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==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<br> ''Augment''<br> 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.<br> ''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.<br> ====Incinerate==== '''Prerequisites''': None<br> ''Discharge''<br> 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.<br> ''Incinerate''<br> Ranged spell<br> '''Target''': One Nearby enemy<br> '''Attack''': Charisma + Level vs. PD<br> '''Hit''': 10 ongoing fire damage<br> 3rd level 15 ongoing fire damage, 5 ongoing on a miss<br> 5th level 25 ongoing fire damage, 10 ongoing on a miss<br> 7th level 35 ongoing fire damage, 15 ongoing on a miss<br> 9th level 50 ongoing fire damage, 25 ongoing on a miss<br> '''Miss''': 5 ongoing fire damage<br> '''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.<br> ''Adventurer Feat'': Incinerate's range increases to enemies who are far away.<br> ''Champion Feat'': Incinerate becomes a close-quarters spell if targeted at an enemy who is nearby or engaged.<br> ''Epic Feat'': Incinerate targets 1d2 enemies.<br> ====Wildfire Spirit Kata==== '''Prerequisites''': Flame Lash<br> ''Augment''<br> 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.<br> ====Ravenous Bonfire Strike==== Prerequisites: Incinerate<br> ''Discharge''<br> While this Channel is active, you may discharge it by using the following close-quarters spell.<br> ''Ravenous Bonfire Strike''<br> Close-quarters spell<br> '''Target''': One engaged enemy<br> '''Attack''': Charisma + Level vs. AC<br> '''Hit''': 2d6 + Charisma fire damage<br> 3rd level 4d6<br> 5th level 6d6<br> 7th level 8d6<br> 9th level 10d6<br> '''Miss''': -<br> '''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.<br> ''Adventurer Feat'': Ravenous Bonfire Strike spreads ongoing fire damage to 1d2+1 nearby enemies.<br> ''Champion Feat'': Ravenous Bonfire Strike spreads ongoing fire damage to 1d2+2 nearby enemies.<br> ''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.<br> ====Smoke Armour==== '''Prerequisites''': Wildfire Spirit Kata<br> ''Augment''<br> While this channel is active, you benefit from an additional +2 bonus to AC against opportunity attacks made against you.<br> ====Furious Dragon Torrent==== '''Prerequisites''': Wildfire Spirit Kata, Ravenous Bonfire Strike<br> ''Maelstrom''<br> While this channel is active, you may expend one point of internal strength by using the following close-quarters spell.<br> ''Furious Dragon Torrent''<br> Close-quarters spell<br> '''Target''': 1d3+1 nearby enemies in a group<br> '''Attack''': Charisma + Level vs. PD<br> '''Hit''': 3d6 fire damage, and your Charisma modifier in ongoing fire damage<br> 3rd level 5d6 and your Charisma modifier in ongoing fire damage<br> 5th level 8d6 and twice your Charisma modifier in ongoing fire damage<br> 7th level 12d6 and twice your Charisma modifier in ongoing fire damage<br> 9th level 16d6 and three times your Charisma modifier in ongoing fire damage<br> '''Miss''': Half damage and no ongoing fire damage<br> ''Champion Feat'': Furious Dragon Torrent targets 1d4+1 nearby enemies in a group.<br> ''Epic Feat'': Enemies struck by Furious Dragon Torrent are also dazed for one round.<br> ===Iron Style=== ====Stone Body Meditation==== '''Prerequisites''': None<br> ''Augment''<br> While this Channel is active, you cannot be affected by the Vulnerable condition and you possess Resistance (Physical) 14.<br> ''Champion Feat'': If you do not move in your turn, your Resistance (Physical) increases to 16 against the first attack against you.<br> ====Thunderous Hammer Strike==== '''Prerequisites''': None<br> ''Discharge''<br> While this channel is active, you may discharge it by using the following close-quarters spell.<br> ''Thunderous Hammer Strike''<br> Close-quarters spell<br> '''Target''': 1d2+1 nearby enemies<br> '''Attack''': Strength + Level vs. PD<br> '''Hit''': 1d6 + Strength thunder damage and enemies are popped free of you<br> 3rd level 3d6 thunder damage<br> 5th level 5d6 thunder damage<br> 7th level 7d6 thunder damage<br> 9th level 10d6 thunder damage<br> '''Miss''': Half damage<br> '''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.<br> ''Adventurer Feat'': Enemies also suffer the Vulnerable (Thunder) condition for one round.<br> ''Champion Feat'': Once per day, Thunderous Hammer Strike may target 1d4+1 nearby enemies.<br> ====Mountain-Moving Technique==== '''Prerequisites''': Stone Body Meditation<br> ''Augment''<br> 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.<br> ''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.<br> ====Earth-Gouging Avalanche==== '''Prerequisites''': Thunderous Hammer Strike<br> ''Discharge''<br> 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.<br> ''Earth-Gouging Avalanche''<br> Ranged spell<br> '''Target''': 1 far away enemy<br> '''Attack''': Strength + Level vs. AC<br> '''Hit''': 1d8 + Strength thunder damage and the enemy is stunned for one round<br> 3rd level 3d8 thunder damage<br> 5th level 5d8 thunder damage<br> 7th level 7d8 thunder damage<br> 9th level 9d8 thunder damage<br> '''Miss''': Half damage<br> ''Adventurer Feat'': The target also gains the Vulnerable (Thunder) condition (save ends) if hit.