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wiki:animancer [2019/07/22 14:35]
caleymccready
wiki:animancer [2020/07/05 20:18] (current)
caleymccready [Discharge]
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 {{map>:​wiki:​animancer_talent_tree.png?​nolink |The Animancer class talent tree}} {{map>:​wiki:​animancer_talent_tree.png?​nolink |The Animancer class talent tree}}
  
-[[Animancer#​Bind Air|jump to Bind Air @ 221169276224]] +[[Animancer#​Bind Air|jump to Bind Air @ 245220286260]] 
-[[Animancer#​Darting Flow|jump to Darting Flow @ 82141137196]] +[[Animancer#​Darting Flow|jump to Darting Flow @ 126195166235]] 
-[[Animancer#​Rushing ​Winds|jump to Rushing ​Winds 1953025085]] +[[Animancer#​Redirect|jump to Redirect @ 108, 83, 148, 123]] 
-[[Animancer#​Sweeping Push|jump to Sweeping Push @ 13885193140]] +[[Animancer#​Rushing ​Wind|jump to Rushing ​Wind 223101263141]] 
-[[Animancer#​Air Mastery|jump to Air Mastery ​61911664]] +[[Animancer#​Sweeping Push|jump to Sweeping Push @ 1563719677]] 
-[[Animancer#​Bind Fire|jump to Bind Fire @ 409170464225]] +[[Animancer#​Swirling Winds|jump to Swirling Winds172146212186]] 
-[[Animancer#​Collateral Damage|jump to Collateral Damage ​549143604198]] +[[Animancer#​Wall of Dust|jump to Wall of Dust @ 60, 131, 100, 171]] 
-[[Animancer#​Fire Bomb|jump to Fire Bomb 49386548, 141]] + 
-[[Animancer#​Lashing Flames|jump to Lashing Flames ​4383149386]] +[[Animancer#​Bind Fire|jump to Bind Fire @ 405220445260]] 
-[[Animancer#​Fire Mastery|jump to Fire Mastery ​570962564]] +[[Animancer#​Backdraft|jump to Backdraft ​523197563237]] 
-[[Animancer#​Bind Earth|jump to Bind Earth @ 409354464409]] +[[Animancer#​Blaze|jump to Blaze 589132629, 172]] 
-[[Animancer#​Deflect|jump to Deflect ​436494491549]] +[[Animancer#​Engulf|jump to Engulf @ 428, 101, 468, 141]] 
-[[Animancer#​Shatter|jump to Shatter @ 548382603437]] +[[Animancer#​Ki Link|jump to Ki Link 54284602124]] 
-[[Animancer#​Shield|jump to Shield ​493438548493]] +[[Animancer#​Soothing Pulse|jump to Soothing Pulse 4943653676]] 
-[[Animancer#​Earth Mastery|jump to Earth Mastery ​570514625569]] +[[Animancer#​Whirling Flames|jump to Whirling Flames @ 476, 149, 516, 189]] 
-[[Animancer#​Bind Water|jump to Bind Water @ 221354276409]] + 
-[[Animancer#​Disperse|jump to Disperse ​137437192492]] +[[Animancer#​Bind Earth|jump to Bind Earth @ 406377446417]] 
-[[Animancer#​Recovery|jump to Recovery @ 193493248548]] +[[Animancer#​Chemise|jump to Chemise ​427496, 467, 536]] 
-[[Animancer#​Twisting Flow|jump to Twisting Flow @ 81381136436]] +[[Animancer#​Churning Earth|jump to Churning Earth @ 477, 449, 517, 489]] 
-[[Animancer#​Water Mastery|jump to Water Mastery ​61514116569]] +[[Animancer#​Heavy-handed|jump to Heavy-handed @ 524, 402564442]] 
-[[Animancer#​Extended Animation|jump to Extended Animation ​446261501316]] +[[Animancer#​Shatter|jump to Shatter @ 589466629506]] 
-[[Animancer#​Master ​Animancer|jump to Master ​Animancer @ 528261583316]] +[[Animancer#​Stone Skin|jump to Stone Skin 494562534602]] 
-[[Animancer#​Resilient Animation|jump to Resilient Animation ​315393, 370, 448]] +[[Animancer#​Unit|jump to Unit 542513582543]] 
-[[Animancer#​Surge|jump to Surge @ 184260239315]] + 
-[[Animancer#​Swift Bindings|jump to Swift Bindings ​315133370188]]+[[Animancer#​Bind Water|jump to Bind Water @ 245377285417]] 
 +[[Animancer#​Bubbling Waters|jump to Bubbling Waters ​172448212488]] 
 +[[Animancer#​Frost Bloom|jump to Frost Bloom @ 61, 466, 101, 506]] 
 +[[Animancer#​Ice Block|jump to Ice Block @ 108, 513, 148, 553]] 
 +[[Animancer#​Reconstitution|jump to Reconstitution @ 155, 561, 195, 601]] 
 +[[Animancer#​Recovery|jump to Recovery @ 221495262535]] 
 +[[Animancer#​Twisting Flow|jump to Twisting Flow @ 125399165439]] 
 + 
 +[[Animancer#​Cloud Spirit|jump to Cloud Spirit ​126298166338]] 
 +[[Animancer#​Sky Dragon|jump to Sky Dragon ​60251100291]] 
 +[[Animancer#​Healing Rain|jump to Healing Rain @ 60, 343, 100, 383]] 
 + 
 +[[Animancer#Storm Spirit|jump to Storm Spirit @ 325, 102, 365, 142]] 
 +[[Animancer#​Discharge|jump to Discharge ​3713641176]] 
 +[[Animancer#​Thunder|jump to Thunder ​27936319, 76]] 
 + 
 +[[Animancer#​Lava Golem|jump to Lava Golem @ 523, 297, 563, 337]] 
 +[[Animancer#​Flash Point|jump to Flash Point @ 589, 252, 629, 292]] 
 +[[Animancer#​Molten Grip|jump to Molten Grip @ 588, 344, 628, 388]] 
 + 
 +[[Animancer#​Clay Golem|jump to Clay Golem @ 324, 495, 364, 535]] 
 +[[Animancer#​Deconstitution|jump to Deconstitution @ 277, 561, 317, 601]] 
 +[[Animancer#​Mud Bath|jump to Mud Bath @ 370, 561, 410, 601]] 
 + 
 +[[Animancer#​Soul siphon|jump to Soul Siphon@ 436, 296, 476, 336]] 
 +[[Animancer#​Spirit Bond|jump to Spirit Bond@ 324, 409, 364, 449]] 
 +[[Animancer#​Surge|jump to Surge@ ​325189365229]] 
 +[[Animancer#​Symmetry|jump to Symmetry213296253336]] 
  
