======Hydromancer====== ===[class]=== Pheresata Hydromancer \\ Hydromancers are elementalists with the ability to manipulate water. Using an external binding, they tether their ki energy to water, allowing them to manipulate the water as they do their own ki energy. Using the motion of their own body, they direct the flow of the water Hydromancers are well rounded elementalists, having a balanced mix of offense, defense, utility, mobility, and support. Hydromancers also have the ability to unlock the inherent healing energy within water to heal injuries. While they may not be the most powerful binder in any one area, no adventuring party is complete without a hydromancer. Hydromancers seek a balance between mental and physical ability, as in all things\\ Art by [[credits|Dayle Domingo]] \\ **Hydromancer Class Level Table** ^Level^BAB*^BDB*^Talent Points^Level Bonuses^ ^ 1 | 0 | 0 |6 Talent Points|2 Talents, 1 Skill Focus| ^ 2 | 1 | 1 |7 Talent Points|1 Talent| ^ 3 | 1 | 1 |8 Talent Points|1 Feat| ^ 4 | 1 | 1 |9 Talent Points|1 Talent, 1 Ability Bonus| ^ 5 | 2 | 2 |10 Talent Points|1 Skill Focus| ^ 6 | 2 | 2 |12 Talent Points|1 Talent| ^ 7 | 2 | 2 |12 Talent Points|1 Feat| ^ 8 | 2 | 2 |12 Talent Points|1 Talent, 1 Ability Bonus| ^ 9 | 3 | 3 |12 Talent Points|1 Feat| ^ 10 | 3 | 3 |12 Talent Points|1 Talent| ^ 11 | 3 | 3 |12 Talent Points|1 Feat| ^ 12 | 3 | 3 |12 Talent Points|1 Talent, 1 Ability Bonus| ^ 13 | 4 | 4 |12 Talent Points|1 Feat| ^ 14 | 4 | 4 |12 Talent Points|1 Talent| ^ 15 | 4 | 4 |12 Talent Points|1 Feat| ^ 16 | 4 | 4 |12 Talent Points|1 Talent, 1 Ability Bonus| ^ 17 | 5 | 5 |12 Talent Points|1 Feat| ^ 18 | 5 | 5 |12 Talent Points|1 Feat| ^ 19 | 5 | 5 |12 Talent Points|1 Feat| ^ 20 | 5 | 5 |12 Talent Points|1 Feat, 1 Ability Bonus| * Base Attack Bonus, Base Defense Bonus \\ =====Talent tree===== {{map>:wiki:hydromancer_talents.png?nolink |The talent tree for the hydromancer class}} [[Hydromancer#Water Blast|jump to Water Blast @ 321, 131, 386, 196]] [[Hydromancer#Defensive Stance|jump to Defensive Stance @ 321, 436, 386, 501]] [[Hydromancer#Extract|jump to Extract @ 503, 105, 568, 170]] [[Hydromancer#Flow Like Water|jump to Flow Like Water @ 141, 105, 206, 170]] [[Hydromancer#Freeze|jump to Freeze @ 264, 34, 329, 99]] [[Hydromancer#Heal Wounds|jump to Heal Wounds @ 168, 280, 233, 345]] [[Hydromancer#Ice Stance|jump to Ice Stance @ 321, 532, 386, 597]] [[Hydromancer#Ice Surfing|jump to Ice Surfing @ 573, 281, 638, 346]] [[Hydromancer#Ice Trap|jump to Ice Trap @ 501, 457, 566, 522]] [[Hydromancer#Icy Patch|jump to Icy Patch @ 433, 389, 498, 454]] [[Hydromancer#Remedy|jump to Remedy @ 71, 280, 136, 345]] [[Hydromancer#Rushing Flood|jump to Rushing Flood @ 475, 281, 540, 346]] [[Hydromancer#Sphere|jump to Sphere @ 143, 458, 208, 523]] [[Hydromancer#Spout|jump to Spout @ 75, 526, 140, 591]] [[Hydromancer#Surge|jump to Surge @ 211, 174, 276, 239]] [[Hydromancer#Vaporize|jump to Vaporize @ 431, 175, 496, 240]] [[Hydromancer#Wave|jump to Wave @ 211, 389, 276, 454]] [[Hydromancer#Wall of Ice|jump to Wall of Ice @ 570, 525, 635, 590]] [[Hydromancer#Whip|jump to Whip @ 378, 34, 443, 99]] {{ two glowing blasts of water rise up out of stone bowls ====Water blast==== **Action**: Standard\\ **Requires**: No requirements\\ **Description**: You bind your ki to a [[wiki:sizes|Small]] quantity of water to target an enemy or a hex, or to deflect an incoming attack\\ **Range**: 30 feet\\ **Speed**: 8H (8 Hexes per segment)\\ **Effect**: Target creature or object\\ **Element**: 1 litre of water\\ **Offensive**: //Attack Bonus + Dex + 2d6//\\ **Defensive**: //Defense Bonus + Dex + 2d6//\\ **Damage**: Strength x 2 + 1d6 [Bludgeoning]\\ **Special**: Creatures targeted by water blast are [[conditions#blinded]] for the remainder of the segment in which they are attacked, even if the attack does not deal damage. As a free action you may return the water used in the attack back towards you in the following segment\\ **Talent Point Improvements**:\\ □ Extend the range by 10 feet. Maximum range is 120 feet\\ □ Increase the speed by 1H. Maximum