can use this weapon. It counts as a weapon in the

 GEOMANCER OVERVIEW unarmed weapon group, has the unarmed property, a
Characteristics: Geomancers are a unique type of reach of 1, a +3 proficiency bonus and does 1d8 damage.
elemental striker. You are a short to melee-ranged striker It functions exactly as a weapon for all other purposes,
and are quite different from either the warlock or the including enchanting and disenchanting, except, when
sorcerer. Your range is more restrictive and you may do disenchanting you do not destroy the weapon and only
less damage outright, but you have many of abilities that gain one-tenth its worth in residuum.
allow you to do damage throughout the entire round.
Religion: Your powers are more easily disguised and
less overtly related to the Elemental Chaos then others; IMPLEMENTS
though many geomancers aspire do aspire to be as Geomancers have the limited ability to use brands (page
powerful as the Primordials. Others turn their powers 25) as implements for some of their powers. When you
towards the service of the Gods. Common gods that are wield an implement you can add its enhancement bonus
worship are: Ioun, Melora, Moradin and Sheanine. to the attack rolls and the damage rolls of geomancer
Races: Consuming geomancers are a natural fit for the
Raróg, while Eladrin often make excellent encompassing powers and geomancer paragon path powers that have
geomancers. The Sylph are often found as geomancers of the implement keyword. Without an implement, you can
either persuasion. still use these powers.

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.

8
 
 


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


 
 9


LEVEL 1 ENCOUNTER CONDUITS Wind Slash Geomancer Attack 1


Your blade is joined with blades of air, striking nearby
enemies while you finish off your foe.
Octopus Armada Geomancer Attack 1
Encounter * Elemental, Force, Geomancy(Air),
In rapid succession you strike two foes near you, then
Weapon
cause the water in the ground to rise around you in the
Standard Action Melee weapon
form of the arms of an octopus and strike them with
Target: One creature
that as well.
Attack: Dexterity vs. AC
Encounter * Cold, Elemental, Geomancy(Water),
Hit: 1[W] + Dexterity modifier damage and all adjacent
Weapon
enemies take Intelligence modifier force damage.
Standard Action Melee weapon
Geomancy: Close burst 2
Target: One or two creatures, make separate attacks
Geomancy Target: One creature in burst
Attack: Dexterity vs. AC
Geomancy Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage
Hit: 1[W] force damage
Geomancy: Close burst 2
Encompasses: Each adjacent enemy to the geomancy
Geomancy Target: One creature in burst and one
target takes Intelligence modifier force damage.
creature adjacent to the target
Geomancy Attack: Dexterity vs. AC
Hit: 1d8 cold damage LEVEL 1 DAILY CONDUITS
Earthshock Geomancer Attack 1 Onslaught Wave Geomancy Attack 1
W ith great force and presence you send a rising Gathering the forces of water around you, you propel
protrusion of earth forward from you, knocking your them forward sending crashing waves over your foes.
foes easily aside. Encounter * Cold, Elemental, Implement
Encounter * Elemental, Geomancy(Earth), Implement Standard Action Close line 4 within 1
Standard Action Close line 2 within 1 Target: Each creature in line
Target: Each creature in line Special: You can shift 1 square before this attack. If you
Attack: Dexterity vs. Reflex had combat advantage in square you were in before this
Hit: 1d8 + Dexterity modifier damage and you slide the shift you retain combat advantage against that creature.
target to either side of the line. If the target cannot Attack: Dexterity vs. AC
slide, the line ends. Hit: 2d6 + Dexterity modifier cold damage.
Geomancy: Close burst 2
Geomancy Target: One creature in burst Spark Paw Geomancy Attack 1
Geomancy Attack: Dexterity vs. Reflex You generate a massive electrical field around your
Hit: Dexterity modifier damage and the target is pushed weapon the moment it strikes, causing agonizing pain
1 square and blinding them momentarily.
Encounter * Elemental, Lightning, Weapon
Flame Burst Geomancer Attack 1 Standard Action Melee weapon
Grinning as you strike the foe, you cause the skin to Target: One creature
blister with a mere word. Attack: Dexterity vs. AC
Encounter * Elemental, Fire, Geomancy(Heat), Hit: 2[W] + Dexterity modifier lightning damage and the
Weapon target is blinded (save ends).
Standard Action Melee weapon Miss: Dexterity modifier lightning damage and the target
Target: One creature is blinded until the end of your next turn.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage Poisonous Embrace Geomancy Attack 1
Geomancy: Close burst 2 Channeling a potent toxin through your own body, you
Geomancy Target: One creature in burst crash heavily into your foe, transferring the toxin to
Geomancy Attack: Dexterity vs. Fortitude them.
Hit: Dexterity modifier fire damage and ongoing fire Encounter * Elemental, Poison, Weapon
damage equal to your Dexterity modifier (save ends). Standard Action Melee weapon
Consumes: You can choose to apply the ongoing Target: One creature
damage from the geomancy attack as the damage type Attack: Dexterity vs. Reflex
you are currently channeling. If you do, and you have Hit: 2[W] + Dexterity modifier poison damage and the
already used your elemental brand this round, you can target is immobilized (save ends) and takes 5 ongoing
use it again as long as the damage types are the same. poison damage (save ends).
Miss: Half damage, no aftereffect and you take 5 ongoing
poison damage (save ends).
Aftereffect (Ongoing damage): If the target had a
poison elemental brand on them when they were hit by
this attack they become infected. They suffer 1 poison
damage for every square they move until the end of the
encounter. If the target is vulnerable to poison they
take that damage at the end of a move action.

