Z-Elementalist

The Z-Elementalist is a specialist who has learned how to call upon, channel, and wield the power of nature by attuning what little ki they possess to the natural world. The wrath of nature knows only how to devastate, and isn't the kind of thing that watches out for allies.

Armor proficiency: The elementalist is proficient with tier 1 and 2 armors.

Bonus defense: +3 Resolve, +2 Reaction, +1 Repulse

Hit points at first level: 10 + body

Hit points per level: 5

Bonus surges per day: 4

Physical Damage[P]: 1d6

Energy Damage [K]: 1d8

Class features

Elemental: Choose one element from below. Attacks with the element tag deal damage of that element type, you may swap the ki tag with the element tag on any power you see fit, and you are resistant to damage of your element.

Air – on crit, enemies are pushed back half level squares.

Earth – on crit, enemies are dazed (save ends)

Fire – on crit, enemies take ongoing 5 fire (save ends)

Ice – on crit, enemies become slowed (save ends)

Lightning – on crit, enemies are stunned (save ends)

Water – on crit, the enemy begins taking ongoing suffocation damage (save ends)

Channeling: When you spend a surge, you are surrounded by an aura of your element for 2+tier rounds. Enemies that start their turn adjacent to you take [1d4] damage of your element type while channeling is active. This dice increases to 1d6 at level 11, 1d8 at level 21, and [2d6] at level 31.

Attunement: When you use a power with the Attune keyword you get a bonus effect from your element , and a secondary bonus crit effect. The effects of Attunement last for wismod rounds.

Air – increase the range of all your ranged attacks by half level. On crit you spawn [1d6+Instinct] Dust devils that travel Instinct spaces away from you per turn. Any creature the dust devils pass takes [1d6+Instinct] damage that ignores DR from armor. A creature that starts his turn beside a dust devil takes [1d8+Instinct] damage instead. The dust devils last for 3 rounds before calming.

Earth – Increase your Repulse defense by your Strength. On crit, you create a burst 4, all area within burst becomes rough terrain. Enemies caught in the burst are buried under rocks, becoming immobilized and suffering [1d6] damage per round for three rounds.

Fire – Increase the damage of your energy attacks by your Spirit. On crit, you explode in a fiery burst 2, dealing [1d8+Tenacity] damage to all creatures in burst. This stacks with your non attuned crit effect.

Ice – Gain +2 DR against melee attacks. On crit, you create a burst 2 that immobilizes all enemies in range. Enemies immobilized by this ability have “brittle” equipment. Sundering works at double effectiveness.

Lightning – increase your movement speed by your Speed. On crit, you create a chain lightning effect, dealing your additional damage die +Instinct to one creature within 5 of a struck creature. This chain can occur Instinct times.

Water – Increase your Reaction defense by your Speed. On crit, you create a burst 3 whirlpool. Creatures caught in this whirlpool are knocked prone and swept up in the raging tides. Each round they are moved a number of squares equal to your Discipline, suffering 1 damage for each square moved. Whirl pools last Discpline rounds

Action Generation: Generate action points when...

Defeat a number of opponents equal to half your level in one battle

You activate attunement a number of times per day equal to your Instinct

You deal an amount of damage equal to your surge value with channeling in a single day

Z-Elementalist powers

Level 1 At-Will powers

Full Strike

At-Will ✦ Martial, Unarmed

Standard Action Melee

Target: One creature

Attack: strength vs Repulse

Hit: 1[p] + Strength damage.

Special: This attack's threat is increased by 1.

Element Shot

At-Will ✦ Martial, Element

Standard Action Ranged 8

Target: One creature

Attack: Instinct vs Reaction

Hit: 1[k] + Discipline damage. One ally you can see gains +1 defenses against this opponent until the end of your next turn.

Winding blow

At-Will ✦ Martial, Unarmed

Standard Action Melee

Target: One creature

Attack: strength+2 vs Reaction

Hit: 1[p] + Strength damage.

Elemental Strike

At-Will ✦ Martial, Unarmed, Element

Standard Action Melee

Target: One creature

Attack: Strength vs Repulse

Hit: 1[p] +Instinct damage. This opponent gains vulnerability 1 against your element until the end of your next turn.

Level 1 Encounter powers

Elemental Jet

Encounter ✦ Martial, Element,

Standard Action Line 6

Target: All creatures in line

Attack: Discipline vs Reaction

Hit: 2[K] + Spirit damage. If you strike a number of enemies equal to your Discipline, you deal an additional d6 of your element type

Empowered Smash

Encounter ✦ Martial, Element, Reliable

Standard Action Melee

Target: One enemy

Attack: Strength vs Repulse

Hit: 1[P] + Strength damage.

