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ELEMENTAL CLASSES
ARCHITECT......................2GEOMANCER...................8ONMYOUJI......................13SENTINEL.........................19KEYWORDSA
RMAMENT
...............24C
LOSELINE
.................24G
EOMANCY
................
24M
INION
.....................25T
ERRAIN
....................25T
RANSFIGURATION
.......25U
NSTABLE
..................25B
RAND
......................25RITUALST
HREADSINA
T
APESTRY
..26
 
2
ARCHITECT
"Myarsenalisbuiltfromthebarecomponentsofmatter.HowareYOUgoingtoevadethat?" 
CLASS TRAITSRole:
Leader. Your mastery of the Elemental Chaosallows you to toy with the very nature of matter.You can repair the broken bones of an ally, or incinerate your foes by turning the gentle windsinto a raging fire. You lean towards striker as asecondary role.
Power Source:
Elemental. You channel the entropicand creative forces of the Elemental Chaos directlythrough your body, surviving only through your masterful control, strong body, and impeccablewill.
Key Abilities:
Intelligence, Wisdom, Constitution
Armor Proficiencies:
Cloth, leather 
Weapon Proficiencies:
Simple melee, shortbow,longbow
Implements:
Brands, rods, wands
Bonus to Defense:
+1 Fortitude, +1 Will
Hit Points at 1st Level:
14 + Constitution score
Hit Points per Level Gained:
5
Healing Surges per Day:
8 + Constitution modifie
Trained Skills:
Religion. From the class skills list below, choose four more trained skills at 1st level.
Class skills
: Arcana (Intelligence), Diplomacy(Cha), Dungeoneering (Wisdom), Endurance(Con), Heal (Wisdom), History (Intelligence),Insight (Wisdom), Nature (Wisdom), Religion(Intelligence), Streetwise (Charisma)
Class Features:
Chaotic Nature, Natural Terrain,Primordial Spirit,
 Renewing Breath
 
The Primordials once wrought the very essence of theearth from the chaos of nothingness. Like they once did,you wield the power to directly mold the elements withfinesse and explicit intent to create the tools you requireto perform your works. All architects use the building blocks of life as their instruments though whether youdo so to protect and defend your allies, or to causeexcruciating suffering to your enemies is up to you.Many architects grow up in abject loneliness, notknowing from whence their power came, and beingmisunderstood by those around them. There is a smallsurviving school of architects that existed before thegreat purging, perhaps you were found by them early andgrow up in their care.Regardless of how you were raised, you were bornwith an innate connection to the very power that drovethe Primordials. Yours is a path to greatness, if you cansurvive the turmoil that such power brings.
 
3
A
RCHITECT
C
LASS
F
EATURES
 
Architects have the following class features.
C
HAOTIC
 
 N
ATURE
 Whenever you finish an extended rest you must roll ad10 to determine a damage type.d10 Damage Type1 Acid2 Cold3 Fire4 Force5 Lightning6 Necrotic7 Poison8 Psychic9 Radiant10 Thunder Any enemy within 5 squares of you has its resistancelowered and its vulnerability increased (the mustalready be vulnerable or have a condition that makesthem vulnerable) to that damage type by 5 until your next extended rest. This effect can only occur once per round. The effect increases to 10 at 11th level and 15 at21st level.
 N
ATURAL
 
T
ERRAIN
 Any difficult terrain that is caused by natural means (i.e.rubble, tall grass, vines, etc.) does not impede your movement. Difficult terrain caused by magical forces or creatures, like a spider's web, still impedes you asnormal.
ARCHITECT OVERVIEW
Characteristics:
As an elemental leader, you havesome similarities with your arcane counterpart, the bard.Both of you are leaders that can do decent mid-rangeddamage, but that is where your similarities end. Bards ply their way with song and music, while you directlycontrol the forces of the material world to do your  bidding. You heal through directly curing wounds, andcan transform your weapons into raw elemental forces todestroy your foe.
Religion:
Religion is a touchy issue with those whofollow the path of the Primordials. While very few whowield Elemental power are devoted to the cause of a particular Primordial, few gods will welcome you.Among those that occasionally do welcome architectsare: Ioun, Melora, the Raven Queen and Sheanine.
Races:
The Sylph are the preeminent architects, their elemental nature naturally leading them down a path of its control as architects of war. Deva, although oftenassociated with the gods of the astral sea, have a naturalaffinity with the nature of the world itself andoccasionally they will take up the mantle of an architectof peace. Dwarves and Qallupilluk also make excellentarchitects.
P
RIMORDIAL
 
S
PIRIT
 
Your inherent connection to the Primordials and theElemental Chaos manifests itself in how your powers areused. Choose one of the following options.
Spirit of Creation:
The first time during an encounter that an ally within 20 squares of you becomes bloodiedthey regain hit points equal to your Wisdom modifier.
Spirit of Entropy:
Whenever you hit a bloodiedcreature the next attack made against that creaturereceives a bonus to the attack and damage roll equal toyour Constitution modifier. If the creature is not hit bythe end of your next turn, the bonus is lost.
ENEWING
 
B
REATH
 
You gain the
renewing breath
power. By channeling thecreative powers of the Primordials, you bestowincreased energy and resilience on your allies
I
MPLEMENTS
 
Architects can wield a number of different implements toaid them in their elemental control. They can wield rods,wands and can channel through an elemental brand(page 25), a special kind of implement that is only usable by those who have the ability to channel the ElementalChaos. When you wield an implement you can add itsenhancement bonus to the attack rolls and the damagerolls of architect powers and architect paragon path powers that have the implement keyword. Without animplement, you can still use these powers.
TRANSFIGURATION AND TERRAIN
Thematically, the architect uses the transfiguration of theworld around her to achieve the fantastical feats that sheaccomplishes. Mechanistically, a number of these powersare associated with the transfiguration (page 25) andterrain (page 25) keywords.Transfigurations require a certain focus in order towork. Many of the architect's powers use arrows as afocus to create elemental bolts of fire or ice. These arrowsare transformed completely into the element and cannot be retrieved from a corpse.They can also perform limited terrain alterations.Powers with the terrain keyword function similar tozones, but unlike zones, they are often indiscriminateand do not fade after a time. They are physical alterationsto the world itself and remain as such, unless another creature with similar capabilities exercises their ownstrength to force it back. As such they are often morelimited in scope then zones. 

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Dale W. Robbinsleft a comment

I really like this document, especially considering that the game is in desperate need of a full suite of elemental classes. I admit, I'm one of the vocal minority that cringes at the controller's name... the Japanese name typecasts it as an Oriental class, even though it can easily be used in occidental settings. Maybe a more "generic" name like "visionary" or something like that? Other than that, I have no beef... yet. I'll try to take a closer look at the mechanics and see if I do find anything. In the meantime, please keep up the fantastic work! I'm looking forward to this.