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Animancer

[advent class]


Rules governing Advent Classes

Pronounciation: (AN-ih-man-cer)

Animancers are masters of the mind and the soul. Using their ki, they are able to separate a part of their conciousness and bind it to the elements to create elementals and golems.


Animancer Advent Class Level Table

Level Talent PointsLevel Bonuses
1 10 Talent Points1 Talent
2 10 Talent Points1 Talent
3 10 Talent Points5 Bonus Talent Points
4 10 Talent Points1 Talent
5 15 Talent Points1 Feat
6 15 Talent Points1 Talent
7 15 Talent Points5 Bonus Talent Points
8 15 Talent Points1 Talent
9 20 Talent Points1 Feat
10 20 Talent Points10 Bonus Talent Points


Talent tree

The Animancer class talent tree

Talent details

Base elemental stats

When creating an elemental, use the following formulas to determine the elemental's stats
Offensive: Attack Bonus + Int + 6d6
Defensive: Defense Bonus + Int + 6d6
Damage: Int x 2 + 6d6
Hit Points: Res x 6 + 3 x 6d6
Range: 5 feet
Speed: 4H (4 hexes per segment)
Base Move Speed: 30 feet
Special: Elementals can only be healed by their creator


Bind air

Action: Full
Requires: Intelligence score of 3
Description: You bind a portion of your consciousness to pre-existing air, creating an elemental directly under your control
Range: 5 feet
Speed: Instant
Effect: Up to two medium sized elementals of air are created
Duration: 10 rounds
Cooldown: 12 rounds
Special: Air elementals can manipulate their shape to pass through any opening which would permit normal air. With a Standard action, you can direct the movements of your elementals, granting each elemental under your control a movement action and Standard action. When attacking, an elemental may make a single attack using the stats above. You may not control more than three elementals at one time. Talent improvements apply to all elementals regardless of their element, and do not stack with improvements from the other element binding talents
Talent Improvement Points:
□ Reduce the required action to Standard
□ Extend the range by 5 feet (binding). Maximum range is 30 feet
□ Increase the speed of your elemental's attacks by 1H. Maximum speed is 12H
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the hit point formula by 1d6. (Cost increases)
□ Extend the duration of the elemental's existence by 1 minute


Darting flow

Action: Swift
Requires: Bind Air
Description: You cause your air elementals to churn and swirl, reducing the chance that they are hit by attacks
Speed: Instant
Effect: For the remainder of the round, there is a 1 in 6 chance that any attack targeting one of your air elementals will miss
Cooldown: 12 rounds
Special: For each potential attack against your air elementals when Darting flow is active, roll the miss chance before determining the normal outcome of an attack
Talent Improvement Points:
□□□ Increase the miss chance to 2 in 6
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Rushing winds

Action: Passive
Requires: Bind Air
Description: Your air elementals move with a swirling swiftness
Effect: Your air elemental's base movement speed increases to 40 feet
Special: When moving, your air elementals can change direction at any time, regardless of the normal restrictions on movement
Talent Improvement Points:
□□□ The base movement increases to 50 feet


Sweeping push

Action: Swift
Requires: Bind Air
Description: You are able to direct your air elementals to attack with a slicing blade of air
Range: Self
Effect: You may replace some or all of your air elementals' attacks this round with a sweeping push
Cooldown: 12 rounds
Special: Opponents in a 15 foot, 30° cone are pushed back 15 feet
Talent Improvement Points:
□□□ The cone is widened to 60°
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Air mastery

Action: Passive
Requires: Intelligence score of 5 and one of Darting Flow, Rushing Winds, or Sweeping Push
Description: You improve your mastery when controlling air elementals
Effect: When using Bind Air, you can create an additional elemental. Additionally, the range of your air elemental's attacks increases by 5 feet
Special: You may not control more than three elementals at one time. You may dismiss a currently controlled elemental in order to create the desired number of air elementals
Talent Improvement Points:
□□□ Increase the bonus range of your air elementals' attacks to 10 feet


Bind fire

Action: Full
Requires: Intelligence score of 3
Description: You bind a portion of your consciousness to pre-existing fire, creating an elemental directly under your control
Range: 5 feet
Speed: Instant
Effect: Up to two medium sized elementals of fire are created
Duration: 10 rounds
Cooldown: 12 rounds
Special: Fire elementals can manipulate their shape to pass through tight spaces no less than 6 inches wide. With a Standard action, you can direct the movements of your elementals, granting each elemental under your control a movement action and Standard action. When attacking, an elemental may make a single attack using the stats above. You may not control more than three elementals at one time. Talent improvements apply to all elementals regardless of their element, and do not stack with improvements from the other element binding talents
Talent Improvement Points:
□ Reduce the required action to Standard
□ Extend the range by 5 feet (binding). Maximum range is 30 feet
□ Increase the speed of your elemental's attacks by 1H. Maximum speed is 12H
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the hit point formula by 1d6. (Cost increases)
□ Extend the duration of the elemental's existence by 1 minute