Secondary target: All enemies in burst 2, except the primary

Secondary attack: Discipline vs Reaction

Hit: 2[k] + Spirit damage.

Level 1 Daily powers

Attuned Stream

Daily ✦ Martial, Element, Attune

Standard Action Beam 8

Target: All creatures in line

Attack: Discipline vs Repulse

Hit: 3[K] + Spirit damage.

Miss: Half Damage

Elemental combo

Daily ✦ Martial, Unarmed, Element

Standard Action Melee

Target: One creature, three attacks

Attack: Strength vs Repulse

Hit: 1[p] + Strength damage. If all three attacks land, the opponent is stunned (save ends) and has vulnerability 5 to damage of your element type while the stun lasts.

Miss: If all three attacks miss, you become attuned.

Sky star

Daily ✦ Martial, Elemental

Standard Action Blast 4

Target: All creatures in range

Attack: Instinct vs Reaction

Hit: 3[K] + Spirit damage. This attack hits the ground as well as the air.

Miss: Half Damage

Level 2 Utility powers

Attune

Daily ✦ Martial,

Standard Action Special

Effect: Spend a surge to activate. You become Attuned for Discipline rounds.

Elemental Armor

Encounter ✦ Martial, Stance

Minor Action Stance

Effect: While in stance, enemies who attack you with melee attacks take [1d4] damage from your element. This stance ends immediately if you begin channeling.

Threaten

Daily ✦ Martial, Special

Standard Action Special

Effect: For the next three rounds your threat range is increased by 2.

Level 3 Encounter powers

Knee shot

Encounter ✦ Martial, Ki

Standard Action Melee

Target: One creature

Attack: Intelligence vs Reaction

Hit: 2[k] + Spirit damage. If your Discipline is higher than the Creature's Tenacity, they are Slowed (Save Ends).

Full charge

Encounter ✦ Martial, Unarmed,

Standard Action Melee

Special: This attack MUST be used as part of a charge

Target: One creature

Attack: Strength vs Repulse

Hit: 2[p] + Strength damage. This attack crits on a 19 or 20

Elemental Fist

Encounter ✦ Martial, Unarmed, Elemental, Reliable

Standard Action Melee

Target: One creature

Attack: Strength vs Repulse

Hit: 2[p] + Discipline damage. This attack deals half it's total damage again to an opponents armor.

Level 5 Daily powers

Elemental Claw

Daily ✦ Martial, Unarmed, Elemental

Standard Action Melee

Target: One creature

Attack: Instinct vs Repulse

Hit: 3[p] + Instinct damage. This attack ignores the opponents armor.

Miss: No damage to the opponent, their armor takes half.

Thunder Blow

Daily ✦ Martial, Unarmed,

Standard Action Melee

Target: One creature

Attack: Tenacity vs Repulse

Hit: 3[p] + Instinct damage and opponents are Dazed(save ends)

Miss: No damage, opponent is dazed for 3 rounds.

Attuned Torrent

Daily ✦ Martial, Element, Attune

Standard Action Wide beam 10

Target: All creatures in range

Attack: Discipline vs Reaction

Hit: 3[K] + Spirit damage.

Miss: If you miss all creatures, you regain a power surge.

Level 6 utility powers

Withdraw

Encounter ✦ Martial, teleport

Move action Personal

Effect: You may shift your move speed away from an enemy. This shift must go in a straight line and backwards.

Elemental Counter

Daily ✦ Martial, Element

Immediate Reaction Personal

Trigger: An enemy declares an Encounter or Daily ki power on you

Effect: You fire an elemental blast of your own. Begin a beam struggle.

Ride the lightning

Daily ✦ Martial, Element, Teleport

Standard Action Personal

Special: You must have lightning as your element

Effect: Shift your move speed + Speed in any direction you choose. When you land, roll a Instinct vs Resolve attack as a burst 1. All creatures struck by this attack are blinded(save ends)..

Level 7 Encounter powers

Rising Corkscrew

Encounter ✦ Martial, Unarmed,

Standard Action Melee

Target: One creature

Attack: Strength vs Reaction

Hit: 2[p]+Strength damage. If your Strength is higher than the Creature's Tenacity, they are stunned (save ends)

Special: Can use from a Prone position, not provoking an attack of opportunity. Afterward, you are no longer prone.

Elemental Charge

Encounter ✦ Martial, Element,

Standard Action Melee

Target: One creature

Attack: Instinct vs Repulse

Hit: On hit you deal 2[p] damage to the struck enemy. The enemy immediately becomes the epicenter of the attuned crit effect of your element.