speed is 16H\\ □□ Increase the [[dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus|Cost increases]])\\ \\ ---- a meditating hydromancer levitates orbs of water around themself ====Defensive stance==== **Action**: Full, Move, Swift\\ **Requires**: Level 4\\ **Description**: You create spheres of water which orbit you, which you can use to defend against incoming attacks\\ **Range**: The orbs can defend attacks that pass within 5 feet of your character\\ **Speed**: 6H\\ **Effect**: Three orbs of water orbit you\\ **Element**: 9 liters of water\\ **Defensive**: //Defense Bonus + Dex + 2d6//\\ **Cooldown**: 6 rounds\\ **Special**: Creating the orbs and setting them into their orbit around you is a full action. In subsequent rounds, you may spend a move action to defend as many incoming attacks as you have orbs. As a swift action, you may use a single orb to defend against an attack. When an orb defends against an attack, it dissipates. The orbs last 4 rounds and then dissipate\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 30 feet\\ □ Increase the speed by 1H. Maximum speed is 12H\\ □□ Increase the [[dice bonus]] of the defensive formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □□□ Increase the number of orbs to 4\\ □ Extend the duration of the orbs by 1 round\\ \\ ---- ice crystals and small droplets of frozen water surrounding them ====Extract==== **Action**: Swift, Standard\\ **Requires**: [[hydromancer#Vaporize]], Level 2\\ **Description**: You learn how to draw water from the most unconventional sources. You can draw water from soggy earth, from plant life, even straight out of the air. A living creature's ki energy prevents you from binding your ki to the water in their body\\ **Range**: 20 feet\\ **Speed**: 12H\\ **Effect**: Produce water according to the source. Maximum 1 [[units|unit]]\\ **Special**: Extracting water is a swift action. Using Extract as a standard action triples the range\\ **Talent Point Improvements**:\\ □ Extend the range by 10 feet. Maximum range is 120 feet\\ □ Increase the speed by 1H. Maximum speed is 24H\\ □ Increase the maximum amount of water extracted by 1 [[units|unit]]\\ \\ ---- two hydromancers locked in combat, water flowing around them and through the surrounding forest ====Flow like water==== **Action**: Swift\\ **Requires**: [[hydromancer#Surge]], Level 4\\ **Description**: With a Swift action, you shift the ki energy in your body, allowing you to temporarily swap two of your ability scores for a number of rounds equal to your Resolve modifier (minimum 1 round)\\ **Range**: Self\\ **Cooldown**: 6 rounds\\ **Special**: You may restore your normal ki as a free action before the duration ends. The cooldown starts the round after your ki returns to normal\\ **Talent Point Improvements**:\\ □ Reduce the required action to Free\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □□□ Increase the duration of the ability swap by 1 round\\ \\ ---- a ritual ring wrapped in frozen bands ====Freeze==== **Action**: Free\\ **Requires**: [[hydromancer#Water Blast]]\\ **Description**: You learn to modify your water blast, freezing it in order to change the type of damage you do\\ **Range**: Self\\ **Effect**: Water blast becomes frozen, changing the damage type\\ **Special**: You may change your blast into a group of icicles, a spinning ring of ice, or a frosty breath of biting cold. This changes the damage type to [[damage#damage types|Piercing, Slashing, or Burning]], respectively\\ **Absolute Zero**: Requires unlock. Your attack applies the [[conditions#Bleeding]] or [[conditions#Burned]] condition, at your option\\ **Talent Point Improvements**:\\ □□ Unlock Absolute Zero\\ \\ ---- a silhouette basks in floating healing waters ====Heal wounds==== **Action**: Full\\ **Requires**: No requirements\\ **Description**: You infuse a quantity of water with your ki energy, and apply it to wounds, vastly accelerating the healing process\\ **Range**: 5 feet\\ **Speed**: 6H\\ **Effect**: Target creature receives healing\\ **Element**: 1 liter of water\\ **Defensive**: //Defense Bonus + Dex + 3d6//\\ **Healing**: Res x 2 + 2d6\\ **Cooldown**: 6 rounds\\ **Special**: If an opponent attempts to interrupt your healing, their attack is rolled against your defensive formula. If their formula exceeds yours, the action is interrupted\\ **Talent Point Improvements**:\\ □ Reduce the required action to Standard\\ □ Extend the range by 5 feet. Maximum range is 30 feet\\ □ Increase the speed by 1H. Maximum speed is 18H\\ □□ Increase the [[dice bonus]] of the defensive formula by 1d6. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the healing formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a hydromancer stands with a wide stance in a flow of ice ====Ice stance==== **Action**: Swift\\ **Requires**: [[hydromancer#Ice Trap]]\\ **Description**: You encase your feet in ice and root yourself to the ground, granting a bonus to maneuvers\\ **Range**: Self\\ **Effect**: You root yourself in place, gaining a 1d6 bonus to maneuvers\\ **Element**: 4 litres of water\\ **Special**: You cannot move while in Ice Stance. Removing the ice is a free action. Ice Stance is a fighting stance. You cannot gain the benefits two stances at the same time\\ **Talent Point Improvements**:\\ □ Reduce the required action to Free\\ □ Increase the maneuver bonus by 1d6. Maximum bonus is 3d6\\ \\ ---- a hydromancer slides over snow on a frozen block of ice ====Ice surfing==== **Action**: Move, Full\\ **Requires**: [[hydromancer#Rushing Flood]], Level 2\\ **Description**: You create a block of ice and use it to surf on water or ice, up to 3 times your speed as a full round action, or one and a half times your swim or land speed as a single move action\\ **Range**: Self\\ **Effect**: You create a 5 foot circular slab of ice\\ **Element**: 600 litres per 5 foot hex, or 1 [[units|unit]] for every three hexes\\ **Cooldown**: 6 rounds\\ **Special**: Willing creatures may ride on the slab of ice with you provided there is enough unoccupied space\\ **Talent Point Improvements**:\\ □ Increase the diameter by 5 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □ Increase the maximum speed when used as a full action to 4 times your base speed\\ \\ ---- a human wades waist deep in an ice flow ====Ice trap==== **Action**: Standard\\ **Requires**: [[hydromancer#Icy Patch]], Level 2\\ **Description**: You move water into the target area and freeze it, causing any creature or object in the affected area to become rooted to the ground\\ **Range**: 30 feet\\ **Speed**: 6H\\ **Effect**: Target [[the_grid|hex]]\\ **Element**: 4 litres of water\\ **Offensive**: //Attack Bonus + Dex + 2d6//\\ **Cooldown**: 6 rounds\\ **Special**: Rooted characters may attempt a [[abilities#ability checks|Strength Check]] (difficulty 3) in order to free themselves from the ice. The ice can also be targeted by an attack action made against the offensive formula and is destroyed if the attack is successful. Alternatively, trapped creatures may use a full action to free themselves from the ice. The ice remains for 3 rounds. Larger objects may not be trapped, at GM discretion\\ **Talent Point Improvements**:\\ □ Reduce the required action by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □ Increase the speed by 1H. Maximum speed is 12H\\ □ Increase the offensive formula by 1d6. Total [[dice bonus|dice]] may not exceed character level. Maximum dice is 8d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □ Extend the number of rounds the ice remains by 1 round. Maximum duration is 6 rounds\\ □ Increase the target area by one [[the_grid|hex]]\\ \\ ---- cracks show in a clear frozen lake ====Icy patch==== **Action**: Standard\\ **Requires**: No requirements\\ **Description**: You throw water to the ground and freeze it, creating a slippery patch of ice which makes traction difficult\\ **Range**: 20 feet\\ **Speed**: 6H\\ **Effect**: Target 5 foot hex becomes slick\\ **Element**: 5 litres of water\\ **Cooldown**: 6 rounds\\ **Special**: Icy Patch can be used on any surface to which liquid water can cling. You may distribute the area in any connected sequence of hexes that your water is