<br> ====Iron Palm==== '''Prerequisites''': Mountain-Moving Technique<br> ''Augment''<br> 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.<br> ====Earthquake==== '''Prerequisites''': Earth-Gouging Avalanche, Mountain-Moving Technique<br> ''Maelstrom''<br> While this channel is active, you may expend one point of internal strength by using the following close-quarters spell.<br> ''Earthquake''<br> Close-quarters spell<br> '''Target''': All engaged enemies<br> '''Attack''': Charisma + Level vs. PD<br> '''Hit''': 2d6 + Charisma thunder damage and enemies are both hampered and stuck for one round<br> 3rd level 4d6 thunder damage<br> 5th level 7d6 thunder damage<br> 7th level 10d6 thunder damage<br> 9th level 14d6 thunder damage<br> ''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).<br> ''Champion Feat'': The turn after you use Earthquake you may move without suffering opportunity attacks from any enemies engaged with you.<br> ''Epic Feat'': As well as all engaged enemies, Earthquake affects 1d3 nearby enemies who are not engaged with you.<br> ===Storm Style=== ====Light Breath Method==== ''Prerequisites'': None<br> ''Augment''<br> 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.<br> ''Adventurer Feat'': You can also run across the surface of water as long as you keep moving and do not stop.<br> ''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.<br> ====Unchained Lightning==== '''Prerequisites''': None<br> ''Discharge''<br> While this channel is active, you may discharge it by using the following ranged spell.<br> ''Unchained Lightning''<br> Ranged spell<br> '''Target''': 1 nearby enemy<br> '''Attack''': Charisma + Level vs. PD<br> '''Hit''': 2d8 lightning damage and your Charisma modifier in ongoing lightning damage<br> 3rd level 4d8 lightning damage and your Charisma modifier in ongoing lightning damage<br> 5th level 7d8 lightning damage and twice your Charisma modifier in ongoing lightning damage<br> 7th level 10d8 lightning damage and twice your Charisma modifier in ongoing lightning damage<br> 9th level 13d8 lightning damage and three times your Charisma modifier in ongoing lightning damage<br> '''Miss''': Half damage<br> '''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)<br> ''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.<br> ''Champion Feat'': Once per battle, if you miss your first target with Unchained Lightning, the channel is not discharged.<br> ====Cloak of Howling Wind==== '''Prerequisites''': Light Breath Method<br> ''Augment''<br> 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.<br> ''Adventurer Feat'': Once per battle when you disengage from an enemy with Cloak of Howling Wind, that enemy becomes Dazed for one turn.<br> ''Champion Feat'': The bonus to AC and PD against ranged attacks increases to +2 against attackers who are far away.<br> ''Epic Feat'': Cloak of Howling Wind affects all nearby allies rather than just your Charisma modifier in number.<br> ====Storm Warden's Chains==== '''Prerequisites''': Unchained Lightning<br> ''Discharge''<br> While this channel is active, you may discharge it by using the following melee attack.<br> Storm Warden's Chains<br> Melee attack<br> '''Target''': 1 engaged enemy<br> '''Attack''': Strength + Level vs. AC<br> '''Hit''': Weapon + Strength lightning damage, and the enemy becomes Vulnerable (Lightning) (save ends)<br> '''Miss''': Half damage<br> '''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.<br> ''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).<br> ''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.<br> ''Epic Feat'': When lighting chains end, the target is stuck for one round.<br> ====Unerring Sky's Fury==== '''Prerequisites''': Cloak of Howling Wind<br> ''Augment''<br> 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.<br> ''Adventurer Feat'': You never run out of ammunition while using this channel; you can literally conjure lightning missiles from thin air.<br> ====Eye of the Storm==== '''Prerequisites''': Cloak of Howling Wind, Storm Warden's Chains<br> ''Maelstrom''<br> While this channel is active, you may expend one point of internal strength by using the following close-quarters spell.<br> ''Eye of the Storm''<br> Close-quarters spell<br> '''Target''': 2d4 nearby enemies<br> '''Attack''': Charisma + Level vs. PD<br> '''Hit''': 2d8 lightning damage and the target becomes hampered for one round<br> 3rd level 4d8 lightning damage<br> 5th level 7d8 lightning damage<br> 7th level 10d8 lightning damage<br> 9th level 13d8 lightning damage<br> '''Miss''': Half damage<br> '''Special''': Each enemy hit can be either pulled into engagement with you or tossed far away; this movement does not provoke attacks of opportunity.<br> ''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.<br> ''Champion Feat'': Flying enemies hit by Eye of the Storm gain the Vulnerable (lighting) condition (save ends).<br> ''Epic Feat'': The turn after using Eye of the Storm, any enemy moving to engage you becomes hampered for one round.<br> ===Tide Style=== ====Cascading Water Evasion==== '''Prerequisites''': None<br> ''Augment''<br> 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.<br> ''Adventurer Feat'': Cascading Water Evasion can also be used against ranged attacks.