Burst

Encounter ✦ Martial, Element,

Standard Action Burst 1

Target: All enemies in range

Attack: Instinct vs Repulse

Hit: 2[k] + Spirit damage. One enemy of your choosing in the burst becomes more susceptible to your attacks, your threat range increasing by 2 against them. This effect lasts Instinct rounds.

Level 9 Daily powers

Natural Disaster

Daily ✦ Martial, Unarmed, Attuned

Standard Action Melee

Target: One enemy, three attacks

Attack: Instinct vs Repulse

Hit: 1[P] + Strength damage. For every attack that hits, the enemy gains Vulnerability 2 to damage from your element type

Miss: If all attacks miss, you may shift half your speed away from the enemy.

Elemental Surge

Daily ✦ Martial, Element,

Standard Action Blast 3

Target: All enemies in range

Attack: Instinct vs Reaction

Hit: 3[k] + Spirit damage, and you may spend a healing surge

Miss: No damage, you still spend a healing surge.

Full power Elbow

Daily ✦ Martial, Unarmed,

Standard Action Melee

Target: One enemy

Attack: Spend a surge. Strength vs Reaction

Hit: 3[p] + (Strengthx2) damage. This attack's threat range is increased by 2.

Miss: No damage, but the opponent falls prone.

Level 10 utility powers

Tidal Shield

Daily ✦ Martial, Element,

Minor Action Personal

Special: Must have water as your element

Effect: Your threatened area is suddenly occupied by a swirling, 5 square high water spout. Creatures in the area are shoved back 1 square and suffer no damage. The area becomes impassable. For the next Discipline rounds, you have total cover and total concealment. When this ends the water surges outward 5 squares from you, shoving enemies in the way back.

Retaliate

Daily ✦ Martial, Element, Attune

Immediate Re-action Melee

Trigger: An enemy damages you with a melee attack

Effect: immediately make an attack of your own as a reaction. Strength+2 vs Reaction, 2p+strength damage.

Flame on

Daily ✦ Martial, Element,

Minor Action Personal

Special: Must have Fire as your element

Effect: You surround yourself in a high temperature aura of flames. Creatures that start their turn next to you for the next Instinct rounds are set ablaze, taking [1d4] ongoing damage (save ends).

Level 13 encounter powers

Spine Buster

A powerful single palm thrust that does even more damage if you're behind a foe!

Encounter ✦ Martial, Unarmed,

Standard Action Melee

Target: One creature

Attack: Strength vs Repulse

Hit: 4[p]+Strength damage. This attack deals an additional amount of damage equal to your Discipline if you're flanking the Creature.

Elemental Squall

You use the elements to give yourself some quiet time.

Encounter ✦ Martial, Ki, Elemental,

Standard Action Burst 4

Effect: You create a wall of your element type at the edge of the burst that covers all area from floor to ceiling. Any creature that moves through those squares suffers 4[k] damage. This effect lasts for Discipline rounds

Sky hammer

You leap into the air, flipping around to bring a hammer blow to an enemies skull!

Encounter ✦ Martial, Unarmed,

Standard Action Melee

Target: One creature in movement distance above you

Attack: Instinct vs Reaction

Hit: 4[p] + Strength damage. This attack moves the Creature to elevation 0 in a square adjacent to you, inflicting 2 damage for every square fallen.

Level 15 Daily power

Free ride

You knock the opponent down and then use your momentum to drag them across the ground.

Daily ✦ Martial, Unarmed,

Standard Action Melee

Target: One enemy

Attack: Strength vs Reaction

Hit: 4[p]+Strength damage. You and the enemy in question move forward Speed squares in a straight line. This movement DOES provoke. You deal 2 damage for every square the opponent was moved forward.

Miss: Half Damage, no movement.

Elemental Current

Daily ✦ Martial, Ki, element, Attune

Standard Action Beam 15

Target: All creatures in range

Attack: Discipline vs Repulse

Hit: 4[k]+Spirit damage.

Miss: For each missed enemy, the attack deals an additional 2 damage.

Full Power Front Kick

Daily ✦ Martial, Unarmed,

Standard Action Melee

Target: One enemy

Attack: Strength vs Reaction

Hit: 4[p]+Strength damage. This attack deals it's damage again to an opponents armor. If your Strength is higher than the Enemy's Speed, you push them Strength squares.

Miss: No damage, but you Push them Strength+Tier squares. They may not charge you until the end of your next turn.

