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wiki:animancer [2019/07/22 14:35]
caleymccready
wiki:animancer [2019/10/15 23:01] (current)
caleymccready [Bind water]
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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 @ 82, 141, 137, 196]] +[[Animancer#​Swirling ​Winds|jump to Swirling ​Winds@ ​172146212186]] 
-[[Animancer#​Rushing ​Winds|jump to Rushing ​Winds @ 1953025085]] + 
-[[Animancer#​Sweeping Push|jump to Sweeping Push @ 138, 85, 193, 140]] + 
-[[Animancer#​Air Mastery|jump to Air Mastery @ 61, 9, 116, 64]] +[[Animancer#​Soul siphon|jump to Soul Siphon@ 436, 296476336]] 
-[[Animancer#​Bind Fire|jump to Bind Fire @ 409, 170, 464, 225]] +[[Animancer#​Spirit Bond|jump to Spirit Bond324, 409, 364449]] 
-[[Animancer#​Collateral Damage|jump to Collateral Damage @ 549, 143, 604, 198]] +[[Animancer#​Surge|jump to Surge@ ​325189365229]] 
-[[Animancer#​Fire Bomb|jump to Fire Bomb @ 493, 86, 548, 141]] +[[Animancer#​Symmetry|jump to Symmetry213296253336]] 
-[[Animancer#​Lashing Flames|jump to Lashing Flames @ 438, 31, 493, 86]] +
-[[Animancer#​Fire Mastery|jump to Fire Mastery @ 570, 9, 625, 64]] +
-[[Animancer#​Bind Earth|jump to Bind Earth @ 409, 354, 464, 409]] +
-[[Animancer#​Deflect|jump to Deflect ​@ 436, 494491549]] +
-[[Animancer#​Shatter|jump to Shatter ​548, 382, 603, 437]] +
-[[Animancer#​Shield|jump to Shield @ 493, 438, 548, 493]] +
-[[Animancer#​Earth Mastery|jump to Earth Mastery @ 570, 514, 625, 569]] +
-[[Animancer#​Bind Water|jump to Bind Water @ 221, 354, 276, 409]] +
-[[Animancer#​Disperse|jump to Disperse @ 137, 437192492]] +
-[[Animancer#​Recovery|jump to Recovery @ 193, 493, 248, 548]] +
-[[Animancer#​Twisting Flow|jump to Twisting Flow @ 81, 381, 136, 436]] +
-[[Animancer#​Water Mastery|jump to Water Mastery @ 61, 514, 116, 569]] +
-[[Animancer#​Extended Animation|jump to Extended Animation @ 446, 261, 501, 316]] +
-[[Animancer#​Master Animancer|jump to Master Animancer @ 528, 261, 583, 316]] +
-[[Animancer#​Resilient Animation|jump to Resilient Animation @ 315, 393, 370, 448]] +
-[[Animancer#​Surge|jump to Surge @ 184260239315]] +
-[[Animancer#​Swift Bindings|jump to Swift Bindings ​315133370188]]+
  
 {{<map}} {{<map}}
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 **Hit Points**: //Res x 6 + 3 x 6d6//\\ **Hit Points**: //Res x 6 + 3 x 6d6//\\
 **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\\ 
 + 
 +\\ 
 +===== Air talents =====
  
 \\ \\
 ==== Bind air==== ==== 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 elemental ​of air\\ 
-**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 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 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 immediately,​ but not in the same segmentThese actions expire at the end of the round  
 +  * Talent improvements  
 +  * 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 time. You may dismiss a currently controlled elemental in order to create ​the desired ​number of air elementals\\+**Special**: ​This 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\\ 
 +**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**:​\\ 
 +□□□ Increase the range of your air elementals'​ attacks by 5 feet. Maxiumum increase is 5 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 2\\ 
-**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 elemental ​of fire\\ 
-**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 4\\ 
 +**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\\
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 \\ \\
-==== 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 3\\
 **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 time. You may dismiss a currently controlled elemental in order to create ​the desired ​number of fire elementals\\+**Special**: ​This 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 damage ​of your fire elementals'​ attacks ​by 1d6. Maximum increase is 1d6\\
  
 +
 +
 +\\
 +===== Earth talents =====
  
 \\ \\
-==== Bind earth====+==== 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 3\\ 
 +**Description**:​ You improve your mastery when controlling earth elementals\\ 
 +**Effect**: You can create and control a second earth elemental\\ 
 +**Special**:​ This talent does not increase the maximum number of elementals you can bind simultaneously\\ 
 +**Talent Point Improvements**:​\\ 
 +□□□ Increase the hit points of your earth elementals by 3d6. Maximum increase is 3d6\\ 
 + 
 + 
 +\\ 
 +==== 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 back the target, 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\\
  
  
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 ==== 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 hit point bonus by an additional 1d6. Maximum hit point bonus is 12d6\\  
 + 
 + 
 +\\ 
 +==== Unit ====
 **Action**: Swift\\ **Action**: Swift\\
-**Requires**:​ [[Animancer#​Bind Earth]]\\ +**Requires**:​ [[Animancer#​Churning ​Earth]]\\ 
-**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 7 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 ==== 
-**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\\ 
  
 +\\
 +===== Water talents =====
  
 \\ \\
-==== 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 elemental ​of water\\ 
-**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 an 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\\+ 
 +\\ 
 +==== Bubbling waters ==== 
 +**Action**: Passive\\ 
 +**Requires**:​ [[animancer#​Bind Water]], [[abilities#​Intelligence]] score of 3\\ 
 +**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\\ 
 +**Talent Point Improvements**:​\\ 
 +□□□ Increase ​the bonus range of your water elementals' ​attacks ​by 5 feet. Maximum increase is 5 feet\\ 
  
 \\ \\
Line 354: Line 456:
  
 \\ \\
-==== Extended animation ​==== +===== Clay talents =====
-**Action**: Passive\\ +
-**Requires**:​ [[abilities#​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 Point Improvements**:​\\ +
-□ Extend the duration of your elementals by 2 minutes\\+
  
 +\\
 +===== Cloud talents =====
  
 \\ \\
-==== Master animancer ​==== +===== Lava talents =====
-**Action**: Full\\ +
-**Requires**:​ [[abilities#​Intelligence]] score of 9, [[animancer#​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\\+
  
 +\\
 +===== Storm talents =====
 +
 +
 +\\
 +===== General talents =====
  
 \\ \\
-==== Resilient animation ​====+==== Soul siphon ​====
 **Action**: Passive\\ **Action**: Passive\\
-**Requires**:​ [[abilities#​Intelligence]] score of 5\\  +**Requires**:​ [[abilities#​Intelligence]] score of 3\\  
-**Description**:​ Your mental acuity and training allow you to greatly extend ​the durability ​of your created ​elementals\\ +**Description**:​ Your clarity of mind augments ​the creation ​of elementals\\ 
-**Effect**: Your created elementals gain an additional 6d6 hit points\\+**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 the same action\\
  
 \\ \\
Line 387: Line 496:
 **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