10
 
 


LEVEL 2 UTILITY CONDUITS Counter Flood Geomancer Attack 3


Calling on the primordial waters your violently
counter any foolhardy foe that dares affront you.
Create Terrain Geomancer Utility 2
Encounter * Elemental, Geomancy(Soil), Implement
W ith a whispered word your throw your hands into the
Standard Action Melee weapon
air, changing slightly the world around you.
Target: One creature
Encounter * Elemental
Attack: Dexterity vs. AC
Minor Action Close burst 1
Hit: 2[W] + Dexterity modifier damage.
Target: All squares in range
Geomancy: Until this geomancy ends, when you are the
Effect: Choose either water, heat, soil or growth. Until
target of an attack within 2 squares you can make a
the end of the encounter, those squares now have that
geomancy attack as an immediate reaction.
attribute for the purposes of geomancy powers.
Geomancy Target: Triggering creature
Geomancy Attack: Dexterity vs. AC
Geomancy Adept Geomancer Utility 2 Hit: 1[W] + Dexterity modifier cold damage.
Though young in your ways, your difficult training has Encompasses: You can use your geomancy attack
led down a path of increased power. against an attack within 5 squares of you. If you attack
Encounter * Elemental a square farther than 2 squares away your attack goes
Immediate Reaction against Reflex instead of AC.
Trigger: You use a geomancy attack.
Effect: You can use the geomancy attack versus an
Leaf Swirl Geomancer Attack 3
additional target in range. You gain a bonus to the
By causing the growth around you to crowd your foe,
damage roll equal to your Constitution modifier.
you conceal your movements, allowing you strike more
precisely and preventing your foe from striking back.
Earth's Response Geomancer Utility 2 Encounter * Elemental, Geomancy(Growth), Weapon
The strength of the earth bolster's you for a short time. Standard Action Melee weapon
Daily * Elemental, Healing Target: One creature
Minor Action Personal Attack: Dexterity +2 vs. AC
Effect: You gain temporary hit points equal to your Hit: 2[W] + Dexterity modifier damage.
Intelligence modifier. When you have no temporary hit Geomancy: Close burst 2
points left, you can choose to spend a healing surge. Geomancy Target: One creature
Effect: The target takes a -2 penalty on its next attack.
LEVEL 3 ENCOUNTER CONDUITS

Land Mine Geomancer Attack 3


You cause the ground at an enemy's feet to explode and
prevent them from maneuvering away.
Encounter * Elemental, Fire, Geomancy(Heat),
Implement
Standard Action Close burst 2
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1d12 + Dexterity modifier fire damage
Geomancy: Close burst 2
Geomancy Target: One creature in burst
Geomancy Attack: Dexterity vs. Fortitude
Hit: 1d8 + Dexterity modifier fire damage.
Consumes: You can use this attack as an immediate
interrupt when a target takes a move action.

Land Slide Geomancer Attack 3


The earth itself heeds your call and contorts itself to
combat your foes.
Encounter * Elemental, Geomancy(Soil), Implement
Standard Action Close burst 2
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1d10 + Dexterity modifier damage and you slide the
target 1 square
Geomancy: Close burst 2
Geomancy Target: One creature in burst
Geomancy Attack: Dexterity vs. Reflex
Hit: 1d10 + Dexterity modifier damage.


 
 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

Armor Proficiencies: Cloth


Weapon Proficiencies: Simple melee, flail
Implements: Staffs, brands
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 14 + Constitution score


Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: Arcana. From the class skills list


below, choose three more trained skills at 1st
level. Class skills: Arcana (Intelligence),
Diplomacy (Charisma), Endurance (Constitution),
History (Intelligence), Insight (Wisdom),
Perception (Wisdom), Religion (Intelligence)

Class Features: Diviner's Eyes, Primordial Binding,


Ritual Casting, Shikigami Conjuration

The elements flow through your veins and are welcome


companions on your journey. You are an oracle of fate,
but unlike those who seek guidance from the divine, you
read fate by following the ribbons left from the design of
the Primordials. Although many of the creatures that
now inhabit the world are creations of the Astral Gods
you can still see their place in the tapestry of the
Primordials.
Your control of the chaos is such to make others
envious. You can summon willful minions crafted from
components of the Elemental Chaos. These minions
follow your commands explicitly, but are also able to act
on their own will. The terrain of the world around you is
also a force you can use to confound and harry your foes;
transforming the very world itself into your expression
of power. These transformations are not fickle powers
that dissipate over time; they remain as your mark upon
the world.
Using your minions and your terrain altering powers
you have a vast ability to control the battlefield, forcing
simple pawns into vice gripped traps, and causing
dazzling displays of rampant energy. There are few who
excel more than you at wide burst of damage.

