Post by Asteron on Feb 27, 2014 19:03:23 GMT
Role: Leader. Your bond with nature allows you to heal and bolster your allies. Depending on your choice of class features and powers, you lean toward either defender or controller as a secondary role.
Power Source: Primal.
Key Abilities: Wisdom, Constitution, Intelligence
Armor Proficiencies: Cloth, Leather, Hide, Chainmail; Light Shield
Weapon Proficiencies: Simple Melee, Axes, Simple Ranged
Implement: Totems
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Energy Surges per Day: 8 + Constitution modifier
Trained Skills:
Class Skills: Nature. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis)
Build Options: Shielding Geomancer/Crippling Geomancer
Class Features: Nature's Breath, One With The Nature, Shielding/Crippling Geomancy, Adaptable
Nature's Breath
Encounter (Special) - Primal, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use Nature's Breath three times per encounter.
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
One With The Nature-Add +1 to every saving throw.
Adaptable-As long as you are standing on a natural terrain you are not affected by difficult terrain.
Shielding Geomancy-When you use your Nature's Breath power the target gains your Constitution modifier temporary HP
Crippling Geomancy-When you use your Nature's Breath power one enemy within 5 squares from the target suffers a penalty to his next attack roll equal to your Intelligence modifier
At-Will
Wind Slash
At-Will - Wind, Primal, Implement
Standard Action Ranged 10
Primary Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier wind damage and you push the target 2 squares
Increase damage to 2d8 + Wisdom modifier at 21st level.
Fissure
At-Will - Earth, Primal, Implement
Standard Action Ranged 10
Primary Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier earth damage and the target is slowed
until the end of your next turn.
Increase damage to 2d8 + Wisdom modifier at 21st level.
Force of Nature
At-Will - Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier damage and you gain temporary HP equal to your Constitution modifier
Increase damage to 2[W] + Wisdom modifier at 21st level.
Magnetic Force
At-Will - Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier damage.
Special: You can pull one enemy within 5 squares 2 squares.*
Increase damage to 2[W] + Wisdom modifier at 21st level.
*Need better wording
Earthen Strike
At-Will - Primal, Weapon, Earth
Standard Action Melee weapon
Primary Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W] + Wisdom modifier earth damage.
Special: You and one ally adjacent to the target gain +1 power bonus to your AC until the end of your next turn.
Increase damage to 2[W] + Wisdom modifier at 21st level.
Encounter
Nature's Blessing
Encounter - Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2[W] + Wisdom modifier damage and one ally you can see gains a +2 bonus to his next attack
Shielding Geomancer: Attack bonus is equal to 1 + Constitution modifier.
Nature's Wrath
Encounter - Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier damage. Next time the targeted enemy uses an attack that doesn't include you as a target the enemy takes damage equal to your Constitution modifier.
Will o' the Wisp
Encounter - Fire, Primal, Implement
Standard Action Ranged 10
Primary Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier fire damage and and ongoing 5 fire damage (save ends).
Mud Blast
Encounter - Earth, Primal, Implement
Standard Action Ranged 5
Primary Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier earth damage and the target is knocked prone.
Water Surge
Encounter - Water, Primal, Implement
Standard Action Ranged 5
Primary Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier water damage and you push the target 2 squares.
Crippling Geomancer: You push the target a number of squares equal to your 1 + Intelligence modifier.
Daily
El NiƱo
Daily - Water, Primal, Implement
Standard Action Area Burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 3d10 + Wisdom modifier water damage and the target is slowed until the end of your next turn.
Miss: Half damage.
Sandstorm
Daily - Wind, Primal, Implement
Standard Action Area Burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier wind damage and the target suffers -2 attack penalty until the end of your next turn.
Miss: Half damage.
Power Source: Primal.
Key Abilities: Wisdom, Constitution, Intelligence
Armor Proficiencies: Cloth, Leather, Hide, Chainmail; Light Shield
Weapon Proficiencies: Simple Melee, Axes, Simple Ranged
Implement: Totems
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Energy Surges per Day: 8 + Constitution modifier
Trained Skills:
Class Skills: Nature. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis)
Build Options: Shielding Geomancer/Crippling Geomancer
Class Features: Nature's Breath, One With The Nature, Shielding/Crippling Geomancy, Adaptable
Nature's Breath
Encounter (Special) - Primal, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use Nature's Breath three times per encounter.
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
One With The Nature-Add +1 to every saving throw.
Adaptable-As long as you are standing on a natural terrain you are not affected by difficult terrain.
Shielding Geomancy-When you use your Nature's Breath power the target gains your Constitution modifier temporary HP
Crippling Geomancy-When you use your Nature's Breath power one enemy within 5 squares from the target suffers a penalty to his next attack roll equal to your Intelligence modifier
At-Will
Wind Slash
At-Will - Wind, Primal, Implement
Standard Action Ranged 10
Primary Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier wind damage and you push the target 2 squares
Increase damage to 2d8 + Wisdom modifier at 21st level.
Fissure
At-Will - Earth, Primal, Implement
Standard Action Ranged 10
Primary Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier earth damage and the target is slowed
until the end of your next turn.
Increase damage to 2d8 + Wisdom modifier at 21st level.
Force of Nature
At-Will - Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier damage and you gain temporary HP equal to your Constitution modifier
Increase damage to 2[W] + Wisdom modifier at 21st level.
Magnetic Force
At-Will - Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier damage.
Special: You can pull one enemy within 5 squares 2 squares.*
Increase damage to 2[W] + Wisdom modifier at 21st level.
*Need better wording
Earthen Strike
At-Will - Primal, Weapon, Earth
Standard Action Melee weapon
Primary Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W] + Wisdom modifier earth damage.
Special: You and one ally adjacent to the target gain +1 power bonus to your AC until the end of your next turn.
Increase damage to 2[W] + Wisdom modifier at 21st level.
Encounter
Nature's Blessing
Encounter - Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2[W] + Wisdom modifier damage and one ally you can see gains a +2 bonus to his next attack
Shielding Geomancer: Attack bonus is equal to 1 + Constitution modifier.
Nature's Wrath
Encounter - Primal, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier damage. Next time the targeted enemy uses an attack that doesn't include you as a target the enemy takes damage equal to your Constitution modifier.
Will o' the Wisp
Encounter - Fire, Primal, Implement
Standard Action Ranged 10
Primary Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier fire damage and and ongoing 5 fire damage (save ends).
Mud Blast
Encounter - Earth, Primal, Implement
Standard Action Ranged 5
Primary Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier earth damage and the target is knocked prone.
Water Surge
Encounter - Water, Primal, Implement
Standard Action Ranged 5
Primary Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier water damage and you push the target 2 squares.
Crippling Geomancer: You push the target a number of squares equal to your 1 + Intelligence modifier.
Daily
El NiƱo
Daily - Water, Primal, Implement
Standard Action Area Burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 3d10 + Wisdom modifier water damage and the target is slowed until the end of your next turn.
Miss: Half damage.
Sandstorm
Daily - Wind, Primal, Implement
Standard Action Area Burst 1
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier wind damage and the target suffers -2 attack penalty until the end of your next turn.
Miss: Half damage.