Nu
2011-03-13, 11:45 PM
Homebrewer's Notes: I'll continue to tinker with this, but feel free to tear it apart--tell me it's overpowered, sucks as a concept, etc.
SHAMAN
Primal Leader: You are a master of manipulating the elemental energies of the nature. Though you call on the elements for power, these are the forces of the natural world, and not the Elemental Chaos. Your pact with the elements of the natural world is less forceful than those of the arcane--you call on the elements, and they willingly respond to your call.
Why This Is The Class For You: You want to play a weapon-wielding guardian of the wilds who has mastery over the primal elements, and has an elemental spirit companion.
ELEMENTALIST
Key Abilities: Wisdom; Constitution or Dexterity
Class Traits
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 to Fortitude, +1 to Will
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Cloth, leather, hide; light shields
Weapon Proficiencies: Simple melee, longspear
Implement Proficiencies: Totems, weapons with which you have proficiency
Class Skills: Acrobatics (Dex), Arcana (Int), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int)
Trained Skills: Nature, plus three more from the list of class skills
HEROIC ELEMENTALIST
ELEMENTALIST HEROIC TIER
{table=head]
Total XP |
Level |
Feats Known |
Class Features and Powers
0 |
1 |
1 |
Elemental spirit
Call spirit companion
Healing spirit
Speak with spirits
Spirit bond
At-Will power
Daily power
Wilderness knacks
1000 |
2 |
+1 |
Utility power
2,250 |
3 |
- |
Improved spirit bond
3,750 |
4 |
+1 |
Ability score increase
Lesser nature's ally
5,500 |
5 |
- |
Daily power
7,500 |
6 |
+1 |
Utility power
10,000 |
7 |
- |
Spiritual defense
Spiritual communion
13,000 |
8 |
+1 |
Ability score increase
Restore life
16,500 |
9 |
- |
Summon nature's ally
20,500 |
10 |
+1 |
Utility power
[/table]
Level 1: Elemental Spirit
At the 1st level, a elementalist chooses which elemental spirit will serve as his or her spirit companion. The two most commonly selected spirits, the spirits of earth and wind, are presented here.
Spirit of Earth
Benefit: You gain the following benefits.
Your spirit companion is a spirit of earth.
When you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
An ally adjacent to your spirit companion regains additional hit points equal to your Constitution modifier when he or she uses her second wind or when you use a healing power on him or her.
You gain a +2 bonus to Endurance checks.
Spirit of Wind
Benefit: You gain the following benefits.
Your spirit companion is a spirit of wind.
You gain a +1 bonus to AC and Reflex when holding a versatile or two-handed weapon with two hands.
At the start of your turn, if your spirit companion is present, you can slide an ally adjacent to your spirit companion 1 square as a free action. That ally gains a power bonus to damage rolls equal to your Dexterity modifier for the next attack he or she makes before the end of his or her next turn.
You gain a +2 bonus to Acrobatics checks.
Level 1: Call Spirit Companion
Benefit: You can use the call spirit companion power to call your spirit companion to your side instantly.
As a conjuration, your spirit companion disappears if it is more than 20 squares away from you at the end of your turn.
Call Spirit Companion (Shaman Utility)
Your soul reaches out to your spirit friend, which faithfully appears at your side.
At-Will ✦ Conjuration, Primal
Minor Action (Close burst 20)
Requirement: Your spirit companion must not be present.
Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
Level 1: Spirit Bond
You gain three powers associated with your elemental spirit (see bond of earth, bond of wind).
Level 1: Healing Spirit
Benefit: You gain the healing spirit power. Through this power, you grant your allies additional resilience through a short evocation of primal power.
Healing Spirit (Shaman Utility)
You call to the spirits on the behalf of a wounded ally, closing wounds and filling your ally with vigor.
Encounter (Special) ✦ Healing, Primal, Spirit
Minor Action (Close burst 5)
Target: You or an ally in burst
Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points.
Level 6: 2d6 hit points.
Level 11: 3d6 hit points.
Level 16: 4d6 hit points.
Level 21: 5d6 hit points.
Level 26: 6d6 hit points.
Special: You can use this power twice per encounter, but only once per round. At the 16th level, you can use this power three times per encounter, but only once per round.
Level 1: Speak with Spirits
Benefit: You gain the speak with spirits power. You are aware of the constant presence of spirits that float at the edges of reality. You can focus your inner energy and open your mind to these spirits, letting them guide your actions or fill you with insights.
Speak with Spirits (Shaman Utility)
You commune with the spirits, letting them guide your words an actions.
Encounter ✦ Primal, Spirit
Minor Action (Personal)
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.
Level 1: At-Will Power
Benefit: You gain a shaman at-will attack power of your choice.
Riding the Wind (Shaman Attack 1)
With your weapon strike comes a sudden gust of wind, originating from either your weapon or your spirit companion, which carries an ally a short distance.
At-Will ✦ Primal, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: One ally within 5 squares of you can move up to one-half its speed. It gains a bonus to all defenses equal to your Dexterity modifier against any opportunity attacks this movement provokes.
Rumbling Earth (Shaman Attack 1)
Your weapon attack calls forth an earth spirit to stand guard over your enemy. When the enemy tries to escape, the ground beneath it violently erupts.
At-Will ✦ Primal, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. Until the start of your next turn, you can make the following attack against the target.
Level 21: 2[W] + Wisdom modifier damage.
Opportunity Action (Melee weapon)
Trigger: The target leaves its space.
Secondary Attack: Wisdom + 2 vs. Fortitude
Hit: Constitution modifier damage, and the target falls prone.
Spirit's Command (Shaman Attack 1)
Your spirit companion's union with the elements allows it to use either the shifting earth or blowing wind to move your ally into a more advantageous position, from which it unleashes its attack.
At-Will ✦ Primal, Spirit
Standard Action (Ranged 5)
Target: One willing ally
Effect: You slide the target 1 square, and the target then makes a basic attack against an enemy adjacent to your spirit companion as a free action.
Warding Spirit Strike (Shaman Attack 1)
As you swing your weapon, you call out to the spirits for aid. They respond, bolstering a nearby ally.
At-Will ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: You or one ally adjacent to your spirit companion can make a saving throw.
Level 1: Daily Power
Benefit: You gain a shaman daily attack power of your choice.
Spirit of Assault (Shaman Attack 1)
A powerful spirit of wrath imbues your weapon with powerful primal magic, and transforms your spirit companion into an incarnation of war.