 {{<map}} {{<map}}
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 **Defensive**:​ //Defense Bonus + Int + 6d6//\\ **Defensive**:​ //Defense Bonus + Int + 6d6//\\
 **Damage**: //Int x 2 + 6d6//\\ **Damage**: //Int x 2 + 6d6//\\
-**Hit Points**: //Res x 6 + 3 x 6d6//\\+**Hit Points**: //Res x 6 + 18d6//\\
 **Range**: 5 feet\\ **Range**: 5 feet\\
-**Speed**: 4H (4 hexes per segment)\\ +**Speed ​(attack)**: 4H (4 hexes per segment)\\ 
-**Base Move Speed**: 30 feet\\ +**Speed ​(movement)**: 30 feet\\ 
-**Special**:​ Elementals can only be healed by their creator\\+**Special**: ​Elementals attack with a standard action. ​Elementals can only be healed by their creator\\
  
 \\ \\
-==== Bind air====+===== Air talents ===== 
 + 
 +\\ 
 +==== Bind air ====
 **Action**: Full\\ **Action**: Full\\
-**Requires**:​ [[abilities#​Intelligence]] score of 3\\ +**Requires**: ​[[Aeromancer]] Level 1, [[abilities#​Intelligence]] score of 2\\ 
-**Description**:​ You bind a portion of your consciousness to pre-existing ​air, creating an elemental directly under your control\\+**Description**:​ You bind a portion of your consciousness to air, creating an elemental directly under your control\\
 **Range**: 5 feet\\ **Range**: 5 feet\\
 **Speed**: Instant\\ **Speed**: Instant\\
-**Effect**: ​Up to two medium sized elementals of air are created\\ +**Effect**: ​Using a portion of your ki, you create one medium sized air elemental\\ 
-**Duration**:​ 10 rounds\\ +**Cooldown**:​ 12 rounds, once a day\\ 
-**Cooldown**:​ 12 rounds\\ +**Special**: ​ 
-**Special**:​ Air elementals can manipulate their shape to pass through any opening which would permit normal airWith a Standard ​action, you can direct ​the movements of your elementals, granting ​each elemental under your control ​a movement action and Standard action. ​When attackingan elemental may make a single attack using the stats aboveYou 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\\+  * When you create an air elemental, for each 30 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points) 
 +  * Air elementals can manipulate their shape to pass through any opening which would permit normal air flow 
 +  * With a Movement ​action, you direct your elemental, granting a movement action and Standard action. ​These may be used immediatelybut not in the same segmentThese actions expire ​at the end of the round  
 +  * Talent improvements ​that change the base elemental stat block do not stack with other sources 
 +  * With this talent, you may bind one air elemental 
 +  * You can never bind more than two elementals at one time
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□ Reduce the required action to Standard\\ +□ Extend the range by 5 feet (binding). Maximum range is 120 feet\\ 
-□ Extend the range by 5 feet (binding). Maximum range is 30 feet\\+□□ Extend the range of your elemental'​s attacks to 10 feet\\
 □ Increase the speed of your elemental'​s attacks by 1H. Maximum speed is 12H\\ □ 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. ([[dice bonus#​Advent Classes|Cost increases]])\\ □□□□□ □□□□□ 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 dice bonus of the damage formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\
 □□□□□ □□□□□ Increase the hit point formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the hit point formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\
-□ Extend the duration of the elemental'​s existence by 1 minute\\+
  
  
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 **Action**: Swift\\ **Action**: Swift\\
 **Requires**:​ [[Animancer#​Bind Air]]\\ **Requires**:​ [[Animancer#​Bind Air]]\\
-**Description**:​ You cause your air elementals ​to churn and swirl, ​reducing the chance that they are hit by attacks\\+**Description**:​ You cause your air elemental ​to churn and swirl, ​dodging ​attacks\\
 **Speed**: Instant\\ **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\\+**Effect**: For the remainder of the round, ​attacks targeting your air elemental have a 1 in 6 chance ​to miss\\
 **Cooldown**:​ 12 rounds\\ **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\\+**Special**: ​Applies to one air elemental. ​For each potential attack against your air elemental ​when Darting flow is active, roll the miss chance before determining the normal outcome of an attack\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□□□ Increase the miss chance ​to 2 in 6\\+□□□ Increase the miss chance ​by 1. Maximum miss chance is 3 in 6\\
 □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
  
 \\ \\
-==== Rushing ​winds ====+==== Redirect ==== 
 +**Action**: Swift\\ 
 +**Requires**:​ [[animancer#​Swirling Winds]], [[abilities#​Intelligence]] score of 4\\ 
 +**Description**:​ Your air elementals can redirect attacks that pass through them\\ 
 +**Effect**: When an attack passes directly through one of your air elementals, you may spend a swift action to redirect the attack\\ 
 +**Cooldown**:​ 6 rounds\\ 
 +**Special**:​ Even if the cooldown is removed, this ability may only be used once per elemental, per round\\ 
 +**Talent Point Improvements**:​\\ 
 +□ Reduce the cooldown by 1 round\\ 
 + 
 +\\ 
 +==== Rushing ​wind ====
 **Action**: Passive\\ **Action**: Passive\\
 **Requires**:​ [[Animancer#​Bind Air]]\\ **Requires**:​ [[Animancer#​Bind Air]]\\
 **Description**:​ Your air elementals move with a swirling swiftness\\ **Description**:​ Your air elementals move with a swirling swiftness\\
-**Effect**: Your air elemental'base movement speed increases to 40 feet\\ +**Effect**: Your air elementals' base movement speed increases to 35 feet\\ 
-**Special**: ​When moving, your air elementals can change direction at any time, regardless of the normal restrictions on movement\\+**Special**: ​Applies to all your air elementals. wWhen moving, your air elementals can change direction at any time, regardless of the normal restrictions on movement\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□□□ The base movement ​increases to 50 feet\\+□□ ​Increase the base movement ​speed by 5 feet. Maximum speed is 50 feet\\
  
 \\ \\
 ==== Sweeping push ==== ==== Sweeping push ====
 **Action**: Swift\\ **Action**: Swift\\
-**Requires**:​ [[Animancer#​Bind Air]]\\ +**Requires**:​ [[Animancer#​Rushing Wind]]\\ 
-**Description**:​ You are able to direct your air elementals ​to attack with a slicing ​blade of air\\+**Description**:​ You are able to direct your air elemental ​to attack with rushing ​blade of air\\
 **Range**: Self\\ **Range**: Self\\
-**Effect**: You may replace some or all of your air elementals'​ attacks this round with a sweeping push\\+**Effect**: You direct ​your air elemental to release ​a sweeping push of rushing air. Creatures in 15 foot, 60° cone are pushed back 15 feet\\
 **Cooldown**:​ 12 rounds\\ **Cooldown**:​ 12 rounds\\
-**Special**: ​Opponents in a 15 foot, 30° cone are pushed back 15 feet\\+**Special**: ​Applies to one air elemental. You may shorten the arc of the cone as desired\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□□□ Increase the arc from 30° to 60°\\+□□□ Increase the arc from 60° to 120°\\
 □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
  
