Elemental Knight

Written by Unknown.

(Originally found at http://wiki.rpg.net/index.php/Acrozatarim/Elemental_Knight )

The elemental knight fuses primal sorcery and martial prowess into a disciplined warrior-mage. Whether trained by an arcane knightly order or the student of an esoteric elemental sect, the elemental knight wields their eldritch teachings to devastating effect.

Playstyle: The elemental knight generally favours a close-range style of play, but the particular element that you choose to have mastered will have an effect. Fire and iron knights both fare well plunging into the fray, while storm knights benefit from a greater level of mobility and tide knights need more thought in picking their targets and spreading their hampering conditions around. Elemental knights tend to be more complex than the baseline 13th Age melee classes, as they possess some of the flexibilty of spellcasters through the use of elemental channels.

Ability Scores: Strength and Charisma are vital for elemental knights; iron and tide knights tend to favour Constitution for the additional resilience, while fire and storm knights will usually benefit more from Dexterity.

Elemental knights gain a +2 class bonus to Strength or Charisma, as long as it isn't the same ability you increase with your +2 racial bonus.

Races: Most elemental knights, whether from the martial sects or the knightly orders, are human. Both half-orcs and half-elves also make good elemental knights, their dual nature perhaps suiting them well to the balance between martial discipline and arcane power that the knight demands.

Backgrounds: Noble sorcerer-knight, honour-obsessed martial artist, Flame Order officer, Iron Sect sentinel, Storm Order cavalry, Tide Sect wanderer, military magistrate, elemental cultist, mountain hermit, Emperor's personal guard, martial arts teacher, war-sorcerer, Sect outcast, mage-hunter.

Icons: Several Imperial knightly orders provide elemental knights to serve the Emperor; esoteric elemental sects commonly claim patronage from either the Archmage or the Three. The most sinister and heretical of the esoteric sects actively seek the tutelage of the Diabolist to try and fuse hellish magic with their martial practices.

Elemental Knight Level Progression

LevelHit PointsInternal StrengthChannels Known
1 (7 + Con Mod) x3 2 4
2 (7 + Con Mod) x4 3 5
3 (7 + Con Mod) x5 3 5
4 (7 + Con Mod) x6 3 6
5 (7 + Con Mod) x8 4 6
6 (7 + Con Mod) x10 4 7
7 (7 + Con Mod) x12 4 7
8 (7 + Con Mod) x16 5 8
9 (7 + Con Mod) x20 5 8
10 (7 + Con Mod) x24 5 9

Elemental Knight Stats

Ability Bonus +2 Str or Cha

Armour Class (Light) 13

Armour Class (Light + Shield) 14

Base PD 11

Base MD 11

Hit Points (7 + Con mod) x level modifier

Recoveries (probably) 8

Recovery Dice (1d8 x level) + Con mod

Talents 3

Feats 1/level

Gear[edit]

At 1st level, most elemental knights start with one or two melee weapons, light armour, brightly coloured sashes or robes bearing their sect or order's symbol, and any standard non-magical gear suggested by their background. They may, if they wish, also start with throwing weapons or a crossbow. Those from knightly orders often also bear a shield, while adherents of the elemental sects commonly eschew such.

Iron knights can begin with heavy armour instead of light. Storm knights can begin with a bow and a steed.

An elemental knight fresh from training starts with 25gp; a veteran of many duels and battles begins with 1d6 x 10gp.

Armor

Elemental knights usually rely on the balance between protection and manoueverability that light armour offers, although iron knights favour heavier plate or scale that can see them through the thickest fighting. In either case, elemental knights commonly make use of uniforms that proudly bear the emblems of their knightly order or esoteric sect. Many elemental knights also use shields – again, often bearing insignia.

Elemental Knight Armour and AC

Armour TypeBase ACAttack Penalty
None 10 -
Light 13 -
Heavy 15 -2
Shield +1 -

Melee Weapons

The intense training that elemental knights receive leave them entirely capable of killing enemies with their bare hands, but most favour a keen-edged sword or battleaxe. Some take heavier two-handed weapons to war, particularly the ornate great-clubs of the iron knights and the elegant cavalry spears of the storm knights.