Daily ✦ Primal, Psychic, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is slowed and grants combat advantage (save ends both).
Miss: The target is slowed until the end of your next turn.
Effect: Until the end of the current encounter, whenever an ally hits an enemy adjacent to your spirit companion with an attack and deals damage, that enemy takes 5 psychic damage.
Spirit of Rejuvenation (Shaman Attack 1)
Where there is battle, there are spirits that seek to end the battle. When called upon, these spirits safeguard your allies.
Daily ✦ Healing, Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is weakened and takes a -2 penalty to attack rolls (save ends both).
Miss: The target takes a -2 penalty to attack rolls until the end of your next turn.
Effect: Until the end of the current encounter, whenever an ally hits an enemy adjacent to your spirit companion with an attack, that ally regains 5 + one-half your level hit points.
Spirit of Winter's Wrath (Shaman Attack 1)
The winter brings a deathly chill to the unwary, and your spirit companion brings it to your foes regardless of the current season.
Daily ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is dazed and immobilized (save ends both).
Miss: The target is dazed until the end of your next turn.
Effect: Until the end of the current encounter, any enemy that begins its turn adjacent to your spirit companion is slowed and grants combat advantage until the start of its next turn.
Level 1: Wilderness Knacks
Benefit: You gain two wilderness knacks of your choice.
Herb Lore
Benefit: You and each ally can add 2 to his or her healing surge value when you spend healing surges during a short rest. To gain this benefit, you must take the short rest in an area that offers easy access to plants. The additional hit points increase to 4 at the 11th level and 6 at the 21st level.
Natural Care
Benefit: While in a natural environment, you gain a +2 bonus to Heal checks made to treat a disease. This bonus increases by 1 each time you treat the same instance of the disease in the same patient.
Shared Balance
Benefit: Allies who can see you reduce the Acrobatics DC of balancing by 2 as long as you are balancing on the same surface.
Watchful Rest
Benefit: When you take an extended rest, you and any allies also taking the rest do not take the -5 penalty to Perception checks for sleeping.
Wilderness Tracker
Benefit: During a short rest, you can make a Perception check (DC determined by the DM) to inspect the area around you. This area can be as large as 10 squares on a side. If your check succeeds, you determine the number and nature of the creatures that have passed through the area in the past 24 hours. You ascertain where and when they entered the area, as well as where and when they left.
Level 2: Utility Power
Benefit: You gain a shaman utility power of your choice.
Earth's Constitution (Shaman Utility 2)
As your ally looks within herself for strength, you call a stalwart earth spirit to grant her resilience beyond anything she could manage on her own.
Encounter ✦ Primal
Immediate Reaction (Close burst 5)
Trigger: An ally within 5 squares uses his or her second wind.
Target: The triggering ally
Effect: You lose a healing surge, and the target gains a healing surge. If the target gained a defense bonus for using his or her second wind this turn, increase that bonus by an amount equal to your Constitution modifier.
Fey Spirit Guide (Shaman Utility 2)
An elusive fey spirit descends to adjust your ally's aim.
Daily ✦ Primal
Immediate Interrupt (Close burst 5)
Trigger: An ally within 5 squares of you misses with an attack
Target: The triggering ally
Effect: The target rerolls the attack roll with a bonus equal to your Dexterity modifier.
Spirit Swap (Shaman Utility 2)
You slip briefly into the spirit realm, and use your companion as a portal to re-emerge into reality. Your companion is dispersed in the process, but quickly reforms at your former location.
Encounter ✦ Primal, Spirit, Teleportation
Move Action (Personal)
Requirement: Your spirit companion must be occupying a square over solid ground within 5 squares of you.
Effect: Your spirit companion disappears, and you teleport into the square it was just occupying. Your spirit companion then appears in a square in the space you were occupying.
Level 3: Improved Spirit Bond
Benefit: You gain an additional use of the encounter attack power granted by your spirit bond per encounter, but you can still only use it once per round.
Level 4: Ability score increase
Benefit: Your increase two ability scores of your choice by 1.
Level 4: Lesser Nature's Ally
Benefit: You call a weak elemental force of nature to aid you. This ally is of little use in battle, but serves as a useful messenger or scout. You gain the lesser nature's ally power.
Lesser Nature's Ally (Shaman Utility 4)
A tiny elemental manifests from the earth beneath your feet or air surrounding you to make good on your pact.
Daily ✦ Conjuration, Primal
Standard Action (Melee 1)
Effect: You conjure a Tiny elemental spirit in a space adjacent to you. The spirit is an invisible conjuration that lasts until it is dismissed as a free action or until it completes its task, which can take no longer than 1 hour. You command the spirit to perform one of the following tasks:
Send Message: The spirit can locate an intelligent creature within 5 miles of you that you know personally. When it locates the creature, it recites a message no longer than a hundred words in a special language that simultaneously communicates in all spoken languages you know. It will then allow the creature to dictate a response of no longer than a hundred words, which must be of a language you know. It then returns to you and recites the creature's response before disappearing.
Explore an Area: The spirit can provide a rough description of an area up to 20 squares on a side, including obvious physical features. The spirit cannot open doors or breach physical or magical barriers, so it cannot explore any area that a Tiny creature couldn't reach. It cannot notice anything that requires a Perception check to detect. When it completes the task, the spirit returns to you and telepathically provides a mental image of the area.
Level 5: Daily Power
Benefit: You gain a shaman daily attack power of your choice.
Haunting Shadow Spirit (Shaman Attack 5)
A malevolent spirit which craves vengeance against all despoilers is a nuisance to most, but you know hot to channel its rage to possess convenient target.
Daily ✦ Implement, Primal, Psychic
Standard Action (Ranged 5)
Target: One creature
Attack: Wisdom vs. Will
Hit: You slide the target 3 squares, and the target is slowed and dazed (save ends). Whenever the target fails a save against this effect, you can slide it 3 squares as a free action.
Miss: You slide the target 3 squares, and it is dazed until the end of your next turn.
Effect: Until the end of the encounter, when the target begins its turn adjacent to your spirit companion, it takes a -5 penalty to saving throws until the start of its next turn.
Spirit of Certain Victory (Shaman Attack 5)
The cycle of nature demands that you and your allies do not fall today. Your spirit is empowered to make that certain.
Daily ✦ Healing, Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and each bloodied ally within 5 squares can spend a healing surge.
