Kyrathina
Level 5 Elementalist (Channeler)
Basics
Level | Class | Traits | Path |
---|---|---|---|
1 | Elementalist | 6 hp, 2 Mana | |
2 | Elementalist | 4 hp, 2 Mana | Channeler |
3 | Elementalist | 4 hp, 2 Mana | |
4 | Elementalist | 4 hp, 2 Mana | |
5 | Elementalist | 4 hp, 2 Mana |
Attribute | Value | Explanation |
---|---|---|
Strength | -1 | |
Dexterity | 2 | |
Constitution | 3 | |
Intelligence | 1 | |
Wisdom | 0 | |
Charisma | 4 |
Attribute | Value | Explanation |
---|---|---|
Hit Points | 37 | 22 + Con*lev (15) |
Armor Class | 12 | (10 + Dex + armor) |
Proficiency Bonus | +3 | floor( (level-1) / 4 ) + 2 |
Melee Attack | +2/+5 | |
Ranged Attack | +5 |
Notes:
- Ability scores: point buy, +1 stat add
- Original: str -1 dex 2 con 2 int 1 wis 0 cha 2
- Race: +1 Con, +1 Cha
- Stat Adds: +1 Cha
- Good saves: Con and Cha
Race: Triton (or name tbd)
- Con +1, Cha +1
- more abilities tbd
Skills
Skill | Roll | Special |
---|---|---|
Dominance | +7 |
choose 4 more
Spells/Powers
Spells
Attribute | Value | Explanation |
---|---|---|
Spellcasting skill | +7 | (Cha plus proficiency bonus) |
Spell save DC | 15 | (8 + Cha + proficiency bonus) |
Mana | 10 | (determined by classes) |
Light damage | 2d4+2 | (1d4 per rank + half Cha) |
Medium damage | 2d8+4 | (1d8 per rank + Cha) |
Heavy damage | 2d12+8 | (1d12 per rank + 2x Cha) |
Spells known: 10 plus 4 cantrips
Cantrips
Rank 1
Rank 2
Class Abilities
Channeler
Elemental Alignment
Once per round, as a free action, you can choose one Elementalist school to align with. This manifests in a tangible way--for instance, aligning with Air may cause winds to whip around, sparks of lightning to form from your fingertips, etc. Choosing a new element cancels the effect from any previous element.
The effect of this is that you gain Resistance to an appropriate damage type (see below), and enhancements to spellcasting within that school, namely:
- You can maintain 2 concentration effects of that school at a time, instead of 1 (you still have to cast them separately)
- Your cantrips within that school are enhanced in one of the following ways (chosen at spellcasting time):
- Increase damage (light->med, med->heavy)
- Advantage to hit (or setting DC)
- Disadvantage to enemy saves
- Enlarge or Extend
Unleash the Elements
Swift, 2 Mana, ranged; you open a portal to a chosen elemental plane in the designated space. This causes a number of effects:
- Constant effect, depending on element:
- Air: powerful winds blast outward from the portal, equivalent to a Gale from Control Wind. Each creature within 2 squares of the portal must pass a Dex save each round or be zapped for medium lightning damage.
- Earth: tbd
- Fire: flames erupt from the portal, causing medium fire damage to anyone adjacent, and light fire damage one square beyond. Anything flammable in the radius catches fire.
- Water: pure water flows out of the portal at a rate of 100 cubic feet per round, dropping to the ground and flowing radially outward from where it lands. Anyone directly underneath suffers medium bludgeoning damage each round they remain there; they are also grappled by the effect. Anyone in an adjacent square is pushed 2 squares away per round. The water continues to flow as it naturally would--it does not disappear, even when the portal is closed.
- Each round, if you are within 5 squares of the portal, you gain 1 temporary Mana to be spent on an elemental spell of the same type. The points accrue, but decay at a rate of 1 per round after the portal closes.
- Each round, there is a cumulative 1% chance that an angry elemental (of appropriate type) will emerge from the portal. This elemental is not under your control, and is angry at having been summoned (although it may not be intelligent enough to know which mortal fleshbag is responsible).
Closing the portal requires you to spend 1 action and pass a Charisma save against your own spell. If you fail, it remains open, although you may retry. You must be conscious to attempt this.
The portal can be contained or closed by other practitioners using magic that normal affects portals, extraplanar travel, etc.
Gear
- 2 common
- 2 uncommon
- 600 gp
Uncommon item 1
Uncommon magic item
tbd
Uncommon item 2
Uncommon magic item
Mundane Items
- Studded leather armor
- Gun: 2d8+Dex piercing damage, reload costs bonus or move action
Special Powers unrelated to class, race, or gear
Aberrant Dragonmark
Takes the form of TBD
Powers: TBD