Elemental Knight Melee Weapons

One-handedTwo-handed
Small  
1d4 dagger 1d6 club
Light or Simple  
1d6 hand-axe or shortsword 1d8 spear
Heavy or Martial  
1d8 broadsword or one-handed warspear 1d10 greatsword or greatclub

Ranged Weapons

Thrown weapons are common enough amongst elemental knights, and most orders and sects provide a modicum of training in crossbows. Only the storm knights have any greater familiarity with ranged weapons, in particular the lethal bows that they carry to war.


Elemental Knight Ranged Weapons

ThrownBowCrossbow
Small    
1d4 dagger or needle 1d4 hand crossbow  
Light or Simple    
1d6 throwing axe, javelin 1d6 crossbow 1d6 (-2 atk) shortbow
Heavy or Martial    
  1d8 heavy crossbow 1d8 (-2 atk) longbow

Basic Attacks[edit]

Melee Attack

At Will
Target: One Enemy
Attack: Strength + Level vs. AC
Hit: Weapon + Strength damage
Miss: Damage equal to your level


Ranged Attack

At Will
Target: One Enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity damage
Miss: –

Class Features

All elemental knights have the Elemental Attunement, Internal Strength and Unarmed Combat class features.

Elemental Attunement: Elemental knights receive their training from sorcerous knightly orders and martial sects. These organisations focus on a single element above all others in both practical and philosophical respects, and while they often fold in teachings and sorceries from the other elements, the primary element always remains their strongest.

Choose one of the four elemental attunements for your elemental knight. This attunement dictates the elemental damage type that some of your channels inflict or resist, and also dictates the special martial training that you possess.

  • Flame: Your elemental damage type is fire. Additionally, when engaged by 2 or more enemies, you gain a +1 to attack rolls against those enemies and a bonus to damage rolls against them equal to the total number of enemies engaging you.
  • Iron: Your elemental damage type is thunder. Additionally, you do not suffer the usual attack penalty for wearing heavy armour.
  • Storm: Your elemental damage type is lightning. Additionally, you do not suffer the usual attack penalty for using a bow, and your basic ranged attacks deal your level in damage on a miss. Furthermore, in any turn where you move to engage an enemy and then make a melee attack against that enemy, you may then pop free from engagement if your attack hits.
  • Tide: Your elemental damage type is cold. Additionally, once per turn when an enemy misses you with a melee attack, you may make an opportunity attack against them.

Internal Strength: Your internal strength is a measure of your ability to control and maintain the elemental energies that you channel through yourself. These serve as a hybrid between sorcerous spells and martial techniques, granting you the ability to infuse your weapon with elemental power, hurl elemental bolts at your enemies, or engage in feats of supernatural capability.

You can have a number of channels active equal to your total remaining internal strength. Once per turn, as a quick action, you can switch one active channel out for another that you know. Different types of Channel use internal strength in different ways:

  • Augment channels provide ongoing benefits as long as they are actively maintained. You merely need to have them active and taking up one point of your internal strength to grant these benefits.
  • Discharge channels provide the ability to make a special attack or power. Once you use a discharge attack or power, the channel cannot be used for one round while it recharges; it has to remain an active channel during this time to recharge, and replacing it with another channel means it remains uncharged.
  • Maelstrom channels provide the ability to unload a large amount of elemental power for great effect. Once you use a maelstrom attack or power, the internal strength that was used to sustain the channel is expended, reducing your remaining internal strength for the rest of the battle. The channel itself is also expended for the rest of the battle.

All expended internal strength and maelstrom channels are completely regained after a quick rest.

Unarmed Combat: You treat your unarmed attacks as small one-handed weapons rather than following the usual rules for unarmed combat, meaning that they do the same amount of damage as a dagger (d4 weapon damage).

Talents

Choose three of the following class talents:

Blood Energy

Once per battle, as a quick action, you may expend one Recovery to regain one expended point of Internal Strength. You do not regain any hit points from the expended Recovery.
Adventurer Feat: When you expend the Recovery you may also make a save against a single condition or ongoing damage that is affecting you.
Champion Feat: When you expend the Recovery, you may also add your Charisma modifier to your AC for a single turn.
Epic Feat: You may now use Blood Energy twice per battle.