Level 16 Utility powers

Charged fists

Encounter ✦ Martial, Element,

Minor Action Personal

Effect: Your hands become surrounded with your element type. Your basic melee attacks deal additional damage equal to your Spirit and become damage of your element type. When this ends, spend a surge.

Hypothermia

Daily ✦ Martial, Element,

Minor Action Personal

Special: Must have Ice as your element

Effect: Create a cold burst! all creatures within burst 3 must make a Tenacity check, DC 16 + Discipline. On failure, they are slowed and weakened for 3 rounds. On success, they are only slowed for three rounds.

Shield of Stone

Encounter ✦ Martial, Element, Attune

Minor Action Personal

Special: Must have Earth as your element

Effect: You surround yourself with stony armor. For the next Tenacity rounds you have DR 3 against melee attacks.

Level 17 encounter powers

Kaiten Kick

Encounter ✦ Martial, Unarmed

Standard Action Burst 1

Target: All creatures in range

Attack: Discipline vs Reaction

Hit: 3[P]+Strength damage. If you hit at least 3 enemies, you become attuned.

Elemental Crash

Encounter ✦ Martial, Ki, Element

Standard Action Ranged 15

Target: One enemy in range

Attack: Discipline vs Reaction

Hit: 2[k]+Strength damage. If this attack hits, make a second attack.

Secondary target: All enemies in burst 3, burst centers on primary target

Secondary attack: Instinct vs Repulse

Hit: 3[k] + Spirit damage.

Meteor Smash

Encounter ✦ Martial, Unarmed

Standard Action Melee

Target: One enemy in 4

Attack: Strength vs Reaction

Hit: 3[P]+Strength damage, and push the opponent strmod squares backwards.

SPECIAL: You may move up to 4 squares before making the attack roll as part of this power. For each square you move, you deal an additional damage. This attack may be used as part of a charge.

Level 19 Daily powers

Triple strike

A series of rapid blows!

Daily✦ Martial, Unarmed

Standard Action Melee

Target: One creature

Attack: Discipline vs Reaction, three attacks

Hit: 2[p] + Strength damage. If at least two attacks land, the target is dazed (save ends)

Miss: No damage, and the target is dazed until the start of its turn.

Elemental Rift

You create a portal of elemental power

Daily✦ Martial, Ki, Elemental

Standard Action Area burst 3

Target: One square within 10, burst centers there

Attack: Instinct vs Reaction

Hit: 4[k] + Spirit damage. After the attack has finished, the rift remains open for Discipline rounds, inflicting 2[k] damage to any creature that starts its turn next to the rift.

Miss: No damage, but the rift remains open.

Elemental Spray

You unleash a wide barrage of elemental attacks

Daily✦ Martial, Ki, Elemental, Attune

Standard Action Cone 5

Target: All creatures in range

Attack: Discipline vs Repulse

Hit: 4[k] + Spirit damage. If you strike a number of opponents equal to your Instinct, all targets are immobilized until the end of your next turn.

Miss: half damage, no immobilize.

Level 22 Utility powers

Wind Walker

Your rouse the air to coil around you.

Daily ✦ Martial, Stance

Minor Action Stance

SPECIAL: Must have air as your element

Effect: While this stance is active, all ranged basic attacks that do not critically hit are turned back upon their user, inflicting the damage to them instead. This stance lasts four rounds, after which it may be maintained as a standard action.

Assist

You help out a nearby ally

Daily ✦ Martial, Ki, element

Immediate Re-action Ranged 15

Trigger: An ally uses a ki attack on an enemy in range

Effect: You immediately aid the ally, granting them a +3 bonus to hit with the attack in question, and dealing 3[k] damage on top of whatever the ally deals. If your ally's attack misses, your attack misses.

Rocket Jump

An aura flashes around you as you leap up into the air.

Encounter ✦ Martial, Teleport

Move Action Power-up

Effect: You immediately move upwards dexmodx2 squares. At the beginning of your next turn, you may choose to immediately land as a free action or begin your turn air born. If any effect would prevent you from flying, you must land.

Level 23 Encounter powers

Leaping uppercut

A massive uppercut

Encounter ✦ Martial, Unarmed

Standard Action Melee

Target: One creature

Attack: Strength vs Reaction

Hit: 4[p] + Strength damage. You and the opponent move upward Body squares and then fall. The opponent takes 1 damage for every 2 squares he falls, and lands prone.

Rolling Barrage

You fire off attacks as you move

Encounter ✦ Martial, Ki, Element

Full round action Line 6

SPECIAL: You move forward in a line, attacking creatures as you move past them.

