Sunbreaker

Sunbreaker Req. Total of 50+ in Intelligence, Wisdom, & Charisma & Konori or T2 Pyrokinesis or (Fire God) Paladin.   1. Sol Weapon: At Will Action   Summon an Orb of Sunfire and draw out your Sol Weapon. Add your INT, WIS, and CHA stats and then halve that total for the damage of the weapon. Pick magic or physical damage when drawing the Sol Weapon. This damage type remains for the encounter. The magic Sol weapon can be a staff or wand and the physical can be a mace or hammer. This can be used to smith, giving items Sun buffs.   2. Sunstrikes: Passive   Gain solar energy as a konori would (stacks with konori). All full attacks you land deal bonus magic damage equal to 20% of your solar energy, and inflict Sun Fire on a crit. Sunfire burns away targets defenses by 1/8th at the end of each round.   3. Scorched Earth: EOT Attack Cost: 30 Solar Energy   Throw your Weapon as a grenade, dealing x2 its damage on a direct hit and half in a 2 range circle range circle AoE, this cannot crit. Treat AC as heavy weapon, and the area affected leaves a sunspot, which gives an additional -1 to ac for each round spent on it.   4. Sun Charge: Encounter Interrupt Cost: 50 Solar Energy   Coat yourself in Sun Fire and dash 5 spaces in the direction of an enemy, enemies in the way will be inflicted with Sun Fire and the first and last enemy hit are burned.   5. Thermal Vent: Passive   Enemies now explode when killed by solar damage, dealing half their lost HP to adjacent enemies, on a critical hit the AoE inflicts Sun Fire.   6. Cauterize: Passive   Whenever you land an attack on one or more enemies, or apply Sun Fire heal for 5% of your max HP and gain 10 Solar Energy when healed this way.   7. Radiance: Daily^6 Action Cost: 50 solar energy, 25 upkeep per round   2 range circle AoE aura that’s gives you a Solar Coating which burns away damage equal to the base stats of your weapon. Gifts allies Sunstrike, Cauterize, and the Solar coating if you have taken those feats. Lasts 1+1d4 rounds   8. Song of Fire: Daily^10 Interrupt   Gain an additional use of an ability with an additional cost for double its normal cost in Solar Energy. If Radiance is active you may grant an ally an additional use of any non-daily ability for 150 Solar Energy.   9. Praise the Sun: Daily Action   The next 4 rounds you inflict Sun Fire on rolls higher than 16, and your next 4 attacks channel the wrath of your undying sun dealing x2 your total Solar energy, or WIS + INT + CHA and their mods x2. Executes enemies below 20% max HP afflicted with Sunfire.

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