Elemental Crescendo

As soon as the Escalation Die reaches 6, the benefit of your Elemental Strike channel becomes permanently active for free; it does not count towards your maximum active channels and does not expend any internal strength.


Elemental Might

Once per day, when you hit an enemy with Resistance (your elemental attunement's damage type) with an attack or spell, you may ignore that Resistance.
Adventurer Feat: You can instead use Elemental Might to inflict Vulnerable (your elemental attunement's damage type) for one turn on an enemy that does not possess Resistance against that damage type.
Champion Feat: You may use Elemental Might twice per day.
Epic Feat: You may use Elemental Might three times per day.


Elemental Overload

When you make a critical hit with a melee attack, your target becomes Vulnerable (your elemental attunement's damage type) for one turn. Enemies also gain the condition if they critically hit you.
Adventurer Feat: When you use any of your channels to attack, you gain a +1 bonus to hit enemies who are Vulnerable to the elemental damage type that the channel inflicts. This bonus also applies to the ongoing effects of the Elemental Strike channel.
Champion Feat: The first time you become Staggered in a battle, one nearby enemy suffers twice your level in ongoing damage of your attunement's elemental damage type.
Epic Feat: The first time that you suffer damage from your attunement's elemental damage type in a battle, you may immediately use a Recovery.


Famed Order

Your knightly order or elemental sect is widely famed and has a particularly strong link with a patron Icon. You gain 1 relationship point with an appropriate patron – the Emperor, the Three and the Archmage are all suitable, but if you also have the Unorthodox Sect Teachings talent you can pick the Diabolist, the Crusader or the Lich King. This relationship may be positive, conflicted or negative – your patron pays close attention to your sect or order but this does not mean that your relationship with them is good.
Adventurer Feat: Once per day, in a social interaction where your order or sect status gives you respect or authority, you may add +2 to a single Background check to persuade, intimidate or convince another.


Mage-Hunter

Enemies casting close-quarters spells while engaged with you allow you to make an opportunity attack against them. If you hit with an opportunity attack against an enemy who provoked the attack by casting a spell of any kind, they become Hampered for one round.
Adventurer Feat: Once per battle, when you hit with an opportunity attack that was provoked by a spell being cast, you regain one expended point of internal strength.
Champion Feat: Your MD increases by 1 against attacks from spells.
Epic Feat: You gain a +1 bonus to hit a target who currently has a beneficial spell affecting them.


Scrolls of Sorcery

Choose one daily or recharge spell of your level or lower from the sorcerer class. You can cast this spell as if you were a sorcerer (although you cannot gather power). You can change your chosen spell each time you take a full heal-up.


Spell-Shield Warden

As long as you are wielding a shield, you may use your Elemental Ward channel once per battle without expending any internal strength.
Adventurer Feat: As long as you are wielding a shield, you constantly benefit from Resistance (your attuned elemental damage type) 12.


Unity of Body and Mind

Your unarmed attacks are now treated as light one-handed weapons. Additionally, whenever you make an attack with one of your discharge or maelstrom channels and have at least one hand free, you gain a +1 bonus on the attack roll.
Adventurer Feat: You gain a +2 bonus to AC and PD against grab attacks.


Unorthodox Sect Teachings

Choose one of the Incinerate, Thunderous Hammer Strike, Unchained Lightning or Shattering Ice Strike channels and pick one of acid, poison or psychic damage. You know a new version of this channel that deals the chosen damage type in place of its original elemental damage type. This new channel is part of the Corrosive, Venom or Meditation Styles respectively for the purposes of calculating how many channels you have of non-attuned Styles, and you should probably give it a new name appropriate to its changed nature.
Adventurer Feat: Once per day, you may have your Elemental Strike channel deal the same damage type that you picked for the unorthodox channel, or have your Elemental Ward channel protect against that damage type. 