Miss: A bloodied ally within 5 squares of you can spend a healing surge.
Effect: Until the end of the encounter, when a bloodied ally begins his or her turn adjacent to your spirit companion, he or she can choose to either make a saving throw or gain temporary hit points equal to 5 + one-half your level.
Spirit of the Summer Sun (Shaman Attack 5)
The scorching sun of late summer burns through your weapon, and is reflected by your spirit companion.
Daily ✦ Fire, Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is blinded and takes ongoing 5 fire damage (save ends both).
Miss: 5 fire damage, and the target is blinded until the end of your next turn.
Effect: Until the end of the encounter, enemies that begin their turn adjacent to your spirit companion take 1d10 fire damage. Also, you and your allies have concealment while adjacent to your spirit companion.
Level 6: Utility Power
Benefit: You gain a shaman utility power of your choice.
Spirit's Gift (Shaman Utility 6)
You unravel the bonds that connect your spirit companion to this world, and it grants you and your ally additional vitality so that you may live to call it back.
Daily ✦ Healing, Spirit, Primal
Minor Action (Close burst spirit 5)
Target: You and an ally in burst, or two allies in burst
Effect: Your spirit companion disappears, and you cannot call it back until the start of your next turn. The targets regain 10 + one-half your level hit points.
Summon Earthen Guardian (Shaman Utility 6)
From the ground below, you call forth a stalwart defender that safeguards you and your allies.
Daily ✦ Primal, Summoning
Minor Action (Ranged 5)
Effect: You summon a Medium earthen guardian in an unoccupied square within range. The guardian has hit points equal to your bloodied value, uses your defenses, has resist all damage equal to your Constitution modiifer, and has a speed of 5. As a minor action, you can command the summon to either walk, shift, run, stand up, squeeze, or crawl, but it can otherwise take no actions. Whenever you hit or miss an enemy with a ranged or melee attack power, the guardian marks that target until the end of your next turn as a free action. The guardian remains until you dismiss it as a minor action or until the end of the encounter. If the guardian falls to 0 hit points, it disappears and you lose a healing surge.
Wind's Urging (Shaman Utility 6)
The wind pushes your allies into the fray, and grants them an edge over you foes.
Encounter ✦ Primal
Move Action (Close burst 5)
Target: One or two allies in burst
Effect: You slide the target a number of squares equal to your Dexterity modifier. Until the end of your next turn, the target doesn't provoke opportunity attacks while moving, charging, or making ranged attacks.
Level 7: Spiritual Defense
Benefit: You gain a power associated with your elemental spirit (see defense of earth, defense of wind).
Level 7: Spiritual Communion
Benefit: Once per day during a short rest, you can call forth a natural spirit that safeguards the area where you rest. You can ask of this spirit three questions, which it answers truthfully. However, the spirit's knowledge is limited by the influence of nature over the surrounding environment--on planes other than the material plane, or in heavily altered or artificial environments, the spirit's knowledge is severely limited, and it may only have knowledge of events that took place prior to the altering.
Level 8: Ability score increase
Benefit: Your increase two ability scores of your choice by 1.
Level 8: Restore Life
Benefit: You gain the restore life power.
Restore Life (Shaman Utility)
The restorative power of primal magic gives you power over life and death.
Daily ✦ Primal
Standard Action (Melee 1)
Requirement: This power must be used at the end of an extended rest.
Target: One creature that died no more than 24 hours ago
Effect: The target is restored to life with full hit points and healing surges. You lose 4 healing surges. Up to 4 allies (other than the target) within 5 squares can each take a free action to lose a healing surge in your place. Healing surges lost in this way can't be regained until the character reaches three milestones or takes three extended rests.
Level 9: Summon Nature's Ally
Benefit: You gain the summon nature's ally power, which summons forth a creature associated with your elemental spirit. For the game statistics of the creature you summon, see summon nature's ally (earth) or summon nature's ally (wind).
Summon Nature's Ally (Shaman Attack 9)
You beckon a powerful natural spirit to answer your summons. With a blast of wind or a great tremor, the elemental emerges, eager to serve you as it can.
Daily ✦ Primal, Summoning
Minor Action (Ranged 5)
Effect: You summon a creature associated with your elemental spirit in an unoccupied space within range. The creature is an ally to you and your allies.
The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses.
When the creature makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
Level 10: Utility Power
Benefit: You gain a shaman utility power of your choice.
Call Spirit of Wrath (Shaman Utility 10)
A great, vengeful spirit heeds your call, and incites a vengeful wrath in you and your allies.
Daily ✦ Conjuration, Primal
Minor Action (Ranged 5)
Effect: You conjure a Medium spirit of wrath in an unoccupied square within range. The spirit lasts until the end of the encounter. While adjacent to this spirit, you and your allies gain a power bonus to damage rolls equal to your Wisdom modifier. When you take a move action, you can move this spirit 5 squares.
Invigorating Wind (Shaman Utility 10)
This wind carries with it rejuvenating energies, which allow your ally to withdraw and recover.
Encounter ✦ Healing, Primal
Move Action (Ranged 5)
Target: One ally
Effect: The target shifts a number of squares equal to your Dexterity modifier as a free action, as long as it ends this movement not adjacent to any enemy. It can then use its second wind as a free action.
Rumbler Spirit (Shaman Utility 10)
Your spirit extends ethereal tendrils into the ground, and it stairs and shakes as your companion moves about.
Encounter ✦ Primal, Spirit, Zone
Minor Action (Close burst spirit 3)
Effect: The burst becomes a zone until the end of your next turn or until your spirit companion is destroyed. The zone moves with your spirit companion, remaining centered on its space. Enemies treat the zone as difficult terrain. Whenever an enemy in the zone attacks you or one of your allies, it falls prone and takes damage equal to your Constitution modifier at the end of its turn.
Sustain Minor: The zone persists.
SPIRIT OF EARTH
Your spirit companion is an earth elemental. You are empowered by the strength of your earthen spirit to defend and heal your allies.
Level 1: Bond of Earth
Benefit: You gain the spirit's shield, protecting strike, and spiritual bulwark powers.
Spirit's Shield (Shaman Attack)
Your spirit bats at a nearby enemy that drops its guard, and a nearby ally draws healing energy from the spirit.
At-Will ✦ Healing, Implement, Primal, Spirit
Opportunity Action (Melee spirit 1)
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting.
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: Wisdom modifier damage.
Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Constitution modifier.