able to reach. When used on the ground, the ground becomes slippery which modifies balance checks made to traverse the area. The area remains icy for 12 rounds under normal conditions, 6 rounds in hot conditions, and 36 rounds in cold conditions\\ **Talent Point Improvements**:\\ □ Reduce the required action by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Extend the range by 10 feet. Maximum range is 120 feet\\ □ Increase the speed by 1H\\ □ Increase the number of affected hexes by 2. This increases the water requirement by 10 litres\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a bottle of glowing, swirling liquid ====Remedy==== **Action**: Full\\ **Requires**: [[hydromancer#Heal Wounds]], Level 2\\ **Description**: You infuse a quantity of water with your ki energy which imbues the water with restorative power. If imbibed, it can heal diseases and internal maladies\\ **Range**: 15 feet\\ **Speed**: 6H\\ **Effect**: Target water\\ **Element**: 1/2 liter of water\\ **Offensive Formula**: //Attack Bonus + Dex + 2d6//\\ **Healing Formula**: //Defense Bonus + Res + 2d6//\\ **Cooldown**: 6 rounds\\ **Special**: Once per day per target, when you heal the target with Remedy, it gains an additional ability check (at advantage) to attempt recovery from a disease, illness, malady, or poison. As a part of creating the healing tonic, you may also move the water with the range to its intended target, offering to them to drink\\ **Talent Point Improvements**:\\ □ Reduce the required action to Standard\\ □ Extend the range 15 feet and the speed by 1H. Maximum range is 60 feet\\ □ Increase the hit formulas by 1d6. Total [[dice bonus|dice]] may not exceed character level. Maximum dice is 8d6\\ □□ Increase the [[dice bonus]] of the healing formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a twisting stream of water picks up a hydromancer ====Rushing flood==== **Action**: Standard\\ **Requires**: No requirements\\ **Description**: You create a shifting wave of water that you use to carry you or an ally to safety, or to relocate an enemy\\ **Range**: Self, 15 feet\\ **Speed**: 4H\\ **Effect**: A small wave of water that shifts \\ **Element**: 2 [[units]] of water\\ **Offensive**: //Attack Bonus + Dex + 2d6//\\ **Defensive**: //Defense Bonus + Dex + 2d6//\\ **Cooldown**: 6 rounds\\ **Special**: The water must originate from within your range. The water carries any object or willing creature caught in its path up to 30 feet. If a creature successfully defends against this attack, they are only carried half the distance\\ **Talent Point Improvements**:\\ □ Reduce the required action to Move\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □ Increase the speed by 1H\\ □ Increase the hit formulas by 1d6. Total [[dice bonus|dice]] may not exceed character level. Maximum dice is 8d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □ Increase the distance the objects are moved 5 feet. Maximum distance is 40 feet\\ \\ ---- a sphere of water rests on a serene surface ====Sphere==== **Action**: Full, Move\\ **Requires**: [[hydromancer#Wave]], Level 4\\ **Description**: You draw water around you and then push it out in a rotating sphere of water\\ **Range**: Self\\ **Speed**: 4H\\ **Effect**: Sphere of water with radius of 15 feet\\ **Element**: 10 [[units]] of water for a full sphere\\ **Offensive**: //Attack Bonus + Res + 2d6//\\ **Defensive**: //Defense Bonus + Res + 2d6//\\ **Cooldown**: 6 rounds\\ **Special**: Creating the sphere requires a full action. You may maintain the sphere with a move action in subsequent rounds, up to //Res// rounds. You may pull the sphere inwards in subsequent rounds. Creatures making unsuccessful defensive action against the sphere are caught in the sphere, and are moved backwards or forwards with the movement of the sphere until the sphere ends or they make a successful defensive action against it, but are otherwise able to act normally\\ **Talent Point Improvements**:\\ □ Reduce the action required to create the sphere to Standard\\ □ Increase the speed by 1H\\ □□ Extend the radius of the sphere