Channels

Channels are the form of elemental sorcery used by elemental knights, pouring energy through themselves into specific forms that are maintained through their own strength of will and physical training. Channels are divided between the four elemental Styles, each one linked to one of the attunements, as well as a fifth universal category of common techniques that all of the elemental attunements use.

You know a number of channels as indicated by your level. These are the channels from which you can pick which active channels your internal strength is maintaining at any given time. Normally, you can only change which channels you know when you level up, but you might also be able to do so if you are able to retire for meditation and training for a period of time, or if you rustle up a good montage to justify swapping a channel or two.

At least half of your channels must come from the Style that matches your attunement. You may pick your other channels freely from any Style. At 1st level, all elemental knights also gain the Elemental Strike and Elemental Ward channels for free, in addition to the four channels that you may pick as normal, and these two free channels do not count for the purposes of matching channels with attunement Style.

Within a Style, you cannot freely pick channels. Most channels have specific prerequisites of other channels that must be chosen first. Some channels allow the use of ranged or close-quarter spell attacks; the damage of these spells automatically increases as you gain levels, as indicated in the attack's stat block.

Flame Style

Flame Lash

Prerequisites: None
Augment
While this channel is active, whenever you hit an enemy with a melee weapon attack you may choose one other enemy who is nearby. That enemy suffers fire damage equal to half the damage inflicted by the initial attack.
Champion Feat: If you have achieved the maelstrom channel in the Iron, Storm or Tide Styles, then you may deal that Style's attuned elemental damage type to the lashed enemy rather than fire damage.

Incinerate

Prerequisites: None
Discharge
While this channel is active, you may discharge it by using the following ranged spell. In addition, you can use the channel for the purposes of fire- and smoke-based stunts that interact with existing sources of fire in the environment.


Incinerate
Ranged spell
Target: One Nearby enemy
Attack: Charisma + Level vs. PD
Hit: 10 ongoing fire damage
3rd level 15 ongoing fire damage, 5 ongoing on a miss
5th level 25 ongoing fire damage, 10 ongoing on a miss
7th level 35 ongoing fire damage, 15 ongoing on a miss
9th level 50 ongoing fire damage, 25 ongoing on a miss
Miss: 5 ongoing fire damage
Special: If there are any existing sources of fire nearby you, such as torches, bonfires or even burning enemies, you may add your Charisma bonus to the ongoing fire damage inflicted with this spell.

Adventurer Feat: Incinerate's range increases to enemies who are far away.
Champion Feat: Incinerate becomes a close-quarters spell if targeted at an enemy who is nearby or engaged.
Epic Feat: Incinerate targets 1d2 enemies.

Wildfire Spirit Kata

Prerequisites: Flame Lash
Augment
While this channel is active, you and a number of nearby allies up to your Charisma modifier deal an additional 1d3 fire damage with your melee attacks when you roll an even number (2d4 at Champion tier, 3d6 at Epic tier). Additionally, all ongoing fire damage suffered by enemies nearby you is increased by twice your level.

Ravenous Bonfire Strike

Prerequisites: Incinerate
Discharge
While this Channel is active, you may discharge it by using the following close-quarters spell.


Ravenous Bonfire Strike
Close-quarters spell
Target: One engaged enemy
Attack: Charisma + Level vs. AC
Hit: 2d6 + Charisma fire damage
3rd level 4d6
5th level 6d6
7th level 8d6
9th level 10d6
Miss: -
Special: If you hit an enemy who is suffering ongoing fire damage, you may inflict an equal amount of ongoing fire damage on up to 1d2 nearby enemies.

Adventurer Feat: Ravenous Bonfire Strike spreads ongoing fire damage to 1d2+1 nearby enemies.
Champion Feat: Ravenous Bonfire Strike spreads ongoing fire damage to 1d2+2 nearby enemies.
Epic Feat: A critical hit with Ravenous Bonfire Strike doubles the amount of ongoing fire damage that the target is taking before then spreading the increased amount to nearby enemies.

Smoke Armour

Prerequisites: Wildfire Spirit Kata
Augment
While this channel is active, you benefit from an additional +2 bonus to AC against opportunity attacks made against you.