Protecting Strike (Shaman Attack 1)
Roaring echoes from ancient caves and hollows accompany your spirit's attack, infusing your allies with vitality.
At-Will ✦ Implement, Primal, Spirit
Standard Action (Melee spirit 1)
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier.
Level 21: 2d8 + Wisdom modifier damage.
Spiritual Bulwark (Shaman Attack)
Your spirit projects an shield of stone around itself even as you swing your weapon, invigorating a nearby ally with a hit.
Encounter ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. You or one ally within 5 squares of you can choose to either spend a healing surge or make a saving throw.
Effect: Until the end of your next turn, you and your allies gain resistance to all damage equal to your Constitution modifier while within 2 squares of your spirit companion.
Level 13: 2[W] + Wisdom modifier damage, and the resistance to all damage is equal to 3 + your Constitution modifier.
Level 23: 3[W] + Wisdom modifier damage, and the resistance to all damage is equal to 5 + your Constitution modifier.
Level 7: Defense of Earth
Benefit: You gain the stone rampart power.
Stone Rampart (Shaman Utility)
Sensing danger, your loyal spirit grants an ally a powerful ward which wards off even the strongest attacks.
Encounter ✦ Primal, Spirit
Immediate Reaction (Close burst spirit 1)
Trigger: An enemy attacks you or an ally adjacent to your spirit companion
Target: You or the triggering ally
Effect: The target gains temporary hit points equal to 5 + your Constitution modifier. You also grant the target a ward with two charges, which lasts until the end of the encounter or until the ward has no charges left. At the start of the target's turn, the target can use a free action to spend a charge and gain temporary hit points equal to 5 + your Constitution modifier.
Level 17: The temporary hit points for both effects equal 10 + your Constitution modifier.
Level 27: The temporary hit points for both effects equal 15 + your Constiution modifier.
Level 9: Summon Nature's Ally (Earth)
Benefit: You can use summon nature's ally to summon a earthborne dryad.
Earthborne Dryad
Medium elemental humanoid (earth)
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the dryad if an effect allows it to spend one
Defenses your defenses + 2, not including any temporary bonuses or penalties
Speed 5
{table]
Stalwart Presence ✦ Aura 3
Enemies must spend an extra square of movement to enter any space within the aura. In addition, allies in the aura gain a +4 bonus to Endurance checks.
Instinctive Action
Effect: If you haven't given the dryad any commands by the end of your turn, it attacks an enemy adjacent to it. If it can't do that, it moves its speed to a space that is within 3 squares of as many allies as possible.
Standard Action ✦ At-Will
Attack: Melee 1 (one creature) your level + 5 vs. Reflex
Hit: 2d6 + your Wisdom modifier damage, and an ally within 5 squares of the dryad regains hit points equal to one-half your level.
Minor Action ✦ At-Will (1/round)
Effect: The dryad either walks, shifts, runs, stands up, squeezes, or crawls.
[/table]
SPIRIT OF WIND
Your spirit companion is an air elemental. You are empowered by the swiftness of your wind spirit to guide and protect your allies.
Level 1: Bond of Wind
Benefit: You gain the spirit's pursuit, guiding spirit, and voice of the wind powers.
Spirit's Pursuit (Shaman Attack)
As an enemy tries to escape your spirit's presence, it moves swiftly in pursuit.
At-Will ✦ Implement, Primal, Spirit
Opportunity Action (Melee spirit 1)
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting.
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage. When the target ends its movement, you can move your spirit companion a number of squares equal to your Dexterity modifier as a free action, as long as it ends its movement on a space adjacent to the target.
Effect: Until the end of its next turn, the target grants combat advantage as long as it is adjacent to your spirit companion.
Guiding Spirit (Shaman Attack 1)
As your spirit assaults the enemy, it shows your allies the best way to attack it.
At-Will ✦ Implement, Primal, Spirit
Standard Action (Melee spirit 1)
Target: One creature
Attack: Wisdom vs. Fortitude. If at least one of your allies is adjacent to the target, you have combat advantage against it for this attack.
Hit: 1d8 + Wisdom modifier damage. The next time one of your allies attacks the target, they gain a bonus to the attack roll equal to 1 + one-half your Dexterity modifier.
Level 21: 2d8 + Wisdom modifier damage.
Voice of the Wind (Shaman Attack)
The wind whispers to your ally, telling it that now is the time to strike.
Encounter ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Effect: Choose one of the following effects:
Until the end of your next turn, an ally within 2 squares of your spirit companion gains a bonus to all defenses equal to your Dexterity modifier.
An ally within 2 squares of your spirit companion can shift a number of squares equal to one-half your Dexterity modifier as a free action.
Hit: 1[W] + Wisdom modifier damage. An ally within 5 squares of you can make a basic attack as a free action.
Level 13: 2[W] + Wisdom modifier damage.
Level 23: 3[W] + Wisdom modifier damage.
Level 7: Defense of Wind
Benefit: You gain the wind's warning power.
Wind's Warning (Shaman Utility)
The wind carries a word of warning to an ally just in time for it to respond to an enemy's attack in the appropriate manner.
Encounter ✦ Primal, Spirit
Immediate Interrupt (Close burst spirit 1)
Trigger: An enemy attacks you or an ally adjacent to your spirit companion
Target: You or the triggering ally
Effect: The target makes a basic attack against the enemy that attacks it as a free action. The target then shifts a number of squares equal to your Dexterity modifier.
Level 17: The target gains a +2 bonus on the attack roll of the basic attack.
Level 27: The target gains a +3 bonus on the attack roll of the basic attack.
Level 9: Summon Nature's Ally (Wind)
Benefit: You can use summon nature's ally to summon a sylph protector.
Sylph Protector
Medium elemental humanoid (air)
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the sylph if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 6, fly 6 (hover)
{table]
Protecting Gale ✦ Aura 3
Allies in the aura gain a +4 bonus to Acrobatics checks and a +2 bonus to AC and Reflex against ranged and melee attacks.
Instinctive Action
Effect: If you haven't given the sylph any commands by the end of your turn, it attacks an enemy adjacent to it. If it can't do that, it moves its speed to a space that is within 3 squares of as many allies as possible.
Standard Action ✦ At-Will
Attack: Melee 1 (one creature) your level + 5 vs. Fortitude
Hit: 1d8 + your Wisdom modifier damage, and the target falls prone.
Minor Action ✦ At-Will (1/round)
Effect: The sylph either walks, shifts, runs, stands up, squeezes, or crawls.