Target: All Enemies within 3 of the line

Attack: Basic ranged attacks

Hit: Damage of basic ranged attacks. If you hit a number of Enemies equal to your Discipline, you deal 2[k] to all struck opponents.

Shot Put

You fire a dense blast at a foe

Encounter ✦ Martial, Ki, Element

Standard action Ranged 8

Target: One creature in range

Attack: Discipline vs Reaction

Hit: Push the opponent back Discipline squares. The attack explodes there dealing [4k] + Spirit damage.

Level 25 Daily powers

Javelin Blow

You streak across the battlefield, driving a fist into an opponents gut

Daily ✦ Martial, Unarmed

Standard Action Melee

Target: One creature

Attack: Strength vs Repulse

Hit: 6[p]+Strength damage that ignores half your opponents DR from armor (minimum 1). If your Strength is higher than the opponents Tenacity, they are stunned until the end of your next turn.

SPECIAL: You must have moved this turn to use this attack. This attack may be used as part of a charge.

Hyper element Bomb

Your create a large orb of elemental power!

Daily ✦ Martial, Ki, Element,

Standard Action Blast 5

Attack: Instinct+4 vs Repulse

Hit: 5[k] + Spirit damage, the area of the attack becomes difficult terrain

Miss: Half Damage, the area of the attack becomes difficult terrain.

Elemental Double

Daily ✦ Martial, Ki, elemental, Attune

Standard Action Personal

Effect: You create a double of yourself made out of elemental energy. This elemental double has only your strength score. When spawned, the double moves on your initiative to the nearest creature you recognize as a foe and attempts to attack them with a Strong Melee basic attack. On success, the target takes [4K] damage. Each round the double attempts to attack again, and every success the enemy takes another [2k] damage. After Discipline rounds, the double fades away to nothing.

Level 27 Encounter powers

Disorient

You disorient an enemy with a series of confusing moves before attacking.

Encounter ✦ Martial, Unarmed

Standard Action Melee

Target: one creature

Attack: Discipline vs Resolve

Hit: 4[P] + Strength damage and the opponent is dazed (save ends)

Killer Combo

Encounter ✦ Martial, Unarmed

Standard Action Melee

Primary Target: One creature

Attack: Strength+3 vs Reaction

Hit: 4[p]+Strength Damage, make a secondary attack.

Secondary target: The same enemy

Secondary attack: Strength+1 vs Reaction

Hit: 2[p]+Strength damage. If both attacks hit, the opponent takes half the damage again as additional damage and he is knocked prone.

Wellspring

Encounter ✦ Martial, Healing,

Minor Action Personal

Effect: You immediately regain hit points as if you had spent a surge, and end one ongoing condition that a save can end.

Level 29 Ultimate powers

Cataclysm

You bring the wrath of nature to bare on an enemy

Daily ✦ Martial, Ki, Element

Fullround Action Ultimate Wide beam 20

Target: All Creatures in Range

Attack: Instinct vs Repulse

Hit: 8[k] + Spirit damage. All creatures struck by this attack become Vulnerable 6 to your element for Discipline rounds.

Miss: 3[k] + 50 damage.

Storm

The sky opens up and attacks the enemy

Daily ✦ Martial, Ki, Element

Full round action Ultimate ranged

Target: All creatures you can see that you recognize as enemies.

Attack: Discipline + 4 vs Repulse

Hit: 6[k] + Spirit damage

Miss: Half damage

SPECIAL: This ability only functions when outside.

Eruption

You create a large burst of elemental power

Daily ✦ Martial, Ki, Element

Full round action Ultimate Area burst 4

Target: One square within 8, burst centers there and targets all creatures.

Attack: Instinct + 4 vs Repulse

Hit: 7[k] + Spirit damage

Miss: Half Damage

Ultra combo

A powerful combo

Daily ✦ Martial, Unarmed

Fullround Action Ultimate Melee

Primary Target: One creature, three attacks

Attack: Strength+3 vs Reaction

Hit: 3[p]+Strength Damage

Special: If you land the first attack and it deals enough damage to break the Creature's armor, the armor is broken. If your second attack hits and your strength is higher than the Creature's Tenacity, they are stunned (save ends). If your third attack hits and the Creature is already stunned, they are also weakened. If all attacks miss, this ability can be tried one additional time in 1d4 rounds.

One with nature

Daily ✦ Martial, Healing, Attune,

Fullround Action Ultimate Personal

Effect: Spend 2 healing surges, and gain Tier d10 temporary hit points that are lost first. For the next Discipline rounds, your elemental attacks deal Double your Spirit as additional damage.