Monday, November 7, 2011

Class Hackdown: Ritualist

The Ritualists are the celebrated scholar-mystics of the Han empire. Their rites bring rain to crops, fill sails with wind, stave off floods and wildfires, and are generally essential to the well-ordered turning of the seasons as they have been since time immemorial. In wartime, they are generally relegated to the back lines where their powerful chants may be performed uninterrupted, but if necessary they are capable of defending themselves with thunder and lightning from the heavens.

Role: Controller

Primary stats: Charisma, Constitution, Intelligence

Class weapons: One handed melee, one handed ranged
Class armor: Light

HP: 4
Surges: 6 + Con
Defenses: +2 Will

Class perks:
  • You have the ability to cast rituals, and know the rituals Predict Weather, Change Wind, and Call Rain.
  • You carry a ritual altar, which you may put down to increase the strength of your powers.

Class powers:

Ritual Altar
Ritualist Feature
You set up an altar table, increasing the efficacy of your rituals at the cost of mobility.
Encounter * Arcane
Move Action                 Personal
Effect: Add your Constitution modifier to attack rolls with Ritualist powers until the beginning of your next turn.
Sustain Move: Renew this effect until the beginning of your next turn.
Special: This effect ends immediately if you move from the square where you first used this power for any reason. However, if an effect would force you to move, you may make a saving throw to reduce the distance you are moved by 1. If this causes you not to leave the square you are in, then this effect does not end.

Forceful Gust
Ritualist Attack 1
With a snap of your ritual fan, you send out a powerful gust of wind that shoves enemies backward.
At-Will * Arcane, Force, Implement
Standard Action                 Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Fortitude
Hit: 1 force damage, and you push the target a number of squares equal to your Intelligence modifier.

Lightning Rod
Ritualist Attack 1
Your gesture draws down lightning from a clear sky.   A second strike may follow.
At-Will * Arcane, Lightning, Implement
Standard Action                 Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1 lightning damage. If the target does not move a number of squares equal to your Intelligence modifier on its next turn, it takes an additional 1 lightning damage.

Jolting Chain
Ritualist Attack 1
An arc of lightning leaps from your hands, twisting to strike again and again.
Encounter * Arcane, Lightning, Implement
Standard Action                 Ranged 10
Target: One, two, or three creatures
Attack: Charisma vs. Reflex, three attacks
Hit: 1 damage, and the target is dazed until the end of your next turn.

Dazed creatures:
- Grant combat advantage.
- Can only take one action on their turn.
- Cannot take opportunity actions.
- Cannot flank.

Chilling Fog
Ritualist Attack 1
A twirl of your fan gathers a cloud of icy fog that chills foes to the bone while hiding your allies' movements.
Daily * Arcane, Cold, Implement
Standard Action                 Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1 cold damage
Effect: The fog bank lasts for a number of turns equal to your Intelligence modifier. Enemies that start their turn inside the fog bank or enter the fog bank are subject to another attack. Your allies gain concealment while inside the fog bank.

Concealment:
- Imposes a -2 penalty to melee and ranged attacks (but not area attacks) against the concealed creature.

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