[/table]
SHAMAN
Primal Leader: You are a master of manipulating the elemental energies of the nature. Though you call on the elements for power, these are the forces of the natural world, and not the Elemental Chaos. Your pact with the elements of the natural world is less forceful than those of the arcane--you call on the elements, and they willingly respond to your call.
Why This Is The Class For You: You want to play a weapon-wielding guardian of the wilds who has mastery over the primal elements, and has an elemental spirit companion.
ELEMENTALIST
Key Abilities: Wisdom; Constitution or Dexterity
Class Traits
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 to Fortitude, +1 to Will
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Cloth, leather, hide; light shields
Weapon Proficiencies: Simple melee, longspear
Implement Proficiencies: Totems, weapons with which you have proficiency
Class Skills: Acrobatics (Dex), Arcana (Int), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int)
Trained Skills: Nature, plus three more from the list of class skills
HEROIC ELEMENTALIST
ELEMENTALIST HEROIC TIER
{table=head]
Total XP |
Level |
Feats Known |
Class Features and Powers
0 |
1 |
1 |
Elemental spirit
Call spirit companion
Healing spirit
Speak with spirits
Spirit bond
At-Will power
Daily power
Wilderness knacks
1000 |
2 |
+1 |
Utility power
2,250 |
3 |
- |
Improved spirit bond
3,750 |
4 |
+1 |
Ability score increase
Lesser nature's ally
5,500 |
5 |
- |
Daily power
7,500 |
6 |
+1 |
Utility power
10,000 |
7 |
- |
Spiritual defense
Spiritual communion
13,000 |
8 |
+1 |
Ability score increase
Restore life
16,500 |
9 |
- |
Summon nature's ally
20,500 |
10 |
+1 |
Utility power
[/table]
Level 1: Elemental Spirit
At the 1st level, a elementalist chooses which elemental spirit will serve as his or her spirit companion. The two most commonly selected spirits, the spirits of earth and wind, are presented here.
Spirit of Earth
Benefit: You gain the following benefits.
Your spirit companion is a spirit of earth.
When you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
An ally adjacent to your spirit companion regains additional hit points equal to your Constitution modifier when he or she uses her second wind or when you use a healing power on him or her.
You gain a +2 bonus to Endurance checks.
Spirit of Wind
Benefit: You gain the following benefits.
Your spirit companion is a spirit of wind.
You gain a +1 bonus to AC and Reflex when holding a versatile or two-handed weapon with two hands.
At the start of your turn, if your spirit companion is present, you can slide an ally adjacent to your spirit companion 1 square as a free action. That ally gains a power bonus to damage rolls equal to your Dexterity modifier for the next attack he or she makes before the end of his or her next turn.
You gain a +2 bonus to Acrobatics checks.
Level 1: Call Spirit Companion
Benefit: You can use the call spirit companion power to call your spirit companion to your side instantly.
As a conjuration, your spirit companion disappears if it is more than 20 squares away from you at the end of your turn.
Call Spirit Companion (Shaman Utility)
Your soul reaches out to your spirit friend, which faithfully appears at your side.
At-Will ✦ Conjuration, Primal
Minor Action (Close burst 20)
Requirement: Your spirit companion must not be present.
Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
Level 1: Spirit Bond
You gain three powers associated with your elemental spirit (see bond of earth, bond of wind).
Level 1: Healing Spirit
Benefit: You gain the healing spirit power. Through this power, you grant your allies additional resilience through a short evocation of primal power.
Healing Spirit (Shaman Utility)
You call to the spirits on the behalf of a wounded ally, closing wounds and filling your ally with vigor.
Encounter (Special) ✦ Healing, Primal, Spirit
Minor Action (Close burst 5)
Target: You or an ally in burst
Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points.
Level 6: 2d6 hit points.
Level 11: 3d6 hit points.
Level 16: 4d6 hit points.
Level 21: 5d6 hit points.
Level 26: 6d6 hit points.
Special: You can use this power twice per encounter, but only once per round. At the 16th level, you can use this power three times per encounter, but only once per round.
Level 1: Speak with Spirits
Benefit: You gain the speak with spirits power. You are aware of the constant presence of spirits that float at the edges of reality. You can focus your inner energy and open your mind to these spirits, letting them guide your actions or fill you with insights.
Speak with Spirits (Shaman Utility)
You commune with the spirits, letting them guide your words an actions.
Encounter ✦ Primal, Spirit
Minor Action (Personal)
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.
Level 1: At-Will Power
Benefit: You gain a shaman at-will attack power of your choice.
Riding the Wind (Shaman Attack 1)
With your weapon strike comes a sudden gust of wind, originating from either your weapon or your spirit companion, which carries an ally a short distance.
At-Will ✦ Primal, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: One ally within 5 squares of you can move up to one-half its speed. It gains a bonus to all defenses equal to your Dexterity modifier against any opportunity attacks this movement provokes.
Rumbling Earth (Shaman Attack 1)
Your weapon attack calls forth an earth spirit to stand guard over your enemy. When the enemy tries to escape, the ground beneath it violently erupts.
At-Will ✦ Primal, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. Until the start of your next turn, you can make the following attack against the target.
Level 21: 2[W] + Wisdom modifier damage.
Opportunity Action (Melee weapon)
Trigger: The target leaves its space.
Secondary Attack: Wisdom + 2 vs. Fortitude
Hit: Constitution modifier damage, and the target falls prone.
Spirit's Command (Shaman Attack 1)
Your spirit companion's union with the elements allows it to use either the shifting earth or blowing wind to move your ally into a more advantageous position, from which it unleashes its attack.
At-Will ✦ Primal, Spirit
Standard Action (Ranged 5)
Target: One willing ally
Effect: You slide the target 1 square, and the target then makes a basic attack against an enemy adjacent to your spirit companion as a free action.
Warding Spirit Strike (Shaman Attack 1)
As you swing your weapon, you call out to the spirits for aid. They respond, bolstering a nearby ally.
At-Will ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: You or one ally adjacent to your spirit companion can make a saving throw.
Level 1: Daily Power
Benefit: You gain a shaman daily attack power of your choice.
Spirit of Assault (Shaman Attack 1)
A powerful spirit of wrath imbues your weapon with powerful primal magic, and transforms your spirit companion into an incarnation of war.
Daily ✦ Primal, Psychic, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is slowed and grants combat advantage (save ends both).