 \\ \\
-==== Air mastery ​====+==== Swirling winds ====
 **Action**: Passive\\ **Action**: Passive\\
-**Requires**:​ [[abilities#Intelligence]] score of 5 and one of [[Animancer#​Darting Flow]], [[Animancer#Rushing Winds]], or [[Animancer#​Sweeping Push]]\\+**Requires**:​ [[animancer#Bind Air]], [[abilities#Intelligence]] score of 3\\
 **Description**:​ You improve your mastery when controlling air elementals\\ **Description**:​ You improve your mastery when controlling air elementals\\
-**Effect**: ​When using [[Animancer#​Bind Air]], you can create ​an additional elemental. Additionally,​ the range of your air elemental's attacks increases by 5 feet\\ +**Effect**: ​You can create ​and control a second ​air elemental\\ 
-**Special**: ​You may not control more than three elementals ​at one timeYou may dismiss a currently controlled elemental in order to create ​the desired ​number of air elementals\\+**Special**: ​Your air elementals ​permanently gain +5 movement speedThis talent does not increase ​the maximum ​number of elementals ​you can bind simultaneously\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□□□ Increase the bonus range of your air elementals'​ attacks to 10 feet\\+□□□ Increase the range of your air elementals'​ attacks ​by 5 feet. Maxiumum increase is 5 feet\\ 
 + 
 +\\ 
 +==== Wall of dust ==== 
 +**Action**: Swift\\ 
 +**Requires**:​ [[animancer#​Darting Flow]]\\ 
 +**Description**:​ You direct your air elemental to stir up a wall of dust and debris, obscuring sight\\ 
 +**Range**: 5 feet\\ 
 +**Effect**: Your elemental creates a wall of dust 15 feet wide and 5 feet thick, providing two levels of [[combat#​concealment]] and lasting for 1 round\\ 
 +**Cooldown**:​ 6 rounds\\ 
 +**Special**:​ The wall of dust must be perpendicular to the air elemental, and orginate from within the range of their normal attacks\\ 
 +**Talent Point Improvements**:​\\ 
 +□□□ Extend the range to 10 feet\\ 
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ 
 + 
 +\\ 
 +===== Fire talents =====
  
 \\ \\
-==== Bind fire====+==== Bind fire ====
 **Action**: Full\\ **Action**: Full\\
-**Requires**:​ [[abilities#​Intelligence]] score of 3\\ +**Requires**: ​[[Pyromancer]] Level 1, [[abilities#​Intelligence]] score of 3\\ 
-**Description**:​ You bind a portion of your consciousness to pre-existing fire, creating ​an elemental directly under your control\\+**Description**:​ You bind a portion of your consciousness to create ​an elemental directly under your control\\
 **Range**: 5 feet\\ **Range**: 5 feet\\
 **Speed**: Instant\\ **Speed**: Instant\\
-**Effect**: ​Up to two medium sized elementals of fire are created\\ +**Effect**: ​Using a portion of your ki, you create one medium sized fire elemental\\ 
-**Duration**:​ 10 rounds\\ +**Cooldown**:​ 12 rounds, once a day\\ 
-**Cooldown**:​ 12 rounds\\ +**Special**: ​ 
-**Special**:​ Fire elementals can manipulate their shape to pass through tight spaces no less than 6 inches wide. With Standard ​action, you can direct the movements of your elementals, granting each elemental under your control ​movement ​action and Standard action. When attacking, an elemental ​may make a single attack using the stats aboveYou 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\\+  * When you create a fire elemental, for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points) 
 +  * Fire elementals can manipulate their shape to pass through tight spaces no less than 6 inches wide  
 +  * As Move action, you grant Move action and Standard action ​to your elemental. ​The actions ​may be used immediately,​ but not in the same segment. The actions expire ​at the end of the round  
 +  * Talent improvements ​that change the base elemental stat block do not stack with other sources 
 +  * With this talent, you may bind one fire elemental 
 +  * You can never bind more than two elementals at one time
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□ Reduce the required action to Standard\\ 
 □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\ □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\
 +□□ Extend the range of your elemental'​s attacks to 10 feet\\
 □ Increase the speed of your elemental'​s attacks by 1H. Maximum speed is 12H\\ □ 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. ([[dice bonus#​Advent Classes|Cost increases]])\\ □□□□□ □□□□□ 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 dice bonus of the damage formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\
 □□□□□ □□□□□ Increase the hit point formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the hit point formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\
-□ Extend the duration of the elemental'​s existence by 1 minute\\ 
  
  
 \\ \\
-==== Collateral damage ​====+==== Backdraft ​====
 **Action**: Swift\\ **Action**: Swift\\
 **Requires**:​ [[Animancer#​Bind Fire]]\\ **Requires**:​ [[Animancer#​Bind Fire]]\\
-**Description**:​ You cause your fire elementals to surge, causing their attacks to also damage ​any creature adjacent to their target\\+**Description**:​ You cause one of your fire elementals to erupt with fiery cone of damage\\
 **Speed**: Instant\\ **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\\+**Effect**: ​Your fire elemental ​makes an attack ​that effects all creatures within a 15 foot, 60° cone\\
 **Cooldown**:​ 12 rounds\\ **Cooldown**:​ 12 rounds\\
-**Special**:​ This ability affects all attacks made by your fire elementals and cannot be applied selectively\\+**Special**:​ This attack uses the elemental'​s normal attack stats\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
 +□□□ Extend the angle of the cone to 120°\\
 □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
  
  
 \\ \\
-==== Fire bomb ====+==== Blaze ====
 **Action**: Swift\\ **Action**: Swift\\
-**Requires**:​ [[Animancer#​Bind Fire]]\\ +**Requires**:​ [[Animancer#​Backdraft]]\\ 
-**Description**:​ You cause one or more of your fire elementals to explode in a fiery blast\\+**Description**:​ You cause one of your fire elementals to explode in a fiery blast\\
 **Speed**: Instant\\ **Speed**: Instant\\
 **Effect**: Your fire elemental makes an attack that effects all creatures within 10 feet\\ **Effect**: Your fire elemental makes an attack that effects all creatures within 10 feet\\
 **Cooldown**:​ 12 rounds\\ **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\\+**Special**:​ This attack uses the elemental'​s normal attack stats, does 2d6 bonus damage, and applies to all targets within the range. ​Minimum blast range is 10 feet. The explosion destroys the elemental\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
 □□□ Extend the maximum range of the explosion to 15 feet\\ □□□ Extend the maximum range of the explosion to 15 feet\\
 +□□□ Increase the bonus damage by 2d6. Maximum bonus damage is 6d6\\
 □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
  