12
 
 


ONMYOUJI CLASS FEATURES IMPLEMENTS


Onmyouji have the following class features. Onmyouji can use either staffs or brands (page 25) as
implements as a way of focusing their ability to channel
DIVINER'S EYES the Elemental Chaos. When you wield an implement you
You gain the diviner's eyes power. can add its enhancement bonus to the attack rolls and
the damage rolls of onmyouji powers and onmyouji
N ATURE OF ENTROPY paragon path powers that have the implement keyword.
Your tie to the Elemental Chaos ebbs and flows through Without an implement, you can still use these powers.
you body causing the expression of your powers to shift
over time. At the beginning of each round, roll a d6 to
determine a damage type. CREATING AN ONMYOUJI
You can select any assortment of powers for your
d10 Damage Type character, but onmyouji naturally fall into two basic
1 Acid groups: the Chaotic Onmyouji and the Summoning
2 Cold Onmyouji. All onmyouji use their Intelligence to
3 Fire attack, but they may use either Charisma or Constitution
4 Lightning
5 Thunder more depending on your choice or powers.
6 Poison

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.

ELEMENTAL T IES 
 MINIONS AND TERRAIN


You are innately connected to the elemental forces of the A unique feature of the onmyouji is their ability to
world and the Elemental Chaos summon minions (page 25) and the alter the terrain
Geomantic Ruin: Once per round, you and any around them (page 25). These two abilities combined
minions you have in play gain a bonus to damage rolls give them unprecedented control of the battle field.
against bloodied enemies equal to your Charisma Minions are created through the transfiguration of your
modifier. shikigami, a disembodied spirit that is fused into a slip
Destructive Spirits: When you end your turn, one ally of paper to do your bidding.
adjacent to each shikigami receives a +1 bonus to their
next attack. This bonus is cumulative and is lost at the
end of the ally's next turn if it is not used. CHAOTIC O NMYOUJI
The immutable nature of chaos flows through you and
RITUAL CASTING allows you to twist the land around you into new and
You gain the Ritual Casting feat as a bonus feat, more terrifying forms. Make Intelligence your primary
allowing you to use magical rituals. You own a ritual attribute, followed by Constitution, which will allow
book, and it contains two rituals of your choice that you you to do more direct damage and have more effects with
have mastered: Thread's in a Tapestry and one 1st-level terrain powers and the current damage type you are
ritual. channeling. You may want to make Charisma a third
priority to aid in minion summoning. If you select the
Chaotic Ties class feature, your range with most of your
SHIKIGAMI CONJURATION powers will increase as you increase in levels, allowing
You gain the shikigami conjuration power.
you to engage in long-ranged combat.


 
 13



 Suggested Class Feature: Chaotic Ties Shikigami Conjuration Onmyouji Feature


Suggested Feat: Tearing a slip of paper out of a book or scroll you
Suggested Skills: Endurance, History, animate it into a paper spirit that innate does your
Religion bidding.
Suggested At-Will Powers: earth cannon, At-Will * Conjuration, Elemental, Transfiguration
tundra chaos Minor Action Close burst 5
Suggested Encounter Power: foreboding bog Requires: Paper
Daily Power: heat wave Effect: You animate of slip of paper to do your bidding

 in an unoccupied square in the burst. You must have a
blank a sheet of paper to animate. This power does not
S UMMONING O NMYOUJI expend the paper. The shikigami lasts until you fall
By wrenching Elemental souls out from the Elemental unconscious or until the end of the encounter. You can
Chaos you infuse them into your shikigami as willing only have one shikigami conjured at a time.
minions; allowing you to expertly control the field or The shikigami has no senses and can only be
quickly decimate a foe. You will want to make controlled if you have line of sight with it. It has 1 HP
Intelligence your highest score, and make Charisma your and never takes damage on a miss or from one of your
next priority, aiding you in summoning your minions own area or close powers. When you take a move action,
and, if you choose Elemental Ties, increasing your you can also move the shikigami a number of squares
damage against wounded creatures. Make Constitution equal to your speed. The shikigami counts as a tiny
your next highest to increase the hit points of your creature for the purpose of movement, thus, it can stop in
minions. Your lack of range forces you into short- and an already occupied square. If the shikigami is in an
mid-ranged combat already occupied square at the end of your turn, it can

 Suggested Class Feature: Elemental Ties only apply its bonus, based on your choice of class
Suggested Feat: features, to the creature in the square.
Suggested Skills: Arcana, Diplomacy, In order to transfigure it into a minion your shikigami
Endurance must be in an unoccupied square. Minions transfigured
Suggested At-Will Powers: tiny minion, from your shikigami count towards your overall total of
ember dart shikigami, and they still grant the bonuses detailed by
Suggested Encounter Power: ooze minion your class feature.
Suggested Daily Power: flesh to stone At 11th level you can summon two shikigami at a time,
and at 21st level you can summon three shikigami at a
ONMYOUJI POWERS time.
The onmyouji channels the Elemental Chaos, using her
body as a conduit. LEVEL 1 AT-WILL CONDUITS
Earth Cannon Onmyouji Attack 1
CLASS FEATURES By pushing your powers through the earth you cause it
Each onmyouji has the power diviner's eyes and to launch a massive boulder at a foe.
shikigami conjuration. At-Will * Elemental, Implement, Thunder
Standard Action Ranged 3
Diviner's Eyes Onmyouji Feature Target: One creature
Your eyes glaze over and the question on mind Attack: Intelligence vs. Fortitude
suddenly gains some clarity. Hit: 1d10 + Intelligence modifier thunder damage.
Encounter * Elemental Thunder: The target is dazed until the end of your next
Minor Action Personal turn.
Effect: You can add your Intelligence modifier to your Level 21: 2d10 + Intelligence modifier thunder
next Insight check damage.