Miss: The target is slowed until the end of your next turn.
Effect: Until the end of the current encounter, whenever an ally hits an enemy adjacent to your spirit companion with an attack and deals damage, that enemy takes 5 psychic damage.
Spirit of Rejuvenation (Shaman Attack 1)
Where there is battle, there are spirits that seek to end the battle. When called upon, these spirits safeguard your allies.
Daily ✦ Healing, Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is weakened and takes a -2 penalty to attack rolls (save ends both).
Miss: The target takes a -2 penalty to attack rolls until the end of your next turn.
Effect: Until the end of the current encounter, whenever an ally hits an enemy adjacent to your spirit companion with an attack, that ally regains 5 + one-half your level hit points.
Spirit of Winter's Wrath (Shaman Attack 1)
The winter brings a deathly chill to the unwary, and your spirit companion brings it to your foes regardless of the current season.
Daily ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is dazed and immobilized (save ends both).
Miss: The target is dazed until the end of your next turn.
Effect: Until the end of the current encounter, any enemy that begins its turn adjacent to your spirit companion is slowed and grants combat advantage until the start of its next turn.
Level 1: Wilderness Knacks
Benefit: You gain two wilderness knacks of your choice.
Herb Lore
Benefit: You and each ally can add 2 to his or her healing surge value when you spend healing surges during a short rest. To gain this benefit, you must take the short rest in an area that offers easy access to plants. The additional hit points increase to 4 at the 11th level and 6 at the 21st level.
Natural Care
Benefit: While in a natural environment, you gain a +2 bonus to Heal checks made to treat a disease. This bonus increases by 1 each time you treat the same instance of the disease in the same patient.
Shared Balance
Benefit: Allies who can see you reduce the Acrobatics DC of balancing by 2 as long as you are balancing on the same surface.
Watchful Rest
Benefit: When you take an extended rest, you and any allies also taking the rest do not take the -5 penalty to Perception checks for sleeping.
Wilderness Tracker
Benefit: During a short rest, you can make a Perception check (DC determined by the DM) to inspect the area around you. This area can be as large as 10 squares on a side. If your check succeeds, you determine the number and nature of the creatures that have passed through the area in the past 24 hours. You ascertain where and when they entered the area, as well as where and when they left.
Level 2: Utility Power
Benefit: You gain a shaman utility power of your choice.
Earth's Constitution (Shaman Utility 2)
As your ally looks within herself for strength, you call a stalwart earth spirit to grant her resilience beyond anything she could manage on her own.
Encounter ✦ Primal
Immediate Reaction (Close burst 5)
Trigger: An ally within 5 squares uses his or her second wind.
Target: The triggering ally
Effect: You lose a healing surge, and the target gains a healing surge. If the target gained a defense bonus for using his or her second wind this turn, increase that bonus by an amount equal to your Constitution modifier.
Fey Spirit Guide (Shaman Utility 2)
An elusive fey spirit descends to adjust your ally's aim.
Daily ✦ Primal
Immediate Interrupt (Close burst 5)
Trigger: An ally within 5 squares of you misses with an attack
Target: The triggering ally
Effect: The target rerolls the attack roll with a bonus equal to your Dexterity modifier.
Spirit Swap (Shaman Utility 2)
You slip briefly into the spirit realm, and use your companion as a portal to re-emerge into reality. Your companion is dispersed in the process, but quickly reforms at your former location.
Encounter ✦ Primal, Spirit, Teleportation
Move Action (Personal)
Requirement: Your spirit companion must be occupying a square over solid ground within 5 squares of you.
Effect: Your spirit companion disappears, and you teleport into the square it was just occupying. Your spirit companion then appears in a square in the space you were occupying.
Level 3: Improved Spirit Bond
Benefit: You gain an additional use of the encounter attack power granted by your spirit bond per encounter, but you can still only use it once per round.
Level 4: Ability score increase
Benefit: Your increase two ability scores of your choice by 1.
Level 4: Lesser Nature's Ally
Benefit: You call a weak elemental force of nature to aid you. This ally is of little use in battle, but serves as a useful messenger or scout. You gain the lesser nature's ally power.
Lesser Nature's Ally (Shaman Utility 4)
A tiny elemental manifests from the earth beneath your feet or air surrounding you to make good on your pact.
Daily ✦ Conjuration, Primal
Standard Action (Melee 1)
Effect: You conjure a Tiny elemental spirit in a space adjacent to you. The spirit is an invisible conjuration that lasts until it is dismissed as a free action or until it completes its task, which can take no longer than 1 hour. You command the spirit to perform one of the following tasks:
Send Message: The spirit can locate an intelligent creature within 5 miles of you that you know personally. When it locates the creature, it recites a message no longer than a hundred words in a special language that simultaneously communicates in all spoken languages you know. It will then allow the creature to dictate a response of no longer than a hundred words, which must be of a language you know. It then returns to you and recites the creature's response before disappearing.
Explore an Area: The spirit can provide a rough description of an area up to 20 squares on a side, including obvious physical features. The spirit cannot open doors or breach physical or magical barriers, so it cannot explore any area that a Tiny creature couldn't reach. It cannot notice anything that requires a Perception check to detect. When it completes the task, the spirit returns to you and telepathically provides a mental image of the area.
Level 5: Daily Power
Benefit: You gain a shaman daily attack power of your choice.
Haunting Shadow Spirit (Shaman Attack 5)
A malevolent spirit which craves vengeance against all despoilers is a nuisance to most, but you know hot to channel its rage to possess convenient target.
Daily ✦ Implement, Primal, Psychic
Standard Action (Ranged 5)
Target: One creature
Attack: Wisdom vs. Will
Hit: You slide the target 3 squares, and the target is slowed and dazed (save ends). Whenever the target fails a save against this effect, you can slide it 3 squares as a free action.
Miss: You slide the target 3 squares, and it is dazed until the end of your next turn.
Effect: Until the end of the encounter, when the target begins its turn adjacent to your spirit companion, it takes a -5 penalty to saving throws until the start of its next turn.
Spirit of Certain Victory (Shaman Attack 5)
The cycle of nature demands that you and your allies do not fall today. Your spirit is empowered to make that certain.
Daily ✦ Healing, Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and each bloodied ally within 5 squares can spend a healing surge.
Miss: A bloodied ally within 5 squares of you can spend a healing surge.