  
 \\ \\
-==== Lashing flames ​====+==== Collateral damage ==== 
 +**Action**: Passive\\ 
 +**Requires**:​ [[Animancer#​Whirling Flames]], [[abilities#​Intelligence]] score of 5\\ 
 +**Description**:​ Your fire elementals'​ attacks also damage any creature adjacent to their target\\ 
 +**Speed**: Instant\\ 
 +**Effect**: All basic attacks made by your fire elementals 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 Point Improvements**:​\\ 
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ 
 + 
 + 
 +\\ 
 +==== Engulf ​====
 **Action**: Swift\\ **Action**: Swift\\
 **Requires**:​ [[Animancer#​Bind Fire]]\\ **Requires**:​ [[Animancer#​Bind Fire]]\\
-**Description**:​ You grant your fire elementals ​the ability ​to attack twice with their next standard action\\ +**Description**:​ You direct one of your fire elementals to engulf a target in flame\\ 
-**Speed**: Instant\\ +**Effect**: Your fire elemental makes an attack that attempts to move up to 10 feet into the same space as your target. If successful, the elemental surrounds the target and deals normal damage every round until the target leaves the hex. If unsuccessful,​ the elemental stops short of moving into the target's hex\\
-**Effect**: Your fire elementals' ​next attack can affect two targets\\+
 **Cooldown**:​ 12 rounds\\ **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\\+**Special**:​ This attack uses the elemental'​s ​normal ​attack ​stats\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
 □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
Line 201: Line 282:
  
 \\ \\
-==== Fire mastery ​====+==== Soothing pulse ==== 
 +**Action**: Move\\ 
 +**Requires**:​ [[Animancer#​Engulf]],​ [[Pyromancer#​Path of Peace]]\\ 
 +**Description**:​ Your fire elemental releases a healing wave of energy\\ 
 +**Effect**: Your elemental heals all targets within 5 feet\\ 
 +**Cooldown**:​ 12 rounds\\ 
 +**Special**:​ Use elemental'​s damage formula to determine the strength of the healing\\ 
 +**Talent Point Improvements**:​\\ 
 +□□□ □□□ Extend the range of the healing by 5 feet. Maximum range is 15 feet\\ 
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ 
 + 
 + 
 +\\ 
 +==== Whirling flames ​====
 **Action**: Passive\\ **Action**: Passive\\
-**Requires**:​ [[abilities#​Intelligence]] score of 5 and one of [[Animancer#​Collateral Damage]], [[Animancer#Fire Bomb]], or [[Animancer#Lashing Flames]]\\+**Requires**:​ [[animancer#Bind Fire]], [[abilities#Intelligence]] score of 4\\
 **Description**:​ You improve your mastery when controlling fire elementals\\ **Description**:​ You improve your mastery when controlling fire elementals\\
-**Effect**: ​When using [[Animancer#​Bind Fire]], you can create ​an additional two elementals. Additionally,​ the range of your fire elemental's attacks increases by 5 feet\\ +**Effect**: ​You can create ​and control a second ​fire elemental\\ 
-**Special**: ​You may not control more than three elementals ​at one timeYou may dismiss a currently controlled elemental in order to create ​the desired ​number of fire elementals\\+**Special**: ​Your fire elementals ​permanently gain +1d6 damageThis talent does not increase ​the maximum ​number of elementals ​you can bind simultaneously\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□□□ Increase the bonus range of your fire elementals'​ attacks to 10 feet\\+□□□ Increase the bonus damage ​of your fire elementals'​ attacks to 2d6\\ 
  
  
 \\ \\
-==== Bind earth====+===== Earth talents ===== 
 + 
 +\\ 
 +==== Bind earth ====
 **Action**: Full\\ **Action**: Full\\
-**Requires**:​ [[abilities#​Intelligence]] score of 3\\ +**Requires**: ​[[Petramancer]] Level 1, [[abilities#​Intelligence]] score of 3\\ 
-**Description**:​ You bind a portion of your consciousness to pre-existing ​earth, creating an elemental directly under your control\\+**Description**:​ You bind a portion of your consciousness to earth, creating an elemental directly under your control\\
 **Range**: 5 feet\\ **Range**: 5 feet\\
 **Speed**: Instant\\ **Speed**: Instant\\
-**Effect**: ​Up to two medium sized elementals ​of earth are created\\ +**Effect**: ​Using a portion of your ki, you create a medium sized elemental ​of earth\\ 
-**Duration**:​ 10 rounds\\ +**Cooldown**:​ 12 rounds, once a day\\ 
-**Cooldown**:​ 12 rounds\\ +**Special**: ​ 
-**Special**: ​With a Standard action, ​you can direct the movements of your elementalsgranting ​each elemental under your control ​movement ​action and Standard action. When attacking, an elemental ​may make a single attack using the stats aboveYou 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\\+  * When you create an earth elementalfor each 20 hit points ​your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points) 
 +  * As Move action, you grant a Move action and Standard action ​to your elemental. ​The actions ​may be used immediately,​ but not in the same segment. The actions expire ​at the end of the round 
 +  * Talent improvements ​that change the base elemental stat block do not stack with other sources 
 +  * With this talent, you may bind one earth elemental 
 +  * You can never bind more than two elementals at one time
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□ Reduce the required action to Standard\\ 
 □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\ □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\
 +□□ Extend the range of your elemental'​s attacks to 10 feet\\
 □ Increase the speed of your elemental'​s attacks by 1H. Maximum speed is 12H\\ □ 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. ([[dice bonus#​Advent Classes|Cost increases]])\\ □□□□□ □□□□□ 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 dice bonus of the damage formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\
 □□□□□ □□□□□ Increase the hit point formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the hit point formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\
-□ Extend the duration of the elemental'​s existence by 1 minute\\ 
  