Furious Dragon Torrent

Prerequisites: Wildfire Spirit Kata, Ravenous Bonfire Strike
Maelstrom
While this channel is active, you may expend one point of internal strength by using the following close-quarters spell.


Furious Dragon Torrent
Close-quarters spell
Target: 1d3+1 nearby enemies in a group
Attack: Charisma + Level vs. PD
Hit: 3d6 fire damage, and your Charisma modifier in ongoing fire damage
3rd level 5d6 and your Charisma modifier in ongoing fire damage
5th level 8d6 and twice your Charisma modifier in ongoing fire damage
7th level 12d6 and twice your Charisma modifier in ongoing fire damage
9th level 16d6 and three times your Charisma modifier in ongoing fire damage
Miss: Half damage and no ongoing fire damage

Champion Feat: Furious Dragon Torrent targets 1d4+1 nearby enemies in a group.
Epic Feat: Enemies struck by Furious Dragon Torrent are also dazed for one round.

Iron Style

Stone Body Meditation

Prerequisites: None
Augment
While this Channel is active, you cannot be affected by the Vulnerable condition and you possess Resistance (Physical) 14.
Champion Feat: If you do not move in your turn, your Resistance (Physical) increases to 16 against the first attack against you.

Thunderous Hammer Strike

Prerequisites: None
Discharge
While this channel is active, you may discharge it by using the following close-quarters spell.


Thunderous Hammer Strike
Close-quarters spell
Target: 1d2+1 nearby enemies
Attack: Strength + Level vs. PD
Hit: 1d6 + Strength thunder damage and enemies are popped free of you
3rd level 3d6 thunder damage
5th level 5d6 thunder damage
7th level 7d6 thunder damage
9th level 10d6 thunder damage
Miss: Half damage
Special: On an even attack roll that hits, enemies are also Dazed for one round. If you are wielding a two-handed heavy or martial weapon, you benefit from a +1 to the attack roll for this power.

Adventurer Feat: Enemies also suffer the Vulnerable (Thunder) condition for one round.
Champion Feat: Once per day, Thunderous Hammer Strike may target 1d4+1 nearby enemies.

Mountain-Moving Technique

Prerequisites: Stone Body Meditation
Augment
While this channel is active, you are able to perform incredible feats of physical prowess. You may pick up and carry large and heavy objects without strain, even stone boulders and wooden carts; your melee strikes can shatter wood and even stone. As long as you have at least one hand free, you may also make grabs against enemies as a basic melee attack that does no damage on hit; furthermore, you may move while you have grabbed an enemy that is the same size or smaller than you. Finally, you may throw a grabbed enemy up to a distance of far away, dazing them for one round when they land. If you wish to target another enemy or specific location with the thrown enemy, treat it as a basic ranged attack with a light thrown weapon that deals its damage to both te thrown enemy and the target.
Champion Feat: If an enemy successfully grabs you while this channel is active, you may make an opportunity attack against them; if it hits, as well as dealing damage the grab is cancelled.

Earth-Gouging Avalanche

Prerequisites: Thunderous Hammer Strike
Discharge
While this channel is active, you may discharge it by using the following ranged spell, pounding your foot or fist against the ground to wrench forth a boulder of stone and soil that you slam towards the foe.


Earth-Gouging Avalanche
Ranged spell
Target: 1 far away enemy
Attack: Strength + Level vs. AC
Hit: 1d8 + Strength thunder damage and the enemy is stunned for one round
3rd level 3d8 thunder damage
5th level 5d8 thunder damage
7th level 7d8 thunder damage
9th level 9d8 thunder damage
Miss: Half damage

Adventurer Feat: The target also gains the Vulnerable (Thunder) condition (save ends) if hit.