Tundra Chaos Onmyouji Attack 1


By opening a small portal to the Elemental Chaos you
let a wave of Otherworldly chill wash over your foes,
soaking them in Primordial waters and sapping them
of their strength.
At-Will * Cold, Elemental, Implement
Standard Action Area burst 1 within 5
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier cold damage.
Level 21: 2d6 + Intelligence modifier thunder damage.
Effect: If the target is hit by an attack with the lightning
keyword before the end of your next turn, the target
takes extra lightning damage equal to your
Constitution modifier.

14
 
 


Tiny Minion Onmyouji Attack 1 Naiad Minion Onmyouji Attack 1


You pull a fragment of your current conduit out of the Your shikigami suddenly starts to droop as it becomes
Elemental Chaos and imbue it into your shikigami, drenched in water. The paper dissolves as the water
turning it into a floating, barely animate mote of takes form, looking much like a small humanoid
chaos. female.
At-Will * Elemental, Implement, Minion, Encounter * Cold, Elemental, Implement, Minion,
Transfiguration, Varies Transfiguration
Standard Action Close burst 5 Standard Action Close burst 5
Requires: A shikigami in range Requires: A shikigami in range
Attack: Charisma vs. Fortitude Attack: Charisma vs. Fortitude
Hit: You summon a minion of your current damage type. Hit: You summon an Elemental minion composed of
The minion has your defenses with a -5 penalty, hit water. The minion has your defenses with a -5 penalty,
points equal to one-half your healing surge value and hit points equal to one-half your healing surge value.
has a +3 to hit versus AC. On a hit it does 1d6 + The minion can either make an attack, with a +3 to hit
Charisma modifier damage of its type. It counts as an versus AC and doing 1d6 + Charisma modifier cold
ally for all applicable effects. You can only have one damage; or it can allow one adjacent character to use a
minion from this power in play at any time. healing surge and regain hit points equal to your
Level 21: 2d6 + Charisma modifier damage of its type. Charisma modifier instead of the healing surge value.

Ember Dart Onmyouji Attack 1 Foreboding Bog Onmyouji Attack 1


Agitating the molecules of air in front of you produces By letting influence from the Elemental Chaos seep
a small, brightly glowing flame that you cast at a foe, through the ground, for a short time you turn it into a
searing their flesh and causing pain if they move. poisonous bog.
At-Will * Elemental, Fire, Implement Encounter * Elemental, Implement, Poison, Zone
Standard Action Ranged 5 Standard Action Area burst 1 within 4
Target: One or two creatures Target: Each creature in burst
Attack: Intelligence vs. Reflex Attack: Intelligence vs. Fortitude
Hit: 2d4 + Intelligence modifier fire damage. Hit: 1d6 + Intelligence modifier poison damage, and
Level 21: 4d4 + Intelligence modifier fire damage. ongoing poison damage equal to your Constitution
Fire: The target takes Intelligence modifier fire damage if modifier.
it moves during its next turn. Poison: You summon a poisonous bog in the area of
effect. This zone lasts until the end of your next turn.
Soluble Ground Onmyouji Attack 1 Any creature that starts its turn or enters into the zone
You dissolve the ground around your foe and make it becomes infected. They take 1 point of poison damage
hard for them to maintain their footing for every square the move (save ends). If the target is
At-Will * Elemental, Implement vulnerable to poison they take that damage at the end
Standard Action Area burst 1 within 3 of a move action.
Target: Each creature in burst
Attack: Intelligence vs. Fortitude Charged Atmosphere Onmyouji Attack 1
Hit: 1d8 + Intelligence modifier damage. Charging the air around a foe with electrical forces,
Level 21: 2d8 + Intelligence modifier damage. you turn their body into a conduit for energy.
Effect: Until the end of your next turn, the area becomes Encounter * Elemental, Implement, Lightning
unstable ground. Standard Action Ranged 5
Target: One creature
LEVEL 1 ENCOUNTER CONDUITS Attack: Intelligence vs. AC
Hit: 2d8 + Intelligence modifier lightning damage.
Lightning: If the target is wearing any heavy armor, they
Ooze Minion Onmyouji Attack 1 take additional lightning damage equal to your
Twisting the fabric of reality around your shikigami Constitution modifier.
you pull a mote of Elemental acid into it, causing it to
bubble and burst as it transforms into an oozing,
burning lump of acid.
Encounter * Acid, Elemental, Implement, Minion,
Transfiguration
Standard Action Close burst 5
Requires: A shikigami in range
Attack: Charisma vs. Fortitude
Hit: You summon an acidic ooze minion. The minion has
your defenses with a -4 penalty, hit points equal to
one-half your healing surge value, and has +4 to hit
versus AC. On a hit it does 1d6 + Charisma modifier
acid damage and 5 ongoing acid damage (save ends).


