Rival Elementalist

Level 5 Troop Controller
Humanoid, Rival EV 28
Stamina 120
Speed 5 Size 1M / Stability 1
Free Strike 6

Might

0

Agility

1

Reason

3

Intuition

2

Presence

0

The Thriving Wilds 2d10 + 3

Green, Magic, Ranged, Strike Signature Action
Ranged 10 Two creatures or object
≤11: 9 damage;
slide 1;
M<1 3 acid damage
12—16: 14 damage;
slide 2;
M<2 5 acid damage
17+: 17 damage;
slide 3;
M<3 7 acid damage

The Depths Hunger (4 Malice) 2d10 + 3

Area, Green, Magic Action
4 cube within 10 All enemies in the cube
Effect:

The affected area is difficult terrain for enemies. An enemy has acid weakness 3 while occupying an affected square.

Fissures of Darkness

Magic, Void Triggered Action
Self Self
The elementalist takes damage.
Effect:

The elementalist teleports 3 squares. Each creature adjacent to their original space takes 3 corruption damage.

Rivalry

The elementalist selects one creature within line of effect at the start of an encounter. Both the elementalist and the creature can add a 1d3 to all power rolls made against each other.

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  1. Rival Malice


    1. Work as One

      3 Malice
      1. Until the end of the round, each rival can impose a bane against a strike made against an adjacent rival as a free triggered action.

    2. We Just Do It Better

      3 Malice
      1. Until the end of the round, each rival rolls an additional 1d3 on all power rolls made against the target of their Rivalry trait.

    3. Check Out Our Loot

      5 Malice
      1. The rival pulls out a magic consumable and hurls it, targeting a 5 x 1 line within 1 or a 3 cube within 10. Each enemy in an affected area makes an Agility test.

      2. ≤11: 11 damage;
        condition (save ends)
        12—16: 8 damage;
        condition (EoT)
        17+: 5 damage
      3. Effect

        The rival chooses the damage type and condition afflicted from one of the following pairs: sonic and dazed, poison and weakened, or fire and frightened.

    4. Calling the Shots

      7 Malice
      1. All rivals regain 10 Stamina. Until the end of the round, when a rival uses an ability against an enemy, each rival adjacent to that enemy can make a free strike against them.

    5. Coordinated Takedown

      10 Malice
      1. Each rival moves up to their speed and uses an action or maneuver that doesn’t cost Malice.

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