  
 \\ \\
-==== Deflect ​====+==== Chemise ==== 
 +**Action**: Move\\ 
 +**Requires**:​ [[Animancer#​Bind Earth]]\\ 
 +**Description**:​ Your earth elemental creates a slab of earth to provide shelter against projectiles and attacks\\ 
 +**Range**: 5 feet\\ 
 +**Effect**: Your elemental creates a slab of earth up to 10 feet wide, 10 feet tall, and 2 feet thick (4 blocks total)\\ 
 +**Element**:​ 1/2 [[units|unit]] of earth\\ 
 +**Cooldown**:​ 12 rounds\\ 
 +**Special**:​ The slab is permanent and has hit points equal to the elemental'​s damage formula\\ 
 +**Talent Point Improvements**:​\\ 
 +□ Reduce the required action to Swift\\ 
 +□ Extend the range by 5 feet. Maximum range is 15 feet\\ 
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ 
 + 
 + 
 +\\ 
 +==== Churning earth ==== 
 +**Action**: Passive\\ 
 +**Requires**:​ [[animancer#​Bind Earth]], [[abilities#​Intelligence]] score of 4\\ 
 +**Description**:​ You improve your mastery when controlling earth elementals\\ 
 +**Effect**: You can create and control a second earth elemental\\ 
 +**Special**:​ Your earth elementals permanently gain 3d6 hit points. This talent does not increase the maximum number of elementals you can bind simultaneously\\ 
 +**Talent Point Improvements**:​\\ 
 +□□□ Increase the bonus hit points of your earth elementals to 6d6\\ 
 + 
 + 
 +\\ 
 +==== Heavy-handed ​====
 **Action**: Passive\\ **Action**: Passive\\
 **Requires**:​ [[Animancer#​Bind Earth]]\\ **Requires**:​ [[Animancer#​Bind Earth]]\\
-**Description**: ​You augment your earth elemental'​s natural toughness\\ +**Description**: ​Your earth elementals hit like trucks\\ 
-**Effect**: ​Your earth elementals gain Int x 2 + 6d6 additional ​hit points\\+**Effect**: ​Every earth elemental attack knocks the target back 5 feet, even if the attack is unsuccessful\\ 
 +**Special**:​ The slab is permanent and has hit points ​equal to the elemental'​s damage formula\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□□□ Increase ​the hit point bonus by an additional 3d6\\ +□□□ Increase ​knockback ​by 5 feet. Maximum knockback is 15 feet\\
  
  
Line 245: Line 374:
 ==== Shatter ==== ==== Shatter ====
 **Action**: Swift\\ **Action**: Swift\\
-**Requires**:​ [[Animancer#​Bind Earth]]\\+**Requires**:​ [[Animancer#​Heavy-Handed]]\\
 **Description**:​ You cause one or more of your earth elementals to explode in a flurry of flying rock\\ **Description**:​ You cause one or more of your earth elementals to explode in a flurry of flying rock\\
 **Speed**: Instant\\ **Speed**: Instant\\
 **Effect**: Your earth elemental makes an attack that effects all creatures within 10 feet\\ **Effect**: Your earth elemental makes an attack that effects all creatures within 10 feet\\
 **Cooldown**:​ 12 rounds\\ **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\\+**Special**:​ This attack uses the elemental'​s normal attack stats, does 2d6 bonus damage, and applies to all targets within the range. ​Minimum blast range is 10 feet. The explosion destroys the elemental\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
 □□□ Extend the maximum range of the explosion to 15 feet\\ □□□ Extend the maximum range of the explosion to 15 feet\\
 +□□□ Increase the bonus damage by 2d6. Maximum bonus damage is 6d6\\
 □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
  
  
 \\ \\
-==== Shield ​====+==== Stone skin ==== 
 +**Action**: Passive\\ 
 +**Requires**:​ [[Animancer#​Chemise]]\\ 
 +**Description**:​ You augment your earth elemental'​s natural toughness\\ 
 +**Effect**: Your earth elementals gain Int x 2 + 6d6 additional hit points\\ 
 +**Talent Point Improvements**:​\\ 
 +□□ Increase the dice bonus of the hit point bonus by 1d6. Maximum bonus is 12d6\\  
 + 
 + 
 +\\ 
 +==== Unit ====
 **Action**: Swift\\ **Action**: Swift\\
-**Requires**:​ [[Animancer#​Bind Earth]]\\ +**Requires**:​ [[Animancer#​Churning ​Earth]], [[abilities#​Intelligence]] score of 5\\ 
-**Description**:​ You cause your earth elementals ​to grow larger, allowing them to provide cover\\ +**Description**:​ You cause your earth elemental'​s ​to grow larger, allowing them to provide cover\\ 
-**Speed**: Instant\\ +**Effect**: Your earth elemental becomes [[sizes|large]] and provides ​[[combat#​cover]] for one round\\
-**Effect**: Your earth elementals provide ​[[combat#​cover]] for one round\\+
 **Cooldown**:​ 12 rounds\\ **Cooldown**:​ 12 rounds\\
-**Special**: ​The earth elementals remain [[sizes#​medium]] sized. The growth applies to all your earth elementals and cannot be applied selectively\\+**Special**: ​Affects one earth elemental\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□□ Extend the duration ​to 2 rounds\\+□□ Extend the duration ​by one segment. Maximum duration is 6 segments\\
 □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
 +
  
  
 \\ \\
-==== Earth mastery ​==== +===== Water talents =====
-**Action**: Passive\\ +
-**Requires**:​ [[abilities#​Intelligence]] score of 5 and one of [[Animancer#​Deflect]],​ [[Animancer#​Shatter]],​ or [[Animancer#​Shield]]\\ +
-**Description**:​ You improve your mastery when controlling earth elementals\\ +
-**Effect**: When using [[Animancer#​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 Point Improvements**:​\\ +
-□□□ Increase the bonus range of your earth elementals'​ attacks to 10 feet\\ +
  
 \\ \\
-==== Bind water====+==== Bind water ====
 **Action**: Full\\ **Action**: Full\\
-**Requires**:​ [[abilities#​Intelligence]] score of 3\\ +**Requires**: ​[[Hydromancer]] Level 1, [[abilities#​Intelligence]] score of 3\\ 
-**Description**:​ You bind a portion of your consciousness to pre-existing ​water, creating an elemental directly under your control\\+**Description**:​ You bind a portion of your consciousness to water, creating an elemental directly under your control\\
 **Range**: 5 feet\\ **Range**: 5 feet\\
 **Speed**: Instant\\ **Speed**: Instant\\
-**Effect**: ​Up to two medium sized elementals of water are created\\ +**Effect**: ​Using a portion of your ki, you create a medium sized water elemental\\ 
-**Duration**:​ 10 rounds\\ +**Cooldown**:​ 12 rounds, once a day\\ 
-**Cooldown**:​ 12 rounds\\ +**Special**: ​ 
-**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 Standard ​action, you can direct the movements of your elementals, granting each elemental under your control ​movement ​action and Standard action. When attacking, an elemental ​may make a single attack using the stats aboveYou 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\\+  * When you create a water elemental, for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points) 
 +  * 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 
 +  * As Move action, you grant Move action and Standard action ​to your elemental. ​The actions ​may be used immediately,​ but not in the same segmentThe actions expire at the end of the round 
 +  * Talent improvements ​that change the base elemental stat block do not stack with other sources 
 +  * With this talent, you may bind one water elemental 
 +  * You can never bind more than two elementals at one time
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□ Reduce the required action to Standard\\ 
 □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\ □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\
 +□□ Extend the range of your elemental'​s attacks to 10 feet\\
 □ Increase the speed of your elemental'​s attacks by 1H. Maximum speed is 12H\\ □ 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. ([[dice bonus#​Advent Classes|Cost increases]])\\ □□□□□ □□□□□ 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 dice bonus of the damage formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\
 □□□□□ □□□□□ Increase the hit point formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the hit point formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\
-□ Extend the duration of the elemental'​s existence by 1 minute\\ 
  