Collateral damage

Action: Swift
Requires: Bind Fire
Description: You cause your fire elementals to surge, causing their attacks to also damage any creature adjacent to their target
Speed: Instant
Effect: For the remainder of the round, all attacks made by your fire elemental's will also damage any creature that is adjacent to the fire elemental's target
Cooldown: 12 rounds
Special: This ability affects all attacks made by your fire elementals and cannot be applied selectively
Talent Improvement Points:
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Fire bomb

Action: Swift
Requires: Bind Fire
Description: You cause one or more of your fire elementals to explode in a fiery blast
Speed: Instant
Effect: Your fire elemental makes an attack that effects all creatures within 10 feet
Cooldown: 12 rounds
Special: This attack uses the elemental's normal attack stats, and simply applies to all targets within the range. You cannot reduce the range of the explosion below 10 feet. The explosion destroys the elemental
Talent Improvement Points:
□□□ Extend the maximum range of the explosion to 15 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Lashing flames

Action: Swift
Requires: Bind Fire
Description: You grant your fire elementals the ability to attack twice with their next standard action
Speed: Instant
Effect: Your fire elementals' next attack can affect two targets
Cooldown: 12 rounds
Special: This effect lasts up to six rounds if not used. On the elemental's next attack, they may choose two targets instead of one, making whip attacks against the two targets
Talent Improvement Points:
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Fire mastery

Action: Passive
Requires: Intelligence score of 5 and one of Collateral Damage, Fire Bomb, or Lashing Flames
Description: You improve your mastery when controlling fire elementals
Effect: When using Bind Fire, you can create an additional two elementals. Additionally, the range of your fire elemental's attacks increases by 5 feet
Special: You may not control more than three elementals at one time. You may dismiss a currently controlled elemental in order to create the desired number of fire elementals
Talent Improvement Points:
□□□ Increase the bonus range of your fire elementals' attacks to 10 feet


Bind earth

Action: Full
Requires: Intelligence score of 3
Description: You bind a portion of your consciousness to pre-existing earth, creating an elemental directly under your control
Range: 5 feet
Speed: Instant
Effect: Up to two medium sized elementals of earth are created
Duration: 10 rounds
Cooldown: 12 rounds
Special: With a Standard action, you can direct the movements of your elementals, granting each elemental under your control a movement action and Standard action. When attacking, an elemental may make a single attack using the stats above. You may not control more than three elementals at one time. Talent improvements apply to all elementals regardless of their element, and do not stack with improvements from the other element binding talents
Talent Improvement Points:
□ Reduce the required action to Standard
□ Extend the range by 5 feet (binding). Maximum range is 30 feet
□ Increase the speed of your elemental's attacks by 1H. Maximum speed is 12H
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the hit point formula by 1d6. (Cost increases)
□ Extend the duration of the elemental's existence by 1 minute


Deflect

Action: Passive
Requires: Bind Earth
Description: You augment your earth elemental's natural toughness
Effect: Your earth elementals gain Int x 2 + 6d6 additional hit points
Talent Improvement Points:
□□□ Increase the hit point bonus by an additional 3d6


Shatter

Action: Swift
Requires: Bind Earth
Description: You cause one or more of your earth elementals to explode in a flurry of flying rock
Speed: Instant
Effect: Your earth elemental makes an attack that effects all creatures within 10 feet
Cooldown: 12 rounds
Special: This attack uses the elemental's normal attack stats, and simply applies to all targets within the range. You cannot reduce the range of the explosion below 10 feet. The explosion destroys the elemental
Talent Improvement Points:
□□□ Extend the maximum range of the explosion to 15 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Shield

Action: Swift
Requires: Bind Earth
Description: You cause your earth elementals to grow larger, allowing them to provide cover
Speed: Instant
Effect: Your earth elementals provide cover for one round
Cooldown: 12 rounds
Special: The earth elementals remain medium sized. The growth applies to all your earth elementals and cannot be applied selectively
Talent Improvement Points:
□□□ Increase the duration to two rounds
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Earth mastery

Action: Passive
Requires: Intelligence score of 5 and one of Deflect, Shatter, or Shield
Description: You improve your mastery when controlling earth elementals
Effect: When using Bind Earth, you can create an additional two elementals. Additionally, the range of your earth elemental's attacks increases by 5 feet
Special: You may not control more than three elementals at one time. You may dismiss a currently controlled elemental in order to create the desired number of earth elementals
Talent Improvement Points:
□□□ Increase the bonus range of your earth elementals' attacks to 10 feet


