======= Floramancer ======= ===[advent class]=== Manitari Floramancer \\ //Rules governing [[Advent Classes]]//\\ Floramancy is an extension of the fundamental principle of druidry, pulling power from an [[ki spirits#atua]] of a planet. A floramancer requests the power of an atua of earth and water, rather than directly providing the source of binding's power. Some floramancer's consider themselves druids specializing in and focusing on the plant domain. Other floramancers learn only what they need from druidry and consider themselves to be stewards or masters of the forests Floramancers are able to summon Bauglins, powerful spirits of nature that grow up out of a large seed to become helpful companions to the floramancer. Each Bauglin has different strengths which can be used as needed. Floramancers can also manipulate plant matter, which brings a myriad of creative uses, including the ability to draw on the healing power of plants \\ **Floramancer Advent Class Level Table** ^ Level ^Talent Points^Level Bonuses^ ^ 1 |10 Talent Points|1 Talent| ^ 2 |10 Talent Points|1 Talent| ^ 3 |10 Talent Points|5 Bonus Talent Points| ^ 4 |10 Talent Points|1 Talent| ^ 5 |15 Talent Points|1 Feat| ^ 6 |15 Talent Points|1 Talent| ^ 7 |15 Talent Points|5 Bonus Talent Points| ^ 8 |15 Talent Points|1 Talent| ^ 9 |20 Talent Points|1 Feat| ^ 10 |20 Talent Points|10 Bonus Talent Points| \\ ===== Talent tree ===== {{map>:wiki:floramancer_talents.png?nolink |The floramancer talent tree}} [[floramancer#constrictor vine|jump to Constrictor Vine @ 454, 570, 504, 620]] [[floramancer#dream spore|jump to Dream Spore @ 521, 82, 571, 132]] [[floramancer#entangling roots|jump to Entangling Roots @ 184, 570, 234, 620]] [[floramancer#field disruption|jump to Field Disruption @ 184, 379, 234, 429]] [[floramancer#fey bauglin|jump to Fey Bauglin @ 417, 287, 467, 337]] [[floramancer#grasping vine|jump to Grasping Vine @ 179, 161, 329, 211]] [[floramancer#hurling throw|jump to Hurling Throw @ 395, 30, 445, 80]] [[floramancer#lash|jump to Lash @ 119, 81, 169, 131]] [[floramancer#leaping thicket|jump to Leaping Thicket @ 241, 30, 291, 80]] [[floramancer#lotus|jump to Lotus @ 319, 517, 369, 567]] [[floramancer#motile|jump to Motile @ 531, 231, 581, 281]] [[floramancer#nettle|jump to Nettle @ 460, 162, 510, 212]] [[floramancer#oaken bauglin|jump to Oaken Bauglin @ 319, 249, 369, 299]] [[floramancer#plant hands|jump to Plant Hands @ 417, 476, 467, 526]] [[floramancer#rolling stone|jump to Rolling Stone @ 25, 186, 75, 236]] [[floramancer#rapid growth|jump to Rapid Growth @ 222, 477, 272, 527]] [[floramancer#rooted|jump to Rooted @ 264, 111, 314, 161]] [[floramancer#stalker|jump to Stalker @ 109, 228, 159, 278]] [[floramancer#sundew|jump to Sundew @ 614, 186, 664, 236]] [[floramancer#tree of life|jump to Tree of Life @ 454, 380, 504, 430]] [[floramancer#turgor|jump to Turgor @ 374, 112, 424, 162]] [[floramancer#ursal bauglin|jump to Ursal Bauglin @ 222, 286, 272, 336]] {{ a dryad made of tree branches ==== Fey bauglin ==== **Action**: Full\\ **Requires**: [[druid#Druid's Perch, Rampant Growth, or Tree Step]]\\ **Description**: You request a sliver of an earth [[ki spirits#Atua|Atua's]] consciousness, creating a bauglin seed which will grow into a bauglin that will aid you\\ **Effect**: A fey bauglin seed roughly the size of an apple is created\\ **Special**: * The seed must be planted in at least 1 cubic foot of earth in order to grow into a fey bauglin. It takes 6 days to fully develop, and requires daily infusions of your ki energy. You can only keep one fey bauglin seed alive at a time * Once per day, bauglin may bury themselves into the earth, reabsorbing their body into the earth over 1 minute. A small flower grows at that location, allowing the bauglin seed to be recovered. If the seed is replanted in earth, the bauglin can rapidly regrow their body over 30 seconds * If a bauglin dies, their seed is destroyed * With a swift action, you may direct your bauglin's actions, granting it a standard and a move action. Fey bauglin may make a single attack with a standard action **Fey Bauglin Offensive**: Attack Bonus + Dex + 6d6 \\ **Fey Bauglin Defensive**: Defense Bonus + Dex + 6d6 \\ **Fey Bauglin Damage**: Str x 2 + 6d6\\ **Fey Bauglin Hit points**: Res x 6 + 18d6\\ **Fey Bauglin Range**: 5 feet\\ **Fey Bauglin Speed (attack)**: 4H (4 hexes per segment)\\ **Fey Bauglin Speed (movement)**: 30 feet\\ **Talent Point Improvements**:\\ □□ Extend the range of your fey bauglin's attacks to 10 feet\\ □ Increase the speed of your fey bauglin's attacks by 1H. Maximum speed is 18H\\ □□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the hit point formula by 2d6. ([[dice bonus#Advent Classes|Cost increases]])\\ \\ ---- blue butterflies flutter in a frosty mist ==== Dream spore ==== **Action**: Swift\\ **Requires**: [[floramancer#Nettle]]\\ **Description**: Your fey bauglin releases a cloud of spores that induce a deep sleep when inhaled\\ **Range**: 15 feet\\ **Speed**: 1H\\ **Effect**: Cone of spores 15 feet long, 60° wide. Sleep lasts 1 round\\ **Cooldown**: 12 rounds\\ **Special**: The target creature(s) must make a //**Resolve vs Resolve** [[abilities#Ability Check]]//. If the target creature fails its saving throw, they fall asleep. If a sleeping creature takes damage, they awaken\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 40 feet\\ □ Increase the speed by 1H. Maximum speed is 8H\\ □ Extend the sleep duration by 1 segment. Maximum duration is 3 rounds\\ □□□□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 3d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a twisting vine ==== Motile ==== **Action**: Swift\\ **Requires**: [[floramancer#Fey Bauglin]]\\ **Description**: Lashing out with vines, your Fey Bauglin latches on and pulls itself forward in a burst of speed\\ **Effect**: Your Fey Bauglin moves 20 feet in any direction\\ **Cooldown**: 6 rounds\\ **Talent Improvement Points**:\\ □□□ Increase the movement by 5 feet. Maximum movement is 40 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- three projectiles fly through the sky ==== Nettle ==== **Action**: Swift, Move\\ **Requires**: [[floramancer#Fey Bauglin]]\\ **Description**: Your fey bauglin releases stinging nettles, damaging its target from a distance\\ **Range**: 30 feet\\ **Speed**: 4H\\ **Effect**: Target creature\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Defensive**: //Defense Bonus + Dex + 6d6//\\ **Damage**: //Str x 2 + 6d6//\\ **Cooldown**: 6 rounds\\ **Special**: Attacking with a swift action grants one attack which does not invoke the cooldown. Attacking with a move action grants two attacks which can be used in the same segment or separate segments. Using Nettle as a Move action invokes the cooldown, which only prohibits using it as a move action\\ **Talent Improvement Points**:\\ □ Extend the range by 5 feet. Maximum range is 120 feet\\ □ Increase the speed by 1H. Maximum speed is 18H\\ □□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- poison globules in a tainted forest ==== Sundew ==== **Action**: Swift\\ **Requires**: [[floramancer#Motile]]\\ **Description**: Your fey bauglin lashes out with its vines, applying its poison from a distance\\ **Range**: 15 feet\\ **Speed**: 4H\\ **Effect**: Target creature gains selected condition for one round\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Cooldown**: 12 rounds\\ **Special**: Select one of the following poisons to apply: * Necrotic Poison: 3d6 damage per segment * Occular Poison: Blinds the target * Numbing Poison: Target loses its next two swift actions **Talent Improvement Points**:\\ □ Extend the range by 5 feet. Maximum range is 40 feet\\ □ Increase the speed by 1H. Maximum speed is 8H\\ □□□ Extend the duration by 1 segment. Maximum duration is three rounds\\ □□□ When using Numbing poison, the target also loses a movement action\\ □□□□□ □□□□□ Increase the dice bonus of the offensive formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- ===== Oaken bauglin talents ===== \\ a living tree warrior ==== Oaken bauglin ==== **Action**: Full\\ **Requires**: [[druid#Druid's Perch, Rampant Growth, or Tree Step]]\\ **Description**: You request a sliver of an earth [[ki spirits#Atua|Atua's]] consciousness, creating a bauglin