Effect: Until the end of the encounter, when a bloodied ally begins his or her turn adjacent to your spirit companion, he or she can choose to either make a saving throw or gain temporary hit points equal to 5 + one-half your level.
Spirit of the Summer Sun (Shaman Attack 5)
The scorching sun of late summer burns through your weapon, and is reflected by your spirit companion.
Daily ✦ Fire, Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage, and the target is blinded and takes ongoing 5 fire damage (save ends both).
Miss: 5 fire damage, and the target is blinded until the end of your next turn.
Effect: Until the end of the encounter, enemies that begin their turn adjacent to your spirit companion take 1d10 fire damage. Also, you and your allies have concealment while adjacent to your spirit companion.
Level 6: Utility Power
Benefit: You gain a shaman utility power of your choice.
Spirit's Gift (Shaman Utility 6)
You unravel the bonds that connect your spirit companion to this world, and it grants you and your ally additional vitality so that you may live to call it back.
Daily ✦ Healing, Spirit, Primal
Minor Action (Close burst spirit 5)
Target: You and an ally in burst, or two allies in burst
Effect: Your spirit companion disappears, and you cannot call it back until the start of your next turn. The targets regain 10 + one-half your level hit points.
Summon Earthen Guardian (Shaman Utility 6)
From the ground below, you call forth a stalwart defender that safeguards you and your allies.
Daily ✦ Primal, Summoning
Minor Action (Ranged 5)
Effect: You summon a Medium earthen guardian in an unoccupied square within range. The guardian has hit points equal to your bloodied value, uses your defenses, has resist all damage equal to your Constitution modiifer, and has a speed of 5. As a minor action, you can command the summon to either walk, shift, run, stand up, squeeze, or crawl, but it can otherwise take no actions. Whenever you hit or miss an enemy with a ranged or melee attack power, the guardian marks that target until the end of your next turn as a free action. The guardian remains until you dismiss it as a minor action or until the end of the encounter. If the guardian falls to 0 hit points, it disappears and you lose a healing surge.
Wind's Urging (Shaman Utility 6)
The wind pushes your allies into the fray, and grants them an edge over you foes.
Encounter ✦ Primal
Move Action (Close burst 5)
Target: One or two allies in burst
Effect: You slide the target a number of squares equal to your Dexterity modifier. Until the end of your next turn, the target doesn't provoke opportunity attacks while moving, charging, or making ranged attacks.
Level 7: Spiritual Defense
Benefit: You gain a power associated with your elemental spirit (see defense of earth, defense of wind).
Level 7: Spiritual Communion
Benefit: Once per day during a short rest, you can call forth a natural spirit that safeguards the area where you rest. You can ask of this spirit three questions, which it answers truthfully. However, the spirit's knowledge is limited by the influence of nature over the surrounding environment--on planes other than the material plane, or in heavily altered or artificial environments, the spirit's knowledge is severely limited, and it may only have knowledge of events that took place prior to the altering.
Level 8: Ability score increase
Benefit: Your increase two ability scores of your choice by 1.
Level 8: Restore Life
Benefit: You gain the restore life power.
Restore Life (Shaman Utility)
The restorative power of primal magic gives you power over life and death.
Daily ✦ Primal
Standard Action (Melee 1)
Requirement: This power must be used at the end of an extended rest.
Target: One creature that died no more than 24 hours ago
Effect: The target is restored to life with full hit points and healing surges. You lose 4 healing surges. Up to 4 allies (other than the target) within 5 squares can each take a free action to lose a healing surge in your place. Healing surges lost in this way can't be regained until the character reaches three milestones or takes three extended rests.
Level 9: Summon Nature's Ally
Benefit: You gain the summon nature's ally power, which summons forth a creature associated with your elemental spirit. For the game statistics of the creature you summon, see summon nature's ally (earth) or summon nature's ally (wind).
Summon Nature's Ally (Shaman Attack 9)
You beckon a powerful natural spirit to answer your summons. With a blast of wind or a great tremor, the elemental emerges, eager to serve you as it can.
Daily ✦ Primal, Summoning
Minor Action (Ranged 5)
Effect: You summon a creature associated with your elemental spirit in an unoccupied space within range. The creature is an ally to you and your allies.
The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses.
When the creature makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
Level 10: Utility Power
Benefit: You gain a shaman utility power of your choice.
Call Spirit of Wrath (Shaman Utility 10)
A great, vengeful spirit heeds your call, and incites a vengeful wrath in you and your allies.
Daily ✦ Conjuration, Primal
Minor Action (Ranged 5)
Effect: You conjure a Medium spirit of wrath in an unoccupied square within range. The spirit lasts until the end of the encounter. While adjacent to this spirit, you and your allies gain a power bonus to damage rolls equal to your Wisdom modifier. When you take a move action, you can move this spirit 5 squares.
Invigorating Wind (Shaman Utility 10)
This wind carries with it rejuvenating energies, which allow your ally to withdraw and recover.
Encounter ✦ Healing, Primal
Move Action (Ranged 5)
Target: One ally
Effect: The target shifts a number of squares equal to your Dexterity modifier as a free action, as long as it ends this movement not adjacent to any enemy. It can then use its second wind as a free action.
Rumbler Spirit (Shaman Utility 10)
Your spirit extends ethereal tendrils into the ground, and it stairs and shakes as your companion moves about.
Encounter ✦ Primal, Spirit, Zone
Minor Action (Close burst spirit 3)
Effect: The burst becomes a zone until the end of your next turn or until your spirit companion is destroyed. The zone moves with your spirit companion, remaining centered on its space. Enemies treat the zone as difficult terrain. Whenever an enemy in the zone attacks you or one of your allies, it falls prone and takes damage equal to your Constitution modifier at the end of its turn.
Sustain Minor: The zone persists.
SPIRIT OF EARTH
Your spirit companion is an earth elemental. You are empowered by the strength of your earthen spirit to defend and heal your allies.
Level 1: Bond of Earth
Benefit: You gain the spirit's shield, protecting strike, and spiritual bulwark powers.
Spirit's Shield (Shaman Attack)
Your spirit bats at a nearby enemy that drops its guard, and a nearby ally draws healing energy from the spirit.
At-Will ✦ Healing, Implement, Primal, Spirit
Opportunity Action (Melee spirit 1)
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting.
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: Wisdom modifier damage.
Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Constitution modifier.
Protecting Strike (Shaman Attack 1)
Roaring echoes from ancient caves and hollows accompany your spirit's attack, infusing your allies with vitality.