 \\ \\
-==== Disperse ​====+==== Bubbling waters ==== 
 +**Action**: Passive\\ 
 +**Requires**:​ [[animancer#​Bind Water]], [[abilities#​Intelligence]] score of 4\\ 
 +**Description**:​ You improve your mastery when controlling water elementals\\ 
 +**Effect**: You can create and control a second water elemental\\ 
 +**Special**:​ This talent does not increase the maximum number of elementals you can bind simultaneously. When creating a water elemental, you may choose between one of the following benefits: 
 +  * +5 movement speed 
 +  * +1d6 damage 
 +  * +3d6 hit points 
 +**Talent Point Improvements**:​\\ 
 +□□□ Increase the bonus range of your water elementals'​ attacks by 5 feet. Maximum increase is 5 feet\\ 
 + 
 + 
 +\\ 
 +==== Frost bloom ====
 **Action**: Swift\\ **Action**: Swift\\
-**Requires**:​ [[Animancer#​Bind Water]]\\ +**Requires**:​ [[Animancer#​Twisting flow]]\\ 
-**Description**: ​You cause your water elementals to temporarily dispersereducing the chance ​that they are hit by attacks\\+**Description**: ​With a surge of ki energy, you cause your elemental to emit spikes of ice in all directions\\ 
 +**Speed**: 6H\\ 
 +**Effect**: Damage is dealt to all creatures within 5 feet of your water elemental, using your elemental'​s base attack\\ 
 +**Cooldown**:​ 12 rounds\\ 
 +**Talent Point Improvements**:​\\ 
 +□□□ Extend the range of the attack 5 feet. Maximum range is 15 feet\\ 
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ 
 + 
 +\\ 
 +==== Ice block ==== 
 +**Action**: Swift\\ 
 +**Requires**:​ [[Animancer#​Bubbling waters]], [[abilities#​Intelligence]] score of 5\\ 
 +**Description**:​ You direct one of your water elementals to engulfand then freeze, your target\\ 
 +**Effect**: Your water elemental makes an attack ​that attempts to move up to 10 feet into the same space as your target. If successful, the elemental surrounds the target and freezes the target in a block of ice, rendering them unable to move. If unsuccessful,​ the elemental stops short of moving into the target'​s hex\\ 
 +**Cooldown**:​ 12 rounds\\ 
 +**Special**:​ This attack uses the elemental'​s normal attack stats\\ 
 +**Talent Point Improvements**:​\\ 
 +□ Reduce the cooldown ​by 1 round. Minimum cooldown is 6 rounds\\ 
 + 
 + 
 +\\ 
 +==== Reconstitution ==== 
 +**Action**: Swift\\ 
 +**Requires**:​ [[Animancer#​Recovery]]\\ 
 +**Description**:​ You focus your mind on reestablishing the binding between yourself and your elementals, causing them to recover from inflicted damage\\
 **Speed**: Instant\\ **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\\+**Effect**: ​All of your water elementals ​receive healing\\ 
 +**Healing**:​ Int x 2 + 6d6\\
 **Cooldown**:​ 12 rounds\\ **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 Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□□□ Increase the miss chance to 2 in 6\\+□□□□□ □□□□□ 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\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
  
Line 319: Line 493:
 **Action**: Swift\\ **Action**: Swift\\
 **Requires**:​ [[Animancer#​Bind Water]]\\ **Requires**:​ [[Animancer#​Bind Water]]\\
-**Description**: ​You focus your mind on reestablishing the binding between yourself and your elementals, causing them to recover from inflicted damage\\+**Description**: ​Allies can touch your water elementals to receive healing\\
 **Speed**: Instant\\ **Speed**: Instant\\
-**Effect**: ​All of your water elementals ​receive ​healing\\+**Effect**: ​As a free action on their turn, a creature may touch one of your water elementals. This costs you a Swift action, and the creature receives ​healing\\
 **Healing**:​ Int x 2 + 6d6\\ **Healing**:​ Int x 2 + 6d6\\
 **Cooldown**:​ 12 rounds\\ **Cooldown**:​ 12 rounds\\
Line 335: Line 509:
 **Description**:​ You temporarily focus on boosting your elementals'​ speed, causing them to twist and dart, giving them advantage when performing maneuvers\\ **Description**:​ You temporarily focus on boosting your elementals'​ speed, causing them to twist and dart, giving them advantage when performing maneuvers\\
 **Speed**: Instant\\ **Speed**: Instant\\
-**Effect**: For the remainder of the segment, you elementals gain [[combat#​advantage]] when performing a maneuver\\+**Effect**: For the remainder of the round, you elementals gain [[combat#​advantage]] when performing a maneuver\\
 **Cooldown**:​ 12 rounds\\ **Cooldown**:​ 12 rounds\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□ Extend the duration of the bonus by 1 segment. Maximum duration is 1 round\\+□ Extend the duration of the bonus by 1 segment. Maximum duration is 2 rounds\\
 □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
  
  
 \\ \\
-==== Water mastery ​====+===== Clay talents ===== 
 + 
 +\\ 
 +==== Clay golem ====
 **Action**: Passive\\ **Action**: Passive\\
-**Requires**:​ [[abilities#Intelligence]] score of 5 and one of [[Animancer#​Disperse]], [[Animancer#Recovery]], or [[Animancer#Twisting Flow]]\\ +**Requires**:​ [[animancer#Bind Water]], [[animancer#Bind Earth]], [[abilities#Intelligence]] score of 4\\ 
-**Description**:​ You improve your mastery when controlling water elementals\\ +**Description**:​ You can create a fusion of elementals, a golem that is both earth and water\\ 
-**Effect**: ​When using [[Animancer#​Bind Water]], you can create ​an additional two elementalsAdditionally, the range of your earth elemental'​s attacks ​increases by 5 feet\\ +**Effect**: ​You gain the ability to summon a clay golemin place of an earth or water elemental\\ 
-**Special**: ​You may not control more than three elementals at one timeYou may dismiss a currently controlled elemental ​in order to create ​the desired number of water elementals\\+**Cooldown**:​ 12 rounds, once a day\\ 
 +**Special**:​  
 +  * When you create ​a clay golem, for each 20 hit points your character has, reduce your maximum and current hit point total by 1d6Once the elemental is dismissed or destroyedrestore ​the maximum hit points (not current hit points) 
 +  * Clay golems have all the qualities and abilities ​of your earth elementals and your water elementals 
 +  * You may mix and match base stats from your water and earth elemental'​s ​stat blocks 
 +  * You can never bind more than two elementals at one time, including golems 
 + 
 + 
 +\\ 
 +==== Deconstitution ==== 
 +**Action**: Move\\ 
 +**Requires**:​ [[animancer#​Clay Golem]]\\ 
 +**Description**:​ Your golem temporarily turns into a puddle of mud, evading ​attacks\\ 
 +**Effect**: Your clay golem splashes into a puddle of mud for one segment, automatically dodging all targeted attacks\\ 
 +**Cooldown**:​ 12 rounds\\ 
 +**Special**: ​Does not protect from aoe effects such as [[pyromancer#​Sphere]]Reconstituting takes 1 segment ​in which the golem can take no other actions\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□□□ ​Increase ​the bonus range of your water elementals'​ attacks ​to 10 feet\\+□□ ​Extend the duration by 1 segment. Maximum duration is 2 rounds\\ 
 +□ Reduce ​the cooldown by 1 round. Minimum cooldown is 6 rounds\\ 
 + 
 +\\ 
 +==== Mud bath ==== 
 +**Action**: Swift\\ 
 +**Requires**:​ [[animancer#​Clay Golem]], [[animancer#​Recovery]]\\ 
 +**Description**:​ Your golem engulfs a creature, healing and protecting them for 2 segments\\ 
 +**Effect**: Your golem moves up to 10 feet and engulfs a willing creature, healing them\\ 
 +**Cooldown**:​ 12 rounds\\ 
 +**Special**:​ Attacks that hit the golem deal half of their damage to the golem and half to the engulfed creature. Uses the healing formula of [[animancer#​Recovery]] (once)\\ 
 +**Talent Point Improvements**:​\\ 
 +□□ Extend the duration by 1 segment. Maximum duration is 2 rounds\\ 
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ 
  