Iron Palm

Prerequisites: Mountain-Moving Technique
Augment
While this channel is active, the damage dice for your unarmed attacks increases by one step (to 1d6 weapon damage normally, or 1d8 if you have the Unity of Body and Mind talent). You can also block melee and missile attacks with your bare hands. Furthermore, once per round when an enemy misses you with an odd roll on a melee attack, you may make an opportunity attack against them. This attack deals no damage, but on a hit it destroys one melee weapon or shield they are wielding. Magic weapons and shields can make a normal save to avoid being broken, and are easily repaired with a quick rest; mundane armaments that are broken require an appropriate Background check or the use of a minor mending incantation to fix.

Earthquake

Prerequisites: Earth-Gouging Avalanche, Mountain-Moving Technique
Maelstrom
While this channel is active, you may expend one point of internal strength by using the following close-quarters spell.


Earthquake
Close-quarters spell
Target: All engaged enemies
Attack: Charisma + Level vs. PD
Hit: 2d6 + Charisma thunder damage and enemies are both hampered and stuck for one round
3rd level 4d6 thunder damage
5th level 7d6 thunder damage
7th level 10d6 thunder damage
9th level 14d6 thunder damage

Adventurer Feat: For a number of turns equal to your Charisma modifier after using Earthquake, all enemies engaged with you at the end of your turn suffer your Charisma modifier in damage (twice your modifier at Champion tier, triple at Epic tier).
Champion Feat: The turn after you use Earthquake you may move without suffering opportunity attacks from any enemies engaged with you.
Epic Feat: As well as all engaged enemies, Earthquake affects 1d3 nearby enemies who are not engaged with you.

Storm Style

Light Breath Method

Prerequisites: None
Augment
While this channel is active, you are capable of incredible acts of athletics. You can easily leap twice your height and can run across broken ground without difficulty, can run up or along walls and even balance on thin tree branches as if they were sure footing. Needless to say, this opens up a lot of stunt possibilities. Furthermore, you gain a +2 bonus to all Disengage rolls while the channel is active.
Adventurer Feat: You can also run across the surface of water as long as you keep moving and do not stop.
Champion Feat: Once per day, by expending a Recovery, you can make an additional Move action in a turn as long as it is used to move.

Unchained Lightning

Prerequisites: None
Discharge
While this channel is active, you may discharge it by using the following ranged spell.


Unchained Lightning
Ranged spell
Target: 1 nearby enemy
Attack: Charisma + Level vs. PD
Hit: 2d8 lightning damage and your Charisma modifier in ongoing lightning damage
3rd level 4d8 lightning damage and your Charisma modifier in ongoing lightning damage
5th level 7d8 lightning damage and twice your Charisma modifier in ongoing lightning damage
7th level 10d8 lightning damage and twice your Charisma modifier in ongoing lightning damage
9th level 13d8 lightning damage and three times your Charisma modifier in ongoing lightning damage
Miss: Half damage
Special: On an even attack roll that hits, you can roll another attack with this power against another enemy in range. Keep on rolling attacks as long as you get even rolls and don't run out of new targets (each enemy can be targeted only once)

Adventurer Feat: If your first target is vulnerable to lightning then you automatically get to roll another attack with the power rather than needing to roll an even number on the first attack roll.
Champion Feat: Once per battle, if you miss your first target with Unchained Lightning, the channel is not discharged.

Cloak of Howling Wind

Prerequisites: Light Breath Method
Augment
While this channel is active, you automatically succeed on one Disengage check once per turn. Additionally, you and up to your Charisma modifier in nearby allies benefit from a +1 bonus to AC and PD against ranged attacks.
Adventurer Feat: Once per battle when you disengage from an enemy with Cloak of Howling Wind, that enemy becomes Dazed for one turn.
Champion Feat: The bonus to AC and PD against ranged attacks increases to +2 against attackers who are far away.
Epic Feat: Cloak of Howling Wind affects all nearby allies rather than just your Charisma modifier in number.

Storm Warden's Chains

Prerequisites: Unchained Lightning
Discharge
While this channel is active, you may discharge it by using the following melee attack.


Storm Warden's Chains
Melee attack
Target: 1 engaged enemy
Attack: Strength + Level vs. AC
Hit: Weapon + Strength lightning damage, and the enemy becomes Vulnerable (Lightning) (save ends)
Miss: Half damage
Special: If you hit with this attack, then the enemy becomes subject to lightning chains (save ends). For the duration of this effect, they may not make attacks of opportunity against you, and if they move you may choose to go with them, moving with them for free; equally, if you move, you may choose to drag them with you if they are your size or smaller. Should you not choose to match your and their movement in either case, the lightning chains immediately end.

