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===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>
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