 
 15


Numbing Veins Onmyouji Attack 1


LEVEL 1 DAILY CONDUITS W ith a devilish look in your eyes, you lock your mind
onto the water in the blood of your foes. With a little
more than a though you begin freeze it, causing untold
Inferior Demon Onmyouji Attack 1
pain.
You rip the soul from a minor demon and encase it in
Daily * Cold, Elemental, Implement
the flesh of your shikigami, forcing it to bow to you for
Standard Action Area burst 1 within 6
a short time.
Target: Each creature in burst
Daily * Elemental, Implement, Minion, Necrotic,
Attack: Intelligence vs. Fortitude
Transfiguration
Hit: 1d10 + Intelligence modifier cold damage, and the
Standard Action Close burst 5
target is slowed and takes ongoing 10 cold damage.
Requires: A shikigami in range
Cold: You do half damage on a miss and the target takes
Attack: Charisma vs. Fortitude
ongoing 10 cold damage.
Hit: You summon an inferior demon from the far edges of
the Abyss. The minion has your defenses with a -3
penalty, hit points equal to your healing surge value. LEVEL 2 UTILITY CONDUITS
The minion can either make an attack, with a +4 to hit
versus AC and doing 1d8 + Charisma modifier necrotic Frozen Steps Onmyouji Utility 2
damage, or it can mark one adjacent creature. When the As your foot falls it rings in an icy tone, the ground
minion is destroyed, the creature that destroyed it beneath having frozen solid
takes 1d8 + Charisma modifier necrotic damage. Daily * Cold, Elemental, Terrain
Special: As a part of this action you can expend another Minor Action Personal
power with the Minion keyword as a free action so Effect: For the next two minutes the ground in your
long as you already have another shikigami in play square become frozen solid. When walking over water or
and in range. other liquid surfaces it freezes 5 feet deep. The ground
remains frozen for one hour, unless otherwise
Heat Wave Onmyouji Attack 1 interrupted.
You heat the air around your foes by agitating the
molecules of the atmosphere around them. In a fervor Geomantic Ruin Onmyouji Utility 2
you can burn the flesh off of them. As you unleash your spell on your foes the earth
Daily * Elemental, Fire, Implement beneath their feat splinter and crumbles, causing it to
Standard Action Area burst 2 within 4 be difficult to traverse and slowing their forward
Target: Each creature in burst march.
Attack: Intelligence vs. Fortitude Encounter * Elemental, Terrain
Hit: 2d6 + Intelligence modifier fire damage. Immediate Reaction
Fire: The target is burned. It takes 5 ongoing fire Trigger: You cast an area or close spell
damage, and an additional 2 fire damage if it takes a Effect: The area of effect for the triggering spell is
move action (save ends). considered difficult terrain (by natural causes).
Miss: Half damage and no ongoing damage.
Minion's Master Onmyouji Utility 2
Flesh to Stone Onmyouji Attack 1 You have a limited ability to control multiple
You grasp the Elemental foundation of your foes skin shikigami.
and twist it slowly into stone. Encounter * Elemental
Daily * Elemental, Implement Minor Action Close burst 5
Standard Action Ranged 5 Effect: You summon a shikigami that does not count
Target: One creature towards your overall number in play.
Attack: Intelligence vs. Will
Hit: 1d12 + Intelligence modifier damage, and the target
is inflicted with stoneskin – the target is slowed and
takes a -1 penalty to attack rolls (save ends).
First Failed Saving Throw: The target is immobilized
and takes a -2 penalty to attack rolls.
Each Additional Failed Saving Throw: The target takes
10 damage.

16
 
 


LEVEL 3 ENCOUNTER CONDUITS


Animate Flame Minion Onmyouji Attack 1
Your shikigami explodes into a blazing flame that
moves with ill intent towards your foes.
Encounter * Elemental, Fire, Implement, Minion,
Transfiguration
Standard Action Close burst 5
Requires: A shikigami in range
Attack: Charisma vs. Fortitude
Hit: You summon a small animate flame from the
Elemental Chaos. The minion has your defenses with a
-4 penalty, hit points equal to one-half your healing
surge value, and has +4 to hit versus AC. On a hit it
does 1d8 + Charisma modifier fire damage.
Fire: If this minion is summoned while channeling the
fire you can choose to explode it as a free action if it is
in the blast area of any power with the fire keyword. If
you explode it, it does 1d8 + Charisma modifier fire
damage against all creatures in close burst 1.

Forking Strike Onmyouji Attack 3


You strike with utmost certainty, sending screeching
bolts of lightning at your opponents.
Encounter * Elemental, Implement, Lightning
Standard Action Ranged 5
Target: One or two adjacent creatures
Attack: Intelligence vs. AC, one attack per target
Hit: 2d6 + Intelligence modifier lightning damage.
Lightning: You can attack an additional adjacent
creature.

Resounding Crash Onmyouji Attack 3


The great heartbeat of the earth drums momentarily in
time with your own and as a single beat thrums you
call upon your connection with the Elements of the
earth to increase the sound one-hundred fold.
Encounter * Elemental, Implement, Thunder
Standard Action Area burst 1 within 3
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d12 + Intelligence modifier thunder damage, and
the target is slowed (save ends).

Acerbic Sting Onmyouji Attack 3


You grasp the winds around your foe and infuse them
with chaotic forces, transforming them into tiny blades
of acid and driving them into their flesh.
Encounter * Acid, Elemental, Implement
Standard Action Area burst 2 within 5
Target: Each creature in burst
Attack: Intelligence vs. AC
Hit: 2d6 + Intelligence modifier acid damage.
Acid: The target suffers a -1 penalty to their attack rolls
(save ends).
First Failed Saving Throw: The target suffers an
additional -1 penalty to their attack rolls (save ends).


