Overview
Sulfur is a volatile and unpredictable element, its destructive potential liable to be released at any given time with explosive results. Those who have sulfur as their element are dealers of wrath and ruin, channelling eerie and mystic powers.
Aspects
Adept
| Damage Die
|
d6
|
| Hit Points
|
22
|
| Dodge
|
17
|
| Armor
|
1
|
- Covenant: As a standard action, you can cause all condemned enemies to take d6 damage, in exchange for them losing their condemned status.
- Wrath: You can condemn an enemy as a minor action. You and your allies gain +1 attack against condemned enemies.
Scholar
| Damage Die
|
d8
|
| Hit Points
|
20
|
| Dodge
|
17
|
| Armor
|
0
|
- Control: You can hit up to three different minions at once with the same attack.
- Focus: You gain +1 attack if you are not engaged in melee.
Warlock
| Damage Die
|
d10
|
| Hit Points
|
18
|
| Dodge
|
18
|
| Armor
|
0
|
- Chaos: At the start of an encounter, choose a damage type (not untyped). During the encounter, you add an extra damage die when making an attack using that damage type.
- Rage: While you are bloodied, you ignore an additional 5 points of armor on enemies.
Powers
Pick three. Your character may learn more as they progress.
| Channel
|
| You gather your energy, your capability, your desire for destruction, in order to make a bigger bang.
|
| Minor Action
|
| You gain a +1 cumulative bonus to the next attack roll you make this turn.
|
| Combustion
|
| Inanimate objects can move more easily if you reduce them to a thousand smoking pieces.
|
| Passive
|
| You ignore all armor on inanimate objects.
|
| Decay
|
| You have a mastery over those elements which weaken.
|
| Passive
|
| Your attacks can deal cold, necrotic, or poison damage, regardless of weapon type.
|
| Force of Nature
|
| You practically radiate with unfettered power, inspiring fear in those around you.
|
| Passive
|
| The Cowardice of nearby enemies is increased by 5.
|
| Full Force
|
| As far as you're concerned, if they're still standing by the end of it, you didn't do enough.
|
| Minor Action
|
| If you have hit a target with an attack this turn, you knock it prone.
|
| Illusion
|
| You have a mastery over those elements which deceive.
|
| Passive
|
| Your attacks can deal psychic, radiant, or thunder damage, regardless of weapon type.
|
| Osmosis
|
| You drink in the elements, absorb them into your core, and return them tenfold on your enemies.
|
| Passive
|
| If you are hit by an attack that does typed damage, you deal double damage dice on the next attack you make that uses that damage type. Only counts for the last attack taken.
|
| Smoke
|
| You fool an opponent into thinking you're going to hit them with everything, letting your allies strike them unawares.
|
| Minor Action
|
| Make an attack. If it hits, you deal no damage, but the target grants combat advantage until the start of its next turn.
|
| Turmoil
|
| You have a mastery over those elements which burn.
|
| Passive
|
| Your attacks can deal acid, fire, or lightning damage, regardless of weapon type.
|