  
 \\ \\
-==== Extended animation ​====+===== Cloud talents ===== 
 + 
 +\\ 
 +==== Cloud spirit ​====
 **Action**: Passive\\ **Action**: Passive\\
-**Requires**:​ [[abilities#​Intelligence]] score of 5\\  +**Requires**: ​[[animancer#​Bind Air]], [[animancer#​Bind Water]], ​[[abilities#​Intelligence]] score of 4\\ 
-**Description**: ​Your mental acuity and training allow you to greatly extend the duration ​of your created ​elementals\\ +**Description**: ​You can create a fusion ​of elementals, a spirit that is both air and water\\ 
-**Effect**: ​The duration ​of your elementals is extended by 1 minute ​for each point of Intelligence you possess\\+**Effect**: ​You gain the ability to summon a cloud spirit, in place of an air or water elemental\\ 
 +**Cooldown**:​ 12 rounds, once a day\\ 
 +**Special**:​  
 +  * When you create a cloud spirit, ​for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the spirit is dismissed or destroyed, restore the maximum hit points (not current hit points) 
 +  * Storm spirits have all the qualities and abilities ​of your air elementals and your water elementals 
 +  * You may mix and match base stats from your air and water elemental'​s stat blocks 
 +  * You can never bind more than two elementals at one time, including spirits 
 + 
 + 
 +\\ 
 +==== Sky dragon ==== 
 +**Action**: Move\\ 
 +**Requires**:​ [[animancer#​Cloud Spirit]]\\ 
 +**Description**:​ Your cloud spirit twists around a target creature, moving them up to 20 feet\\ 
 +**Effect**: Your cloud spirit moves up to 10 feet and engulfs a willing creature, moving them 20 feet\\ 
 +**Cooldown**:​ 12 rounds\\ 
 +**Special**:​ You may only move Medium sized creatures or smaller. This ability cannot be resisted, but can be blocked by a large enough physical obstacle\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
-□ Extend the duration of your elementals ​by 2 minutes\\+□□□ Extend the distance you may move a creature ​by 5 feet. Maximum is 40 feet\\ 
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
  
  
 \\ \\
-==== Master animancer ​==== +==== Healing rain ==== 
-**Action**: ​Full\\ +**Action**: ​Swift\\ 
-**Requires**: ​[[abilities#​Intelligence]] score of 9, [[animancer#​Extended Animation]]\\  +**Requires**:​ [[animancer#​Cloud Spirit]]\\ 
-**Description**:​ Your mental acuity and training allow you to sacrifice elementals to create a golem\\ +**Description**:​ Your cloud spirit rains down healing water, healing creatures below\\ 
-**Effect**: ​Sacrifices at least two elementals ​to create a permanent golem\\ +**Effect**: ​Your cloud spirit moves upward up to 15 feet, and spreading out and raining healing waters on all creatures below\\ 
-**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 simultaneouslyYou may only sustain one golem at a time\\+**Cooldown**:​ 12 rounds\\ 
 +**Healing**:​ Int x 2 + 6d6\\ 
 +**Cooldown**:​ 12 rounds\\ 
 +**Special**: ​Healing rains down over a circular area with radius ​of 5 feet\\ 
 +**Talent Point Improvements**:​\\ 
 +□□□ Expand ​the radius ​of the bloom to 10 feet\\ 
 +□□□□□ □□□□□ 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\\
  