 
 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

Armor Proficiencies: Cloth, leather, hide, chainmail,


scale, plate; light shield
Weapon Proficiencies: None
Implements: Brands
Bonus to Defense: Varies

Hit Points at 1st Level: 16 + Constitution score


Hit Points per Level Gained: 6
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: Endurance. From the class skills list


below, choose three more trained skills at 1st
level. Class skills: Acrobatics (Dexterity),
Athletics (Strength), Bluff (Charisma), Diplomacy
(Charisma), Endurance (Constitution), Intimidate
(Charisma), Perception (Wisdom), Streetwise
(Charisma)

Class Features: Chaotic Bloodline, Elemental Scion,


Impassable Guard

Stalwart guardian's of ancient fortresses, secret


conclaves, and Elemental domains, the sentinel's were
the original guardian's of other Elemental classes. They
often were paired with an onmyouji or an architect as
their front guard.
Sentinel's embody more than anyone the chaotic nature
of the power they channel. They are born with a chaotic
flow seeping through every pore that constantly
changes the way that they interact with the world. You
can summon weapons to wield from the Chaos or even
bind yourself with Elemental creatures.
From the very beginning of their existence, they have
been beset with a mutable and untamed nature. Over
time, they learned to control it, to adapt to, and so they
codified it. Taking after the chimera, they termed each
aspect after a part of the monster: the lion, the serpent,
the dragon and the ram.
Now, sentinels are a rare and disappearing breed. You
may be the only sentinel you know, cast out of your
town, your home, because of your nature. Or you may be
a part of one of the last vestiges of a society of sentinels.

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.


 
 19


S TOIC SENTINEL Guardian's Favor Sentinel Feature


As your foe turns its attention away from you, the
Like a great immovable stone statue, you cannot be chaos in your blood boils and causes them to regret
pushed aside, nor dissuaded from you intended course. their action.
You defend your allies and open the defenses of your At-Will * Elemental
foes so that they might strike your foes harder. Make Effect: The effect of this power depends on your current
Strength your greatest priority, followed by aspect.
Constitution to bolster your yourself. Choose powers Ram: As an immediate reaction you can make a charge
that grant bonuses and benefits to you and your allies attack against a creature marked by you that attacks an
and hamper your foes. You lean towards leader as a ally within 6 squares of you. You get a bonus to your
secondary role. defenses for any opportunity attacks as a result of this

 Suggested Class Feature: Titanic Soul power equal to your Charisma modifier.
Favored Aspects: Serpent, Lion Dragon: Once per round, as an immediate reaction, when
Suggested Feat: a creature marked by you attacks an ally within 5, it and
Suggested Skills: Athletics, Diplomacy, one enemy adjacent to it take damage equal to your
Perception Charisma modifier. Increase to 2 + Charisma modifier
Suggested At-Will Powers: crushing impact, damage at 11th level and 4 + Charisma modifier damage
entropic boon at 21st level.
Suggested Encounter Power: vice crush Serpent: As an immediate interrupt, and instead of
Daily Power: stonework guardian making an opportunity attack, you can make a basic

 melee attack against any marked creature that moves or
VENGEFUL S ENTINEL shifts away from you. If you hit, it does no damage but
interrupts their movement.
Your charge is less to protect your allies by defending Lion: As an immediate interrupt, when a creature that
them, instead you seek to take out your foes as quickly you have marked attacks an ally adjacent to you or the
as possible, thereby eliminating the need to defend them. creature, the target receives a power bonus to one
You will want to make Strength your highest score, and defense equal to your Constitution modifier. If the attack
Charisma your second highest to intimidate your foes still hits, the ally retains the bonus until the end of its
and channel the Chaos for even greater hits. Select next turn.
powers that do great damage to your foes. You lean
towards striker as a secondary role.
Chaotic Armament Sentinel Feature

 Suggested Class Feature: Archonic Soul
You raise your hand to make an attack, and as your
Favored Aspects: Ram, Dragon
arm descends Elemental forces swirl around your hand
Suggested Feat:
and coalesce into a weapon that crashes into your foe.
Suggested Skills: Athletics, Bluff, Intimidate
At-Will * Armament, Elemental, Implement, Weapon
Suggested At-Will Powers: crushing impact,
Standard Action Melee weapon
enemy's strength
Target: One creature
Suggested Encounter Power: pandemonium
Attack: Strength vs. AC
strike
Hit: 1[W] + Strength modifier damage
Suggested Daily Power: entropic zweihander
Level 21: Increase to 2[W] + Strength modifier damage.
Ram: You summon a Maul fashioned out of Elemental
SENTINEL POWERS Ice. It has +2 to attack, does 2d6 damage and has the
The sentinel allows the Elemental Chaos, to flow freely keywords Hammer and Ice.
through his body. Your powers are called conduits. Dragon: You summon a Greatsword forged from
Elemental Fire. It has +3 to attack, does 1d10 damage
and has the keywords heavy blade and fire.
CLASS FEATURES Serpent: You summon a Longspear formed from
Each sentinel has the power chaotic armament and Elemental Winds. It has a +2 to attack, does 1d10
guardian's favor. damage and has the keywords polearm, spear, reach and
force
Lion: You summon a Greataxe composed of Elemental
Earth. It has a +2 to attack, does 1d12 damage and has
the keywords axe, high crit and thunder.