and the distance creatures are pushed back by 5 feet\\ □ Increase the hit formulas by 1d6. Total [[dice bonus|dice]] may not exceed character level. Maximum dice is 8d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a hydromancer rides on a rolling twist of water spouts ====Spout==== **Action**: Full\\ **Requires**: [[hydromancer#Sphere]]\\ **Description**: You may use Spout in two ways:\\ //Offensively:// You sweep water towards and around the target creature, swirling them around in a 10 foot spout, rendering them unable to act for one round\\ //Defensively:// As a move action, you create a swirling water spout that carries you 15 feet up into the air at your normal speed, enveloping your legs, but leaving your hands free\\ **Range**: 15 feet (offensively)\\ **Speed**: 4H (offensively)\\ **Effect**: Create water spout\\ **Element**: 1 [[units|unit]] of water per 5 feet of length of the water spout\\ **Offensive**: //Attack Bonus + Dex + 2d6//\\ **Defensive**: //Defense Bonus + Res + 2d6//\\ **Cooldown**: 12 rounds\\ **Special**: * **Defensively**: While in the spout, you have [[combat#advantage]] when defending yourself. You may maintain the spout in subsequent rounds using a swift action. You may only take the Walk, Dodge, or step movement actions when moving. Creatures hit by the spout are pushed to the nearest open space or are knocked prone. The spout may be targeted by an attack and is dispersed if hit * **Offensively**: The water moves from its source to the target at the speed before enveloping the target. The source of water and the target must be within the range. The target creature must make a defensive action against the offensive formula or be caught in the spout. Other players can target the spout even after it has captured a creature. If they exceed the original offensive formula, the spout is dispersed and the creature inside is unharmed\\ **Talent Point Improvements**:\\ □ Extend the range when used offensively by 5 feet. Maximum range is 30 feet\\ □ Increase the speed when used offensively by 1H. Maximum speed is 12H\\ □□ Extend the duration when used offensively by 1 segment. Maximum duration is 5 segments\\ □□ Increase the hit formulas by 1d6. Total [[dice bonus|dice]] may not exceed character level. Maximum dice is 8d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a glowing flow of water streams upward into the sky ====Surge==== **Action**: Swift\\ **Requires**: No requirements\\ **Description**: You focus your training on improving the ability of your choice\\ **Effect**: When you first select this talent, select an [[abilities|ability]]. When used, you gain a +2 bonus to that ability for 1 round. When you use this ability, you elevate your ki energy. To anyone within 60 feet, your ki gives off a surging, turbulent aura\\ **Cooldown**: 12 rounds\\ **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □□ The bonus increases from +2 to +4. Requires 8 levels in Hydromancer\\ □□ The bonus increases from +4 to +6. Requires 12 levels in Hydromancer\\ □ When using a swift action to activate this talent, you may also simultaneously activate [[hydromancer#Flow like Water]], provided you have that talent and it is not on cooldown\\ \\ ---- two shoes stand on a sheet of ice, and vaporized water flows up out of them ====Vaporize==== **Action**: Standard\\ **Requires**: No requirements\\ **Description**: You vaporize a tiny amount of water, creating a cloud of vapor which obscures sight, granting [[combat#concealment]]\\ **Range**: 20 feet\\ **Speed**: 10H\\ **Effect**: Cylinder with a diameter of 20 feet, 30 feet tall. Dissipates after 3 rounds\\ **Element**: Minimum 1 cubic centimeter of water\\ **Defensive**: //Defense Bonus + Res + 2d6//\\ **Cooldown**: 6 rounds\\ **Special**: Water must move from the player to the target location, which may be anywhere within the target cylinder. Water vapor then moves out from the target location. Vaporize can be used in conjunction with Extract to purify water. Attacks that generate wind in an attempt to displace the vapor must exceed the defensive formula\\ **Talent