Bind water

Action: Full
Requires: Intelligence score of 3
Description: You bind a portion of your consciousness to pre-existing water, creating an elemental directly under your control
Range: 5 feet
Speed: Instant
Effect: Up to two medium sized elementals of water are created
Duration: 10 rounds
Cooldown: 12 rounds
Special: Water elementals can manipulate their shape to pass through tight spaces no less than 2 inches wide, but do so at half their normal speed. With a Standard action, you can direct the movements of your elementals, granting each elemental under your control a movement action and Standard action. When attacking, an elemental may make a single attack using the stats above. You may not control more than three elementals at one time. Talent improvements apply to all elementals regardless of their element, and do not stack with improvements from the other element binding talents
Talent Improvement Points:
□ Reduce the required action to Standard
□ Extend the range by 5 feet (binding). Maximum range is 30 feet
□ Increase the speed of your elemental's attacks by 1H. Maximum speed is 12H
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the hit point formula by 1d6. (Cost increases)
□ Extend the duration of the elemental's existence by 1 minute


Disperse

Action: Swift
Requires: Bind Water
Description: You cause your water elementals to temporarily disperse, reducing the chance that they are hit by attacks
Speed: Instant
Effect: For the remainder of the round, there is a 1 in 6 chance that any attack targeting one of your water elementals will miss
Cooldown: 12 rounds
Special: For each potential attack against your water elementals while Disperse is active, roll the miss chance before determining the normal outcome of an attack
Talent Improvement Points:
□□□ Increase the miss chance to 2 in 6
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Recovery

Action: Swift
Requires: Bind Water
Description: You focus your mind on reestablishing the binding between yourself and your elementals, causing them to recover from inflicted damage
Speed: Instant
Effect: All of your water elementals receive healing
Healing: Int x 2 + 6d6
Cooldown: 12 rounds
Talent Improvement Points:
□□□□□ □□□□□ Increase the dice bonus of the healing formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Twisting flow

Action: Swift
Requires: Bind Water
Description: You temporarily focus on boosting your elementals' speed, causing them to twist and dart, giving them advantage when performing maneuvers
Speed: Instant
Effect: For the remainder of the segment, you elementals gain advantage when performing a maneuver
Cooldown: 12 rounds
Talent Improvement Points:
□ Increase the duration of the bonus. Maximum duration is 1 round
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Water mastery

Action: Passive
Requires: Intelligence score of 5 and one of Disperse, Recovery, or Twisting Flow
Description: You improve your mastery when controlling water elementals
Effect: When using Bind Water, you can create an additional two elementals. Additionally, the range of your earth elemental's attacks increases by 5 feet
Special: You may not control more than three elementals at one time. You may dismiss a currently controlled elemental in order to create the desired number of water elementals
Talent Improvement Points:
□□□ Increase the bonus range of your earth elementals' attacks to 10 feet


Extended animation

Action: Passive
Requires: Intelligence score of 5
Description: Your mental acuity and training allow you to greatly extend the duration of your created elementals
Effect: The duration of your elementals is extended by 1 minute for each point of Intelligence you possess
Talent Improvement Points:
□ Increase the duration of your elementals by 2 minutes


Master animancer

Action: Full
Requires: Intelligence score of 9, Extended Animation
Description: Your mental acuity and training allow you to sacrifice elementals to create a golem
Effect: Sacrifices at least two elementals to create a permanent golem
Special: Golems share the same stats as an elemental but are permanent. The golem can perform actions as if it were an elemental of the sacrificed type. If you sacrifice elementals of differing types, the resulting golem takes on the properties of all the sacrificed types simultaneously. You may only sustain one golem at a time


Resilient animation

Action: Passive
Requires: Intelligence score of 5
Description: Your mental acuity and training allow you to greatly extend the durability of your created elementals
Effect: Your created elementals gain an additional 6d6 hit points
Talent Improvement Points:
□ Increase the dice bonus of the hit point bonus by 1d6. Maximum bonus is 12d6


Surge

Action: Swift
Requires: Intelligence score of 3
Description: You focus your mental energy on your bindings, giving your elementals a burst of speed
Effect: You cause all your elementals to take the Dash action
Cooldown: 12 rounds
Special: The Dash action does not consume your elementals' normal actions, but does prohibit the initiation of other actions in the same segment
Talent Improvement Points:
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Swift bindings

Action: Passive
Requires: Intelligence score of 5
Description: Your mental acuity and training allow you to swiftly bind elementals
Effect: As a standard action, you may bind up to three elementals. As a move action, you may bind up to two elementals. As a swift action, you may bind a single elemental
Normal: Binding any number of elementals requires a full action
Special: This talent does not allow you to summon elementals of different elements with the same action

wiki/animancer.txt · Last modified: 2019/01/03 08:23 by caleymccready