 +
 +
 +\\
 +===== Lava talents =====
  
 \\ \\
-==== Resilient animation ​====+==== Lava golem ====
 **Action**: Passive\\ **Action**: Passive\\
-**Requires**:​ [[abilities#​Intelligence]] score of 5\\  +**Requires**: ​[[animancer#​Bind Fire]], [[animancer#​Bind Earth]], ​[[abilities#​Intelligence]] score of 4\\ 
-**Description**:​ Your mental acuity ​and training allow you to greatly extend ​the durability ​of your created ​elementals\\ +**Description**: You can create a fusion of elementals, a golem that is both fire and earth\\ 
-**Effect**: Your created elementals gain an additional 6d6 hit points\\+**Effect**: You gain the ability to summon a lava golem, in place of a fire or earth elemental\\ 
 +**Cooldown**:​ 12 rounds, once a day\\ 
 +**Special**:​  
 +  * When you create a lava golem, for each 20 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points) 
 +  * Lava golems have all the qualities and abilities of your fire elementals and your earth elementals 
 +  * You may mix and match base stats from your fire and earth elemental'​s stat blocks 
 +  * You can never bind more than two elementals at one time, including golems 
 + 
 +\\ 
 +==== Flash point ==== 
 +**Action**: Swift\\ 
 +**Requires**:​ [[Animancer#​Lava Golem]]\\ 
 +**Description**:​ You direct your lava golem to emit volcanic gases, igniting them in a fiery blaze\\ 
 +**Effect**: Your elemental emits two cones of gases, igniting them in the following segment\\ 
 +**Cooldown**:​ 12 rounds\\ 
 +**Special**:​ The cone is 60° and extends 15 feet. This attack uses the elemental'​s normal attack stats for damage. It is impossible to defend against this attack if you are in the area of effect. The cones may overlap such that each target may be hit by up to two cones\\ 
 +**Talent Point Improvements**:​\\ 
 +□□□ Increase ​the number of gaseous cones by 1. Maximum number cones is 4\\ 
 +□□ Extend the range of the cones to 20 feet\\ 
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ 
 + 
 + 
 +\\ 
 +==== Molten grip ==== 
 +**Action**: Move\\ 
 +**Requires**:​ [[Animancer#​Lava Golem]]\\ 
 +**Description**:​ You direct one of your lava golems to grasp a target, holding them in place and dealing damage\\ 
 +**Effect**: Your lava golem moves up to 10 feet and attacks your target. If successful, the elemental grabs hold of the target, holding it in place for 2 segments and dealing damage. If unsuccessful,​ the elemental stops short of moving into the target'​s hex\\ 
 +**Cooldown**:​ 12 rounds\\ 
 +**Special**:​ This attack uses the elemental'​s normal attack stats for hit and damage. This attack only deals damage once\\ 
 +**Talent Point Improvements**:​\\ 
 +□□ Extend the duration by 1 segment. Maximum duration is 4 segments\\ 
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ 
 + 
 + 
 +\\ 
 +===== Storm talents ===== 
 + 
 +\\ 
 +==== Storm spirit ==== 
 +**Action**: Passive\\ 
 +**Requires**:​ [[animancer#​Bind Air]], [[animancer#​Bind Fire]], [[abilities#​Intelligence]] score of 4\\ 
 +**Description**:​ You can create a fusion of elementals, a spirit that is both air and fire\\ 
 +**Effect**: You gain the ability to summon a storm spirit, in place of an air or fire elemental\\ 
 +**Cooldown**:​ 12 rounds, once a day\\ 
 +**Special**:​  
 +  * When you create a storm spirit, for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the spirit is dismissed or destroyed, restore the maximum hit points (not current hit points) 
 +  * Storm spirits have all the qualities and abilities of your air elementals and your fire elementals 
 +  * You may mix and match base stats from your air and fire elemental'​s stat blocks 
 +  * You can never bind more than two elementals at one time, including spirits 
 + 
 +\\ 
 +==== Discharge ==== 
 +**Action**: Swift\\ 
 +**Requires**:​ [[Animancer#​Storm Spirit]]\\ 
 +**Description**:​ You direct one of your cloud spirits to emit an impressive electrical discharge\\ 
 +**Effect**: Your storm spirit attacks with lightning in a bolt, cone, or spherical pattern\\ 
 +**Cooldown**:​ 12 rounds\\ 
 +**Special**:​ This attack uses the elemental'​s normal attack stats for damage and hit, with a 6d6 bonus to hit and damage 
 +  * Line Attack: 5ft wide, 30 feet long 
 +  * Cone Attack: 60° cone, 20 feet range 
 +  * Sphere Attack: Up to 2 bolts strike targets within 10 feet 
 +**Talent Point Improvements**:​\\ 
 +□□ Extend the range of the line attack by 5 feet. Maximum range is 60 feet\\ 
 +□□□ Extend the angle of the cone to 120°\\ 
 +□□ Extend the range of the cone attack by 5 feet. Maximum range is 30 feet\\ 
 +□□□ Extend the range of the sphere attack by 5 feet. Maximum range is 20 feet\\ 
 +□□ Increase the number of bolts of the sphere attack by 1. Maximum number of bolts is 5\\ 
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ 
 + 
 + 
 +\\ 
 +==== Thunder ==== 
 +**Action**: Swift\\ 
 +**Requires**:​ [[Animancer#​Storm Spirit]]\\ 
 +**Description**:​ You direct one of your cloud spirits to emit a booming of thunder\\ 
 +**Effect**: Your cloud spirit emits a thunderous shockwave that pushes creatures within 10 feet back 10 feet. It also damages creatures within 20 feet, and gives them the [[conditions#​deafened]] condition for 1 round\\ 
 +**Cooldown**:​ 12 rounds\\ 
 +**Special**:​ This attack uses the elemental'​s normal attack stats for damage and hit. Only abilities that completely block sound waves may defend against this attack\\ 
 +**Talent Point Improvements**:​\\ 
 +□□ Extend the range of the pushback to 15 feet\\ 
 +□□ Extend the duration of the deafen by 1 segment. Maximum duration is 3 rounds\\ 
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ 
 + 
 + 
 +\\ 
 +===== General talents ===== 
 + 
 +\\ 
 +==== Soul siphon ==== 
 +**Action**: Passive\\ 
 +**Requires**:​ [[abilities#​Intelligence]] score of 3\\  
 +**Description**:​ Your clarity of mind augments the creation of elementals\\ 
 +**Effect**: Your created elementals gain an additional 6d6 hit points. Summoning elementals is reduced from a Full action to a Standard action\\ 
 +**Special**:​ You may summon any two elementals at the same time at no additional cost\\
 **Talent Point Improvements**:​\\ **Talent Point Improvements**:​\\
 +□□□ □□□ Reduce the summoning cost to a Move action\\
 □ Increase the dice bonus of the hit point bonus by 1d6. Maximum bonus is 12d6\\ □ Increase the dice bonus of the hit point bonus by 1d6. Maximum bonus is 12d6\\
  
 +\\
 +==== Spirit bond ====
 +**Action**: Passive\\
 +**Requires**:​ [[abilities#​Intelligence]] score of 5\\ 
 +**Description**:​ Your mental acuity and training allow you to easily control your elementals\\
 +**Effect**: Reduce the action required to direct an elemental'​s basic actions to a Swift action, and you may direct both your elemental'​s basic actions with the same Swift action\\
 +**Normal**: Directing an elemental'​s actions requires a Move action\\ ​
 +**Special**:​ This talent does not allow you to control both elementals with a talent\\
  
 \\ \\
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 **Requires**:​ [[abilities#​Intelligence]] score of 3\\  **Requires**:​ [[abilities#​Intelligence]] score of 3\\ 
 **Description**:​ You focus your mental energy on your bindings, giving your elementals a burst of speed\\ **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\\+**Effect**: You cause all elementals ​under your control ​to take the Dash action\\
 **Cooldown**:​ 12 rounds\\ **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 Point Improvements**:​\\ **Talent Point Improvements**:​\\
 □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
- 
  
 \\ \\
-==== Swift bindings ​====+==== Symmetry ​====
 **Action**: Passive\\ **Action**: Passive\\
-**Requires**:​ [[abilities#​Intelligence]] score of 5\\  +**Requires**:​ [[abilities#​Intelligence]] score of 6\\  
-**Description**: ​Your mental acuity and training allow you to swiftly bind elementals\\ +**Description**: ​Splitting your focus, ​you are able to direct both elementals ​at the same time\\ 
-**Effect**: ​As a standard action, you may bind up to three elementals. As move action, you may bind up to two elementals. As a swift action, you may bind a single elemental\\ +**Effect**: ​Talents that apply to a single elemental ​may be applied ​to both elementals\\ 
-**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.1563831347.txt.gz · Last modified: 2019/07/22 14:35 by caleymccready