Wordomancer (4e Class)
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Wordomancer[edit]
“ | Just because you say you can shoot fire from your hands doesn't make it true. When I say it, on the other hand... | ” |
Class Traits[edit]
Role: | Striker. Wordomancers are generally good at dealing damage to things, but some of them are better at Controlling and Leading. |
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Power Source: | Arcane. |
Key Abilities: | Charisma, Intelligence |
Armor Proficiencies: | Cloth |
Weapon Proficiencies: | Simple melee, simple ranged |
Implement(s): | Orbs, staves, books |
Bonus to Defense: | +1 Reflex, +1 Will |
Hit Points at 1st Level: | 10 + Constitution score |
Hit Points per Level Gained: | 4 |
Healing Surges per Day: | 6 + Constitution modifier |
Trained Skills: | Bluff and Diplomacy. From the class skills list below, choose 3 more trained skills at 1st level. Class Skills: Arcana (INT), Heal (WIS), History (INT), Insight (WIS), Intimidate (CHA), Religion (INT), Streetwise (CHA) |
Build Options: | Blaster, Manipulator |
Class Features: | Base Damage, Moving Boost or Damaging Boost |
Wordomancy is an ancient, cultured art mostly practiced by petty and conniving people. Learning this art generally involves years of studying linguistics, and weeks of steeping oneself in arcane energies while reciting poetry backwards.
Creating a Wordomancer[edit]
Wordomancers use Charisma for their attack rolls and base damage, and Intelligence for the effects of their words. The balance between the two ability scores is probably one of the strongest influences on a Wordomancer's style.
Blaster[edit]
Blasters have more Charisma than Intelligence.
- Suggested Feat: (Human Feat:)
- Suggested Skills: Heal, Intimidate, Streetwise
- Suggested At-Will Powers: Bref, Mynd
- Suggested Encounter Power: Pyr
- Suggested Daily Power: Sayif
Manipulator[edit]
Manipulators have more Intelligence than Charisma.
- Suggested Feat: (Human Feat:)
- Suggested Skills: Arcana, History, Insight
- Suggested At-Will Powers: Bolt, Burs
- Suggested Encounter Power: Kol
- Suggested Daily Power: Stup
Wordomancer Class Features[edit]
All Wordomancers possess Base Damage, and have either Moving Boost or Damaging Boost, but not both.
Base Damage[edit]
At level 1, choose two damage types. Whenever you cast a Base Word, you may choose to do 2d6 + CHA points of one of those two damage types to all creatures hit by the power. Choose only one of the two types each time; you can't deal damage of one type to some affected creatures and damage of the other type to the rest of the affected creatures. This damage improves to 3d6 + CHA at level 11 and 4d6 + CHA at level 21.
Moving Boost[edit]
Whenever you cast a Boost Word that takes a Minor, Move, or Standard action to cast, you may move half your speed.
Damaging Boost[edit]
Whenever you cast a Boost Word that takes a Minor, Move, or Standard action to cast, the next Base Word you cast will deal an additional 1d4 points of Base Damage. This improves to 1d6 points at level 11, and 1d8 points at level 21.
Wordomancer Powers[edit]
Wordomancers have three types of powers: Base Words, Boost Words, and Enablers. Base Words are more or less the same as ordinary powers that other classes have. Boost Words don't do anything in and of theirselves; instead, when you cast one, it adds some effect to the next Base Word you cast during this encounter. Enablers are powers that take a free action to cast, and let you use some Base Word or Boost Word at-will for the rest of the encounter.
Full power list here.
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