seed which will grow into a bauglin that will aid you\\ **Effect**: An oak bauglin seed roughly the size of an apple is created\\ **Special**: * The seed must be planted in at least 1 cubic foot of earth in order to grow into an oaken bauglin. It takes 8 days to fully develop, and requires daily infusions of your ki energy. You can only keep one oaken bauglin seed alive at a time * Once per day, bauglin may bury themselves into the earth, reabsorbing their body into the earth over 1 minute. A small flower grows at that location, allowing the bauglin seed to be recovered. If the seed is replanted in earth, the bauglin can rapidly regrow their body over 30 seconds * If a bauglin dies, their seed is destroyed * With a swift action, you may direct your bauglin's actions, granting it a standard and a move action. Fey bauglin may make a single attack with a standard action **Oaken Bauglin Offensive**: //Attack Bonus + Dex + 6d6// \\ **Oaken Bauglin Defensive**: //Defense Bonus + Dex + 6d6// \\ **Oaken Bauglin Damage**: Str x 2 + 6d6\\ **Oaken Bauglin Hit points**: Res x 8 + 30d6\\ **Oaken Bauglin Range**: 5 feet\\ **Oaken Bauglin Speed (attack)**: 4H (4 hexes per segment)\\ **Oaken Bauglin Speed (movement)**: 30 feet\\ **Talent Point Improvements**:\\ □□ Extend the range of your oaken bauglin's attacks to 10 feet\\ □ Increase the speed of your oaken bauglin's attacks by 1H. Maximum speed is 12H\\ □□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the hit point formula by 4d6. ([[dice bonus#Advent Classes|Cost increases]])\\ \\ ---- an oaken bauglin tosses a giant boulder ==== Hurling throw ==== **Action**: Swift\\ **Requires**: [[floramancer#Turgor]]\\ **Description**: Your Oaken Bauglin picks up a creature, tossing them like a ball\\ **Range**: 5 feet\\ **Effect**: Target creature is thrown 20 feet\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Damage**: //Str x 2 + 6d6//\\ **Cooldown**: 12 rounds\\ **Talent Improvement Points**:\\ □ Extend the range to 10 feet\\ □□ Extend the distance the target is hurled by 5 feet. Maximum distance is 60 feet\\ □□□□□ □□□□□ Increase the dice bonus of the offensive formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- roots shoot up into the air from the forest floor ==== Leaping thicket ==== **Action**: Swift\\ **Requires**: [[floramancer#Rooted]]\\ **Description**: Your bauglin causes a surge of undergrowth to rise up and block an incoming attack\\ **Range**: 5 feet\\ **Speed**: 4H\\ **Effect**: A wall of plants 10 feet tall and 10 feet wide rises up\\ **Cooldown**: 12 rounds\\ **Special**: The wall automatically blocks the attack, but is destroyed if it takes any damage. If an attack does not materialize, the thicket remains in place for 6 rounds\\ **Talent Point Improvements**:\\ □ Increase the range by 5 feet. Maximum range is 120 feet\\ □ Reduce the cooldown. Minimum cooldown is 3 rounds\\ \\ ---- an oaken bauglin stands in the forest with its feet rooted into the earth ==== Rooted ==== **Action**: Swift\\ **Requires**: [[floramancer#Oaken Bauglin]]\\ **Description**: Your Oaken Bauglin sinks its feet into the ground, rooting itself and giving it a defensive advantage\\ **Effect**: Your bauglin becomes immune to maneuvers, and gains a 1d6 bonus to offensive maneuvers and defensive actions\\ **Cooldown**: 6 rounds\\ **Special**: You may un-root your bauglin as a free action at any time\\ **Talent Improvement Points**: \\ □□ Increase the defensive bonus by 1d6. Maximum bonus is 6d6\\ □ Reduce the cooldown by 1 round\\ \\ ---- a colossal oaken bauglin draws water through its roots, growing in size and strength ==== Turgor ==== **Action**: Move\\ **Requires**: [[floramancer#Oaken Bauglin]]\\ **Description**: Your Oaken Bauglin surges with strength, leveraging the power of the water within its body to perform great feats of strength\\ **Effect**: Your Oaken Bauglin's strength score is increased by 6 for 10 minutes\\ **Cooldown**: 12 rounds, and once per day\\ **Talent Improvement Points**:\\ □□ Increase the strength bonus by 2. Maximum strength bonus is 30\\ □□□ Extend the duration by 10 minutes\\ \\ ---- ===== Ursal bauglin talents ===== \\ a bear with plant features ==== Ursal bauglin ==== **Action**: Full\\ **Requires**: [[druid#Druid's Perch, Rampant Growth, or Tree Step]]\\ **Description**: You request a sliver of an earth [[ki spirits#Atua|Atua's]] consciousness, creating a bauglin seed which will grow into a bauglin that will aid you\\ **Effect**: An ursal bauglin seed roughly the size of an apple is created\\ **Special**: * The seed must be planted in at least 1 cubic foot of earth in order to grow into an ursal bauglin. It takes 6 days to fully develop, and requires daily infusions of your ki energy. You can only keep one ursal bauglin seed alive at a time * Once per day, bauglin may bury themselves into the earth, reabsorbing their body into the earth over 1 minute. A small flower grows at that location, allowing the bauglin seed to be recovered. If the seed is replanted in earth, the bauglin can rapidly regrow their body over 30 seconds * If a bauglin dies, their seed is destroyed * With a swift action, you may direct your bauglin's actions, granting it a standard and a move action. Fey bauglin may make a single attack with a standard action **Ursal Bauglin Offensive**: //Attack Bonus + Dex + 6d6// \\ **Ursal Bauglin Defensive**: //Defense Bonus + Dex + 6d6// \\ **Ursal Bauglin Damage**: Str x 2 + 8d6\\ **Ursal Bauglin Hit points**: Res x 6 + 24d6\\ **Ursal Bauglin Range**: 5 feet\\ **Ursal Bauglin Speed (attack)**: 4H (4 hexes per segment)\\ **Ursal Bauglin Speed (movement)**: 30 feet\\ **Talent Point Improvements**:\\ □□ Extend the range of your ursal bauglin's attacks to 10 feet\\ □ Increase the speed of your ursal bauglin's attacks by 1H. Maximum speed is 24H\\ □□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the hit point formula by 3d6. ([[dice bonus#Advent Classes|Cost increases]])\\ \\ ---- a vine reaching out like spindly fingers ==== Grasping vine ==== **Action**: Swift\\ **Requires**: [[floramancer#Ursal Bauglin]]\\ **Description**: Your Ursal Bauglin shoots out vines, pulling itself forward or pulling a target creature in\\ **Range**: 20 feet\\ **Speed**: 4H\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Defensive**: //Defense Bonus + Dex + 6d6//\\ **Cooldown**: 6 rounds\\ **Special**: * When used for movement, the bauglin moves forward at the speed to the target location. There must be something physical at the target (or between the target and the bauglin) for the vines to latch onto * When used to pull in a [[sizes#medium]] creature or smaller, roll the offensive formula. If successful, the creature is pulled toward the bauglin at the speed and deposited adjacent to the bauglin * You may release the creature before the pull is complete * You may use the offensive or defensive formula to grab moving objects, up to size [[sizes#Small]] **Talent Point Improvements**:\\ □□ Extend the range by 5 feet. Maximum range is 40 feet\\ □ Increase the speed by 1H\\ □□ Increase the offensive and defensive formula by 1d6. Maximum dice is 9d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a twisting vine collides with a silhouetted figure ==== Lash ==== **Action**: Swift\\ **Requires**: [[floramancer#Grasping Vine]]\\ **Description**: Your ursal bauglin lashes out with their vines, knocking opponents off balance\\ **Range**: 20 feet\\ **Speed**: 4H\\ **Effect**: Target creature is knocked back or to the side 5 feet\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Defensive**: //Defense Bonus + Dex + 6d6//\\ **Cooldown**: 6 rounds\\ **Talent Improvement Points**:\\ □ Extend the range by 5 feet. Maximum range is 40 feet\\ □ Increase the speed by 1H\\ □ Increase the knockback by 5 feet. Maximum knockback is 15 feet\\ □□□ Lash strikes an additional target. Maximum number of targets is 2\\ □□ Increase the offensive and defensive formula by 1d6. Maximum dice is 9d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a mossy stone in the middle of a mossy field ==== Rolling stone ==== **Action**: Swift\\ **Requires**: [[floramancer#Stalker]]\\ **Description**: Your ursal bauglin releases a massive surge of ki, catapulting them into a rolling tumble that knocks back enemies and