At-Will ✦ Implement, Primal, Spirit
Standard Action (Melee spirit 1)
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier.
Level 21: 2d8 + Wisdom modifier damage.
Spiritual Bulwark (Shaman Attack)
Your spirit projects an shield of stone around itself even as you swing your weapon, invigorating a nearby ally with a hit.
Encounter ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. You or one ally within 5 squares of you can choose to either spend a healing surge or make a saving throw.
Effect: Until the end of your next turn, you and your allies gain resistance to all damage equal to your Constitution modifier while within 2 squares of your spirit companion.
Level 13: 2[W] + Wisdom modifier damage, and the resistance to all damage is equal to 3 + your Constitution modifier.
Level 23: 3[W] + Wisdom modifier damage, and the resistance to all damage is equal to 5 + your Constitution modifier.
Level 7: Defense of Earth
Benefit: You gain the stone rampart power.
Stone Rampart (Shaman Utility)
Sensing danger, your loyal spirit grants an ally a powerful ward which wards off even the strongest attacks.
Encounter ✦ Primal, Spirit
Immediate Reaction (Close burst spirit 1)
Trigger: An enemy attacks you or an ally adjacent to your spirit companion
Target: You or the triggering ally
Effect: The target gains temporary hit points equal to 5 + your Constitution modifier. You also grant the target a ward with two charges, which lasts until the end of the encounter or until the ward has no charges left. At the start of the target's turn, the target can use a free action to spend a charge and gain temporary hit points equal to 5 + your Constitution modifier.
Level 17: The temporary hit points for both effects equal 10 + your Constitution modifier.
Level 27: The temporary hit points for both effects equal 15 + your Constiution modifier.
Level 9: Summon Nature's Ally (Earth)
Benefit: You can use summon nature's ally to summon a earthborne dryad.
Earthborne Dryad
Medium elemental humanoid (earth)
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the dryad if an effect allows it to spend one
Defenses your defenses + 2, not including any temporary bonuses or penalties
Speed 5
{table]
Stalwart Presence ✦ Aura 3
Enemies must spend an extra square of movement to enter any space within the aura. In addition, allies in the aura gain a +4 bonus to Endurance checks.
Instinctive Action
Effect: If you haven't given the dryad any commands by the end of your turn, it attacks an enemy adjacent to it. If it can't do that, it moves its speed to a space that is within 3 squares of as many allies as possible.
Standard Action ✦ At-Will
Attack: Melee 1 (one creature) your level + 5 vs. Reflex
Hit: 2d6 + your Wisdom modifier damage, and an ally within 5 squares of the dryad regains hit points equal to one-half your level.
Minor Action ✦ At-Will (1/round)
Effect: The dryad either walks, shifts, runs, stands up, squeezes, or crawls.
[/table]
SPIRIT OF WIND
Your spirit companion is an air elemental. You are empowered by the swiftness of your wind spirit to guide and protect your allies.
Level 1: Bond of Wind
Benefit: You gain the spirit's pursuit, guiding spirit, and voice of the wind powers.
Spirit's Pursuit (Shaman Attack)
As an enemy tries to escape your spirit's presence, it moves swiftly in pursuit.
At-Will ✦ Implement, Primal, Spirit
Opportunity Action (Melee spirit 1)
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting.
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage. When the target ends its movement, you can move your spirit companion a number of squares equal to your Dexterity modifier as a free action, as long as it ends its movement on a space adjacent to the target.
Effect: Until the end of its next turn, the target grants combat advantage as long as it is adjacent to your spirit companion.
Guiding Spirit (Shaman Attack 1)
As your spirit assaults the enemy, it shows your allies the best way to attack it.
At-Will ✦ Implement, Primal, Spirit
Standard Action (Melee spirit 1)
Target: One creature
Attack: Wisdom vs. Fortitude. If at least one of your allies is adjacent to the target, you have combat advantage against it for this attack.
Hit: 1d8 + Wisdom modifier damage. The next time one of your allies attacks the target, they gain a bonus to the attack roll equal to 1 + one-half your Dexterity modifier.
Level 21: 2d8 + Wisdom modifier damage.
Voice of the Wind (Shaman Attack)
The wind whispers to your ally, telling it that now is the time to strike.
Encounter ✦ Primal, Spirit, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Effect: Choose one of the following effects:
Until the end of your next turn, an ally within 2 squares of your spirit companion gains a bonus to all defenses equal to your Dexterity modifier.
An ally within 2 squares of your spirit companion can shift a number of squares equal to one-half your Dexterity modifier as a free action.
Hit: 1[W] + Wisdom modifier damage. An ally within 5 squares of you can make a basic attack as a free action.
Level 13: 2[W] + Wisdom modifier damage.
Level 23: 3[W] + Wisdom modifier damage.
Level 7: Defense of Wind
Benefit: You gain the wind's warning power.
Wind's Warning (Shaman Utility)
The wind carries a word of warning to an ally just in time for it to respond to an enemy's attack in the appropriate manner.
Encounter ✦ Primal, Spirit
Immediate Interrupt (Close burst spirit 1)
Trigger: An enemy attacks you or an ally adjacent to your spirit companion
Target: You or the triggering ally
Effect: The target makes a basic attack against the enemy that attacks it as a free action. The target then shifts a number of squares equal to your Dexterity modifier.
Level 17: The target gains a +2 bonus on the attack roll of the basic attack.
Level 27: The target gains a +3 bonus on the attack roll of the basic attack.
Level 9: Summon Nature's Ally (Wind)
Benefit: You can use summon nature's ally to summon a sylph protector.
Sylph Protector
Medium elemental humanoid (air)
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the sylph if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 6, fly 6 (hover)
{table]
Protecting Gale ✦ Aura 3
Allies in the aura gain a +4 bonus to Acrobatics checks and a +2 bonus to AC and Reflex against ranged and melee attacks.
Instinctive Action
Effect: If you haven't given the sylph any commands by the end of your turn, it attacks an enemy adjacent to it. If it can't do that, it moves its speed to a space that is within 3 squares of as many allies as possible.
Standard Action ✦ At-Will
Attack: Melee 1 (one creature) your level + 5 vs. Fortitude
Hit: 1d8 + your Wisdom modifier damage, and the target falls prone.
Minor Action ✦ At-Will (1/round)
Effect: The sylph either walks, shifts, runs, stands up, squeezes, or crawls.
[/table]