Adventurer Feat: Lightning chains also inflict 5 lightning damage to the target each round they are in effect (10 damage at Champion tier, 15 at Epic tier).
Champion Feat: Once per battle, when a nearby enemy takes lightning damage, you may copy that damage across to an enemy under the effect of lighting chains.
Epic Feat: When lighting chains end, the target is stuck for one round.

Unerring Sky's Fury

Prerequisites: Cloak of Howling Wind
Augment
While this channel is active, your ranged attacks with weapons deal lightning damage and, on a hit with an even roll, targets become vulnerable to lightning for one turn.
Adventurer Feat: You never run out of ammunition while using this channel; you can literally conjure lightning missiles from thin air.

Eye of the Storm

Prerequisites: Cloak of Howling Wind, Storm Warden's Chains
Maelstrom
While this channel is active, you may expend one point of internal strength by using the following close-quarters spell.


Eye of the Storm
Close-quarters spell
Target: 2d4 nearby enemies
Attack: Charisma + Level vs. PD
Hit: 2d8 lightning damage and the target becomes hampered for one round
3rd level 4d8 lightning damage
5th level 7d8 lightning damage
7th level 10d8 lightning damage
9th level 13d8 lightning damage
Miss: Half damage
Special: Each enemy hit can be either pulled into engagement with you or tossed far away; this movement does not provoke attacks of opportunity.

Adventurer Feat: If you move to engage an enemy and then include them in the targets for this spell in the same round, you may reroll all 1s and 2s on the damage dice against that enemy.
Champion Feat: Flying enemies hit by Eye of the Storm gain the Vulnerable (lighting) condition (save ends).
Epic Feat: The turn after using Eye of the Storm, any enemy moving to engage you becomes hampered for one round.

Tide Style

Cascading Water Evasion

Prerequisites: None
Augment
While this channel is active, once per round you may attempt to redirect a missed melee attack made against you that was an odd roll. The new target has to be within range of your first attacker, and the attack roll against them uses that attacker's existing attack modifiers. This channel cannot be used against spells.
Adventurer Feat: Cascading Water Evasion can also be used against ranged attacks.
Champion Feat: Cascading Water Evasion can also be used against spells that only target you.

Shattering Ice Strike

Prerequisites: None
Discharge
While this channel is active, you may discharge it by using the following melee attack.


Shattering Ice Strike
Melee attack
Target: One engaged enemy
Attack: Strength + Level vs. AC
Hit: Weapon + Strength cold damage, and the target is vulnerable (save ends) and stuck (save ends)
Miss: Half damage

Champion Feat: Once per day, your Shattering Ice Strike also makes the target hampered for one round.
Epic Feat: Once per day, your Shattering Ice Strike also shifts one negative condition or ongoing damage source from yourself to the target struck.

Balance of Flowing Tides

Prerequisites: Cascading Water Evasion
Augment
While this channel is active, when you strike an enemy with a melee attack in your turn you may either make an immediate Disengage check after inflicting damage, or inflict the dazed condition on them for one round.
Champion Feat: If you are engaged with only a single enemy, then if your melee attack roll is even, you may inflict the weakened condition on them for one round rather than the dazed condition.

Frost Blossom

Prerequisites: Shattering Ice Strike
Discharge
While this channel is active, you may discharge it by using the following close-quarters spell.


Frost Blossom
Close-quarters spell
Target: 1d3 nearby enemies
Attack: Charisma + Level vs. PD
Hit: 1d6 + Charisma cold damage and the targets are all stuck for one round.
3rd level 3d6 cold damage
5th level 5d6 cold damage
7th level 7d6 cold damage
9th level 8d6 cold damage
Miss: Half damage
Special: After using this spell, you may immediately disengage from all enemies hit with it if you wish.