deals damage\\ **Effect**: Oaken bauglin rolls 40 feet, knocking targets back or to the side\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Damage**: //Str x 2 + 6d6//\\ **Cooldown**: 12 rounds\\ **Special**: If Rolling Stone hits your [[floramancer#Stalker]] target, they are pulled into the tumble and dragged to the final destination, taking double damage. You may select the path of the roll, but must always move in a forward direction, as with [[flying#flying and turning]] rules\\ **Talent Improvement Points**:\\ □□ Extend the roll 5 feet. Maximum roll is 90 feet\\ □□□□□ □□□□□ Increase the dice bonus of the offensive formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- an eyeless ursal bauglin stares into your soul ==== Stalker ==== **Action**: Swift\\ **Requires**: [[floramancer#Ursal Bauglin]]\\ **Description**: Your ursal bauglin aligns its ki field with its prey, stalking its movement step for step\\ **Range**: 30 feet\\ **Speed**: Instant\\ **Effect**: Every time the target creature moves, the ursal bauglin matches their movement exactly and immediately, up to the bauglin's movement speed\\ **Cooldown**: 12 rounds\\ **Special**: The cooldown refers to setting a new target. The target must be in range to align the ki field. This ability grants one movement action per round to be used in stalking the target when it is not the bauglin's turn. Unused movement at the end of a round may be used to move closer to the target\\ **Talent Improvement Points**:\\ □ Extend the range by 10 feet\\ □□□ Increase the movement speed for stalking by 10 feet. Maximum speed increase is 10 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- ===== General floramancy talents ===== \\ vines grow and completely envelop a warrior ==== Constrictor vine ==== **Action**: Standard\\ **Requires**: [[floramancer#Plant Hands]]\\ **Description**: You lash out with vines, latching on to your opponent and restricting their ability to move\\ **Range**: 15 feet\\ **Speed**: 6H\\ **Effect**: Target creature cannot move or use its limbs for binding for 1 segment\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Cooldown**: 12 rounds\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □ Increase the speed by 1H. Maximum speed is 12H\\ □□ Extend the duration by 1 segment. Maximum duration is 4 segments\\ □□□□□ □□□□□ Increase the dice bonus of the offensive formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- among a thicket, vines envelop a creature ==== Entangling roots ==== **Action**: Standard\\ **Requires**: [[floramancer#Rapid Growth]]\\ **Description**: Roots rapidly grow out of the earth, trapping creatures in the area and restricting movement\\ **Range**: 15 feet\\ **Speed**: Instant\\ **Effect**: Target circle with radius of 5 feet\\ **Offensive**: //Attack Bonus + Res + 6d6//\\ **Cooldown**: 12 rounds\\ **Special**: All creatures within the area may make separate defensive rolls, or gain the [[conditions#rooted]] condition for 1 round\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 120 feet\\ □□ Extend the radius by 5 feet. Maximum radius is 20 feet\\ □ Extend the duration by 1 segment. Maximum duration is 6 rounds\\ □□□□□ □□□□□ Increase the dice bonus of the offensive formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- rings of yellow energy emanate from a clearing in the jungle ==== Field disruption ==== **Action**: Full\\ **Requires**: [[druid#Druid's Perch, Rampant Growth, or Tree Step]]\\ **Description**: Tapping into the gravitational power of an [[ki spirits#atua|atua of earth]], you disrupt the anti-gravity field of a plant organism\\ **Range**: 30 feet\\ **Speed**: Instant\\ **Effect**: Target organism's anti-gravity field loses 20% of its efficacy\\ **Cooldown**: 12 rounds, once a day\\ **Special**: You must be within the gravitational field of a planet for this ability to work\\ **Talent Point Improvements**:\\ □ Extend the range by 10 feet\\ □□□□ Increase the field reduction by 10 percentage points. Maximum field reduction is 60%\\ □□□□ Increase the uses per day by 1\\ \\ ---- a beautiful plant grows inside a ring of green energy ==== Lotus ==== **Action**: Full\\ **Requires**: [[druid#Druid's Perch, Rampant Growth, or Tree Step]]\\ **Description**: You infuse a flowering plant with your ki, allowing it to serve as a reservoir\\ **Effect**: Ki is stored and can be used to gain swift actions and reset cooldowns\\ **Cooldown**: 12 rounds\\ **Special**: Use a full action to store the ki in the plant. It must be a flowering plant and it must be kept on the body while storing ki. The ki can be used in two ways: * Grant a swift action for use on a floramancer ability * Reset a floramancer ability's cooldown **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a gnarled hand made of tree bark and covered in moss and leaves ==== Plant hands ==== **Action**: Swift, Standard, Full\\ **Requires**: [[druid#Druid's Perch, Rampant Growth, or Tree Step]]\\ **Description**: You use existing plants, binding your ki to the water within them to manipulate them, using them as an extension of your self\\ **Range**: 30 feet\\ **Speed**: 4H\\ **Effect**: You control target plants in a circle with a 10 foot diameter\\ **Element**: Pre-existing plants\\ **Offensive**: //Attack Bonus + Dex + 2d6//\\ **Defensive**: //Defense Bonus + Res + 2d6//\\ **Damage**: Strength x 2 + 1d6 [Slashing]\\ **Special**: Controlling the plants you use them as an extension of your own self. The plants can grow rapidly to provide the necessary amount of material needed to accomplish your task. You may use the plants in the following ways:\\ * **Attack**: (Standard) Perform a basic melee attack, using the offensive formula * **Maneuver**: (Standard) Attempt a combat maneuver, using the offensive formula * **Defensive action**: (Standard, Full) Attempt to block an attack that is within range of the plants. A successful block destroys a [[wiki:the_grid|hex]] of plants. The plants may block more than one attack in a round if you spend a full action * **Forest walker**: (Swift) You cause the plants to move subtly to conceal your movements, gain a 3d6 bonus to Stealth. Also grants [[combat#concealment]] * **Plant hands**: (Varies) The plants under your control have dexterity similar to human hands and can be used to perform tasks that would require hands. They cannot be used in bindings **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □ Increase the speed by 1H. Maximum speed is 12H\\ □□ Increase the diameter of control area by 5 feet\\ □□□□□ □□□□□ Increase the [[dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□ Increase the Stealth bonus by 1d6. Maximum bonus is 6d6\\ \\ ---- a stand of trees grows violently upward, surrounded by fire and smoke ==== Rapid growth ==== **Action**: Passive\\ **Requires**: [[Druid#Rampant Growth]]\\ **Description**: Enhances your rampant growth ability, making it faster and more effective\\ **Special**: * Reduces the required action of [[Druid#Rampant Growth]] to a Move action * Increases the range and maximum range of [[Druid#Rampant Growth]] by 30 feet * Allies may move through the plants unhindered * Adds 3 additional hexes of plant growth **Talent Improvement Points**:\\ □□□ Increase the range and maximum range an additional 10 feet. Maximum additional range is 30 feet\\ □□ Increase the number of hexes affected by 3\\ \\ ----  a large tree with a narrow trunk rises high above the forest ==== Tree of life ==== **Action**: Full\\ **Requires**: [[druid#Druid's Perch, Rampant Growth, or Tree Step]]\\ **Description**: Evoking the energy of the planet's [[ki spirits#atua]], you grow a tall, thin plant with beautiful flowers and berries which provide healing when consumed\\ **Range**: 30 feet\\ **Speed**: Instant\\ **Effect**: Healing plant provides 3 healing berries\\ **Healing**: //Res x 2 + 12d6//\\ **Cooldown**: 12 rounds\\ **Special**: Once picked, the berries must be consumed within 1 round in order to be effective. A berry can only be consumed once a day by the same person\\ **Talent Improvement Points**:\\ □ Extend the range by 5 feet\\ □□□ Increase the number of berries by 1. Maximum number of berries is 12\\ □□□□□ □□□□□ Increase the [[dice bonus]] of the healing formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\