<br> ''Champion Feat'': Cascading Water Evasion can also be used against spells that only target you.<br> ====Shattering Ice Strike==== '''Prerequisites''': None<br> ''Discharge''<br> While this channel is active, you may discharge it by using the following melee attack.<br> Shattering Ice Strike<br> Melee attack<br> '''Target''': One engaged enemy<br> '''Attack''': Strength + Level vs. AC<br> '''Hit''': Weapon + Strength cold damage, and the target is vulnerable (save ends) and stuck (save ends)<br> '''Miss''': Half damage<br> ''Champion Feat'': Once per day, your Shattering Ice Strike also makes the target hampered for one round.<br> ''Epic Feat'': Once per day, your Shattering Ice Strike also shifts one negative condition or ongoing damage source from yourself to the target struck.<br> ====Balance of Flowing Tides==== '''Prerequisites''': Cascading Water Evasion<br> ''Augment''<br> 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.<br> ''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.<br> ====Frost Blossom==== '''Prerequisites''': Shattering Ice Strike<br> ''Discharge''<br> While this channel is active, you may discharge it by using the following close-quarters spell.<br> Frost Blossom<br> Close-quarters spell<br> '''Target''': 1d3 nearby enemies<br> '''Attack''': Charisma + Level vs. PD<br> '''Hit''': 1d6 + Charisma cold damage and the targets are all stuck for one round.<br> 3rd level 3d6 cold damage<br> 5th level 5d6 cold damage<br> 7th level 7d6 cold damage<br> 9th level 8d6 cold damage<br> '''Miss''': Half damage<br> '''Special''': After using this spell, you may immediately disengage from all enemies hit with it if you wish.<br> ====Rain of Leaden Droplets==== '''Prerequisites''': Balance of Flowing Tides<br> ''Discharge''<br> 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.<br> ''Rain of Leaden Droplets''<br> Close-quarters spell<br> '''Target''': 1d3 nearby enemies<br> '''Attack''': Dexterity + Level vs. AC<br> '''Hit''': Weapon + Dexterity poison damage and the targets are all weakened (save ends).<br> '''Miss''': Half damage<br> ''Adventurer Feat'': Rain of Leaden Droplets now targets 1d3+1 nearby enemies.<br> ''Champion Feat'': Rain of Leaden Droplets deals double damage to mooks.<br> ====Quivering Heart of the Ocean==== '''Prerequisites''': Balance of Flowing Tides, Frost Blossom<br> ''Maelstrom''<br> While this channel is active, you may expend one point of internal strength by using the following melee attack.<br> ''Quivering Heart of the Ocean''<br> Melee attack<br> '''Target''': 1 engaged enemy<br> '''Attack''': Strength + Level vs. AC<br> '''Hit''': Weapon + Strength damage, and the enemy begins making last gasp saves to avoid paralysis.<br> '''Miss''': Half damage<br> ''Adventurer Feat'': The enemy only needs to fail three last gasp saves to become paralysed.<br> ''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.<br> ''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.<br> ===Universal Channels=== ====Elemental Strike==== '''Prerequisites''': None β all elemental knights have this channel for free<br> ''Maelstrom''<br> 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.<br> ''Elemental Strike''<br> Quick Action<br> '''Target''': Yourself<br> '''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.<br> ====Elemental Ward==== '''Prerequisites''': None β all elemental knights have this channel for free<br> ''Maelstrom''<br> 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.<br> ''Elemental Ward''<br> Quick Action<br> '''Target''': Yourself<br> '''Special''': For a number of rounds equal to your Charisma modifier, gain Resistance (your attunement's elemental damage type) 16.<br> ''Adventurer Feat'': You may also target a single nearby ally with the effects of Elemental Ward.<br> ''Champion Feat'': Your Elemental Ward's Resistance increases to 18.<br> ''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.<br> ====Vengeful Dragon Claw==== '''Prerequisites''': Elemental Strike<br> ''Discharge''<br> While this channel is active, you may discharge it by using the following close-quarters spell as a quick action.<br> ''Vengeful Dragon Claw''<br> Close-quarters spell<br> Quick action<br> '''Target''': Yourself<br> '''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.<br> ====Arcane Warder==== '''Prerequisites''': Elemental Ward<br> ''Discharge''<br> 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.<br> ''Arcane Warder''<br> Close-quarters spell<br> Reaction<br> '''Target''': Yourself or one nearby ally<br> '''Special''': You may add your Charisma modifier to the AC of the target against the spell's attack roll.<br> ''Adventurer Feat'': Your Charisma modifier also adds to the PD of the target against the spell's attack roll.<br> ''Champion Feat'': You may ward 1d3 nearby allies rather than just 1.<br> ====Elemental Stride==== '''Prerequisites''': Vengeful Dragon Claw, Arcane Warder<br> ''Maelstrom''<br> While this channel is active, you may expend one point of internal strength by using the following power as a move action.<br> ''Elemental Stride''<br> Move Action<br> '''Target''': Yourself<br> '''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. [[Acrozatarim |Back to main page]]
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