20
 
 


LEVEL 1 AT-WILL CONDUITS LEVEL 1 ENCOUNTER CONDUITS


Forceful Swing Sentinel Attack 1
Crushing Blow Sentinel Attack 1
You swing your blade into your foe and as it connects
Charging recklessly at your foe you barrel them over
your current aspect explodes.
backwards, then strike them firmly with your blade.
Encounter * Elemental, Force, Weapon
At-Will * Elemental, Weapon
Standard Action Close blast 1
Standard Action Melee weapon
Target: Each creature in burst
Special: When charging, you can use this power in
Attack: Strength vs. AC
place of a melee basic attack.
Hit: 1[W] + Strength modifier force damage and the
Target: One creature
target is pushed one square and knocked prone.
Attack: Strength vs. Fortitude
Ram: If you are in the Ram aspect, each target is pushed
Hit: 1[W] + Strength modifier damage, and the target is
a distance equal to your Charisma modifier
knocked prone.
Dragon: If you are in the Dragon aspect, each target also
Level 21: Increase to 2[W] + Strength modifier damage.
takes damage equal to our Charisma modifier.
Destructive Impact Sentinel Attack 1
Vice Crush Sentinel Attack 1
You put the full force of your body and your soul in
As your massive blade swings downward onto an
your strike, damaging your opponent regardless of
enemy a jutting pillar of earth rises to meet it, crushing
their armor, as your weapon explodes in a powerful
your foes in the vice-like grip of earth and steel.
blast.
Encounter * Elemental, Thunder, Weapon
At-Will * Elemental, Weapon
Standard Action Melee weapon
Standard Action Melee weapon
Target: One creature
Target: One creature
Attack: Strength vs. AC
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier and the target is
Hit: 1[W] + Strength modifier + Charisma modifier
immobilized (save ends).
damage of your weapon type.
Special: The target must be in contact with the ground
Level 21: Increase to 2[W] + Strength modifier +
or the attack fails.
Charisma modifier damage of your weapon type.
Titanic Soul: The target also takes thunder damage
Special: Your summoned weapon is destroyed. If you
equal to your Constitution modifier.
are not using a weapon created by a power with the
armament keyword, you do not apply your Charisma
modifier to the damage. Pandemonium Strike Sentinel Attack 1
You swing you blade with wild abandon and it
disappears into chaotic wave of terror, striking any
Entropic Boon Sentinel Attack 1
who come close.
As your weapon connects with your foe its Elemental
Encounter * Elemental, Necrotic, Weapon
nature leaches energy from them and grants you
Standard Action Close blast 1
increased resilience.
Target: Up to three creatures in burst
At-Will * Elemental, Weapon
Attack: Strength vs. AC
Standard Action Melee weapon
Hit: 2[W] + Charisma modifier necrotic damage.
Target: One creature
Special: Roll 3d8, where each number corresponds to a
Attack: Strength vs. AC
square around the PC. 1 is the square that the character
Hit: 1[W] + Strength modifier damage of your weapon
is facing and the rest are laid out clockwise from the
type, and you gain temporary it points equal to your
characters perspective. You make a separate attack
Constitution modifier.
against each creature that corresponds to a die
Level 21: Increase to 2[W] + Strength modifier damage of
outcome. If multiple die have the same value, you make
your weapon type.
multiple attacks against that target.
Archonic Soul: You can roll 4d8 and choose between
Enemy's Strength Sentinel Attack 1 three of the four dice.
The crush of foes around you only lends ever greater
strength to your strikes.
At-Will * Elemental, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: If you marked the target, you gain a +1 power
bonus to your damage roll for each other enemy adjacent
to you.
Level 21: Increase to 2[W] + Strength modifier damage,
and +2 for each adjacent enemy.