Point Improvements**:\\ □ Reduce the required action by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Extend the range by 10 feet. Maximum range is 120 feet\\ □ Increase the diameter by 5 feet\\ □ Extend the duration by 1 round\\ □ Increase the defensive formula by 1d6. Total [[dice bonus|dice]] may not exceed character level. Maximum dice is 8d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a hydromancer raises two large blocks of ice out of a pool of water ====Wall of ice==== **Action**: Full\\ **Requires**: [[hydromancer#Ice Trap]]\\ **Description**: Create a wall of ice that hampers enemy movement and blocks attacks\\ **Range**: 20 Feet\\ **Speed**: 12H\\ **Effect**: A wall of ice 10 feet high and 5 feet thick, in a line 25 feet long\\ **Element**: 8 [[units]] of water\\ **Hit Points**: Res + 1d6\\ **Cooldown**: 6 rounds\\ **Special**: If water is at the target location, the entire wall begins to rise, simultaneously. Otherwise, water moves at speed to the location before the wall rises. The range denotes the center point of the wall. The orientation of the wall is the choice of the binder. [[Walls|Rules]] governing walls\\ **Talent Point Improvements**:\\ □ Reduce the required action to Standard\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □ Increase the speed of the wall by 1H\\ □ Increase the maximum length of the wall by 10 feet\\ □ Increase the maximum height of the wall by 5 feet. This increases the required depth to create the wall\\ □□ Increase the maximum width of the wall to 10 feet\\ □□ Increase the [[dice bonus]] of the hit point formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a huge twisting wave of water ====Wave==== **Action**: Standard\\ **Requires**: No requirements\\ **Description**: You create a wave of water that damages enemies or creates a shield of water\\ **Range**: 30 feet\\ **Speed**: 6H\\ **Effect**: A wave of water 15 feet wide\\ **Element**: 3 [[units]] of water\\ **Offensive**: //Attack Bonus + Res + 2d6//\\ **Defensive**: //Defense Bonus + Res + 2d6//\\ **Damage**: Strength x 2 + 1d6 [Bludgeoning]\\ **Cooldown**: 6 rounds\\ **Special**: You create a wave of water that begins at the source of the required water, and must start within the range. The wave may then travel up to the range in any path you choose\\ Wave may be used defensively provided that the source water is positioned to do so. When used in this way, the water surges upward in three hexes which must be adjacent to the binder and to one another. The surge is 10 feet high, blocking any attacks in the segment it is used and the following segment. If the wave successfully defends against an attack, it remains in place, potentially blocking other incoming attacks. Otherwise, it dissipates and blocks no subsequent attacks\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □ Increase the speed by 1H. Maximum speed is 18H\\ □ Increase the width of the wave to 20 feet. This increases the required water by 1 [[units|unit]]\\ □□ Increase the [[dice bonus]] of the offensive and defensive formula by 1d6. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a hydromancer swings a whip of water at their enemy ====Whip==== **Action**: Standard, Full\\ **Requires**: [[hydromancer#Water Blast]]\\ **Description**: You lash out with whips of water that sweep forward and crack like physical whips, returning back to your hand\\ **Range**: 15 feet\\ **Speed**: 6H\\ **Effect**: A whip of water\\ **Element**: 20 litres of water\\ **Offensive**: Inherited from Water Blast\\ **Defensive**: Inherited from Water Blast\\ **Damage**: Inherited from Water Blast\\ **Cooldown**: 6 rounds\\ **Special**: Attacking with a standard action grants one attack and does not invoke the cooldown. Using a full action grants two attacks which must be used in separate segments, which invokes the cooldown. The cooldown only prevents use as a full action\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 30 feet\\ □ Increase the speed by 1H. Maximum speed is 12H\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ [[hydromancer|Back to top]]\\