Rain of Leaden Droplets

Prerequisites: Balance of Flowing Tides
Discharge
While this channel is active, you may discharge it by making the following close-quarters spell as long as you are carrying a number of small throwing weapons (knives or needles) to use as a weapon.


Rain of Leaden Droplets
Close-quarters spell
Target: 1d3 nearby enemies
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity poison damage and the targets are all weakened (save ends).
Miss: Half damage

Adventurer Feat: Rain of Leaden Droplets now targets 1d3+1 nearby enemies.
Champion Feat: Rain of Leaden Droplets deals double damage to mooks.

Quivering Heart of the Ocean

Prerequisites: Balance of Flowing Tides, Frost Blossom
Maelstrom
While this channel is active, you may expend one point of internal strength by using the following melee attack.


Quivering Heart of the Ocean
Melee attack
Target: 1 engaged enemy
Attack: Strength + Level vs. AC
Hit: Weapon + Strength damage, and the enemy begins making last gasp saves to avoid paralysis.
Miss: Half damage

Adventurer Feat: The enemy only needs to fail three last gasp saves to become paralysed.
Champion Feat: While the enemy is suffering last gasp saves from this attack, the first time you are struck each turn, you may inflict half the damage you suffer on the afflicted enemy if they are nearby.
Epic Feat: If the enemy fails their last gasp saves and becomes paralysed, they then explode, dealing d6 x your level in damage to all nearby enemies.

Universal Channels

Elemental Strike

Prerequisites: None – all elemental knights have this channel for free
Maelstrom
While this channel is active, you may expend one point of internal strength by using the following power as a quick action. Unlike normal maelstrom channels, the Elemental Strike channel is not expended for the rest of the battle after use, although it does immediately become inactive as the internal strength used to maintain it is expended.


Elemental Strike
Quick Action
Target: Yourself
Special: For a number of rounds equal to your Charisma modifier, you add your Charisma modifier to all melee weapon attack rolls and your weapon damage becomes the elemental damage type of your attunement.

Elemental Ward

Prerequisites: None – all elemental knights have this channel for free
Maelstrom
While this channel is active, you may expend one point of internal strength by using the following power as a quick action. Unlike normal maelstrom channels, the Elemental Ward channel is not expended for the rest of the battle after use, although it does immediately become inactive as the internal strength used to maintain it is expended.


Elemental Ward
Quick Action
Target: Yourself
Special: For a number of rounds equal to your Charisma modifier, gain Resistance (your attunement's elemental damage type) 16.

Adventurer Feat: You may also target a single nearby ally with the effects of Elemental Ward.
Champion Feat: Your Elemental Ward's Resistance increases to 18.
Epic Feat: Once per day, when you are struck by elemental damage that your Elemental Ward provides you with resistance again, you may regain 1 point of expended internal strength.

Vengeful Dragon Claw

Prerequisites: Elemental Strike
Discharge
While this channel is active, you may discharge it by using the following close-quarters spell as a quick action.


Vengeful Dragon Claw
Close-quarters spell
Quick action
Target: Yourself
Special: Until the beginning of your next turn, every enemy that hits you with a melee attack suffers 5 x your level in your attunement's elemental damage type.

Arcane Warder

Prerequisites: Elemental Ward
Discharge
While this channel is active, you may discharge it by using the following close-quarters spell as a reaction when an enemy targets you or a nearby ally with a spell.


Arcane Warder
Close-quarters spell
Reaction
Target: Yourself or one nearby ally
Special: You may add your Charisma modifier to the AC of the target against the spell's attack roll.

Adventurer Feat: Your Charisma modifier also adds to the PD of the target against the spell's attack roll.
Champion Feat: You may ward 1d3 nearby allies rather than just 1.

Elemental Stride

Prerequisites: Vengeful Dragon Claw, Arcane Warder
Maelstrom
While this channel is active, you may expend one point of internal strength by using the following power as a move action.


Elemental Stride
Move Action
Target: Yourself
Special: Using Elemental Stride costs you a Recovery. You may teleport to a nearby or far away location that you can see and which is not bereft of significant amounts of your attuned element.

 

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