 
 21


Savanna's Pride Sentinel Attack 1 Elemental Binding Sentinel Attack 1


Your current aspect causes your attack to seep the You bind the spirit of a lesser elemental into your
strength out of your enemies. being and take on aspects of the soul you share.
Encounter * Elemental, Poison, Weapon Daily * Elemental, Polymorph, Weapon, Varies
Standard Action Melee weapon Minor Action Personal
Target: One creature Effect: Your soul and body are bound with the spirit of
Attack: Strength vs. AC a minor elemental until the end of the encounter. Your
Hit: 1[W] + Strength modifier damage. aspect defines what type of Elemental you are bound
Serpent: If you are in the serpent aspect, the target takes with. Until this effect ends you aspect does not
ongoing poison damage equal to your Constitution change. You can end this effect as a minor action.
modifier (save ends). Once during this encounter, you can make the
Lion: If you are in the lion aspect, the next attack associated attack while you are in this form.
against the target gains a power bonus to its attack Ram: Ice Elemental, your attacks have the cold keyword
rolls and damage rolls equal to your Constitution and you gain resist 5 cold.
modifier. Standard Action Close blast 3
Target: Each enemy in blast
LEVEL 1 DAILY CONDUITS Attack: Strength vs. Fortitude
Hit: 1d12 + Strength modifier cold damage, and the
target is slowed (save ends).
Stonework Guardian Sentinel Attack 1 Dragon: Fire Elemental, your attacks have the fire
As your weapon comes down onto your foe it hardens keyword and you gain resist 5 fire.
into granite. Your whole body stiffens and turns ashen. Standard Action Melee weapon
Attacks seem to glance off of your hardened skin. Target: One creature
Daily * Elemental, Polymorph Weapon Attack: Strength vs. AC
Standard Action Melee weapon Hit: 2[W] + Strength modifier fire damage and the
Target: One creature target takes ongoing 5 fire damage (save ends).
Attack: Strength +2 vs. AC Serpent: Air Elemental, your attacks have the force
Hit: 2[W] + Strength modifier + Constitution modifier keyword, and you gain resist 5 force.
damage. Standard Action Melee weapon
Special: You gain a +1 power bonus to your AC, a +2 Target: One creature
power bonus to your Fortitude and a +1 to any damage Attack: Strength vs. Reflex
rolls; but you suffer a -1 penalty to your Reflex, Will Hit: 2[W] + Strength modifier force damage.
and Speed. At the beginning of every round you make Effect: Any enemies adjacent to the target are
two saving throws against this condition, using pushed 2 squares away from the target.
either of the two outcomes. Lion: Earth Elemental, your attacks have the thunder
Each time you fail a saving throw the petrification keyword and you gain resist 5 thunder.
hardens and you gain an additional round of bonuses Standard Action Melee weapon
and penalties. Target: One creature
Each time you succeed a saving throw your skin Attack: Strength vs. AC
softens and you lose a round of bonuses and penalties. Hit: 2[W] + Strength modifier thunder damage and
When you suffer your fourth failed saving throw you the target is dazed (save ends).
become petrified until the end of the round. If you save Miss: Half damage.
against all the bonuses this effect ends.
Titanic Stomp Sentinel Attack 1
Entropic Zweihander Sentinel Attack 1 You life one foot high into the air and bring it crashing
Your hand disappears into a small portal of crackling down with the full force of your Titanic heritage,
purple lightning, and when it emerges you are wielding sending shockwaves out from under foot.
a massive serrated blade rippled with deep lines full of Daily * Elemental, Thunder, Weapon
purple sparks. Standard Action Close burst 2
Daily * Armament, Elemental, Implement, Necrotic, Target: Each creature in burst
Weapon Attack: Constitution vs. Fortitude
Standard Action Melee weapon Hit: 2[W] + Constitution modifier thunder damage.
Target: One creature Effect: Each target is knocked prone
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier necrotic damage, and 5
ongoing necrotic damage (save ends). LEVEL 2 UTILITY CONDUITS
Effect: You summon an Entropic Zweihander from out of
the Elemental Chaos. The Zweihander is a two-handed The Fire Inside Sentinel Utility 2
military weapon, has a +4 to attack, does 1d10 damage The blazing fire behind your eyes forces even the
and has the keywords heavy blade and necrotic. stalwart enemy to cower in front of you.
In addition, any time you score a critical hit with this Encounter * Elemental
blade, the target takes 5 ongoing necrotic damage Minor Personal
(save ends). Effect: You make an Intimidate check with a +5 power
bonus.

22
 
 


Granite Barricade Sentinel Utility 2 Sweeping Ruin Sentinel Attack 3


You rip stone from the ground and use it to deflect an After landing a solid blow on a foe, you sending them
oncoming attack. reeling across the battle field and chase them down.
Daily * Elemental Encounter * Elemental, Weapon
Immediate Interrupt Personal Standard Action Melee weapon
Trigger: You are hit by an attack Target: One creature
Effect: The attack must do at least 15 damage to break Attack: Strength vs. AC
the wall. If it breaks the wall you still take the Hit: 1[W] + Strength modifier damage and you shift the
remaining damage. target a distance equal to one-half Constitution
modifier, and you must shift into the closest adjacent
Soothing Spring Sentinel Utility 2 square after the shift.
As you get help from an ally you pull soothing waves of Serpent: If the enemy leaves a square adjacent to an ally
Elemental Water out of the atmosphere to augment you can let one ally make an opportunity attack
their action. against the target.
Daily * Elemental, Healing Lion: The target falls prone after it has shifted.
Immediate Reaction Personal
Trigger: You are healed by any power with the healing Stunning Blow Sentinel Attack 3
keyword or you take a second wind. Your hit cause your foe to be disoriented for a short
Effect: You can spend an additional healing surge and time.
regain extra hit points equal to 1d6. Encounter * Elemental, Thunder, Weapon
Standard Action Melee weapon
LEVEL 3 ENCOUNTER CONDUITS Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier and the target is knocked
Push them Around Sentinel Attack 1 prone.
The strength behind your swing forces you foe to give Titanic Soul: The target is dazed until the end of your
ground. next turn.
Encounter * Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is
pushed 2 squares.
Ram: If you are in the Ram aspect, the target is slowed
on a hit (save ends).
Dragon: If you are in the Dragon aspect, the target takes
ongoing fire damage equal to your Charisma modifier
on a hit (save ends).

Flaring Blade Sentinel Attack 3


As your attack lands on a foe the Elemental nature of
your weapon flares briefly and strikes nearby enemies
Encounter * Elemental, Weapon, Varies
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage of your weapon
type and each adjacent creature takes Charisma
modifier damage of your weapons damage type.
Archonic Soul: Only adjacent enemies suffer the damage.


 
 23


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.

24
 
 


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.


 
 25


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.

Level: 5 Component Cost: 50 gp


Category Divination Market Price: 250 gp
Time: 30 minutes Key Skill: Arcana
Duration: 10 minutes

When you use this ritual, you indicate a person or


creature as the focus of the ritual. The result of your
Arcana check determines how much information about
the subject you gain. Regardless of how many
components you own, you can only use this ritual once
a day.

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.

26
 
 


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