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wiki:animancer [2019/10/12 16:29]
caleymccready
wiki:animancer [2019/10/20 22:12] (current)
caleymccready
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 ==== 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 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**: ​medium sized elemental of air is created\\ +**Effect**: ​Using a portion of your ki, you create one medium sized air elemental\\ 
-**Cooldown**:​ 12 rounds\\+**Cooldown**:​ 12 rounds, once a day\\
 **Special**: ​ **Special**: ​
 +  * 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   * 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 ​which may be used immediately,​ but not in the same segment  +  * 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 segment. These actions expire at the end of the round  
-  * Talent improvements ​that change the base elemental ​stat block do not stack with other source +  * Talent improvements ​ 
-  * You may only have two bound elementals at any given time+  * 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**:​\\
-□ Extend the range by 5 feet (binding). Maximum range is 30 feet\\+□ Extend the range by 5 feet (binding). Maximum range is 120 feet\\
 □□ Extend the range of your elemental'​s attacks to 10 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\\
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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\\
 +**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\\
  
 \\ \\
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 ==== 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 create 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**: ​medium sized elemental of fire is created\\ +**Effect**: ​Using a portion of your ki, you create one medium sized fire elemental\\ 
-**Cooldown**:​ 12 rounds\\+**Cooldown**:​ 12 rounds, once a day\\
 **Special**: ​ **Special**: ​
 +  * 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.    * Fire elementals can manipulate their shape to pass through tight spaces no less than 6 inches wide. 
-  * With Movement ​action, you direct your elemental, granting ​movement ​action and Standard action ​which may be used immediately,​ but not in the same segment. ​+  * 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   * Talent improvements that change the base elemental stat block do not stack with other sources
-  * You may only have two bound elementals at any given time+  * 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**:​\\
 □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\ □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\
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 □□□□□ □□□□□ 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]])\\
- 
- 
  
  
 \\ \\
-==== 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\\
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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 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 damage ​of your fire elementals'​ attacks ​by 1d6. Maximum increase is 1d6\\
  
  
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 ==== 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 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**: ​medium sized elemental of earth is created\\ +**Effect**: ​Using a portion of your ki, you create a medium sized elemental of earth\\ 
-**Cooldown**:​ 12 rounds\\+**Cooldown**:​ 12 rounds, once a day\\
 **Special**: ​ **Special**: ​
-  * With a Movement action, ​you direct ​your elemental, ​granting ​movement ​action and Standard action ​which may be used immediately,​ but not in the same segment. ​+  * When you create an earth elemental, for each 20 hit points ​your character has, reduce your maximum and current hit point total by 1d6. Once the elemental ​is dismissed or destroyedrestore 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   * Talent improvements that change the base elemental stat block do not stack with other sources
-  * You may only have two bound elementals at any given time+  * 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**:​\\
 □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\ □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\
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 □□□□□ □□□□□ 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]])\\
  
 +
 +\\
 +==== 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\\
  
  
 \\ \\
-==== Deflect ​====+==== 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 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]], [[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 ==== 
-**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\\ 
  
  
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 ==== 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 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**: ​medium sized elemental of water is created\\ +**Effect**: ​Using a portion of your ki, you create a medium sized water elemental\\ 
-**Cooldown**:​ 12 rounds\\+**Cooldown**:​ 12 rounds, once a day\\
 **Special**: ​ **Special**: ​
 +  * 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   * 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 Movement ​action, you direct your elemental, granting ​movement ​action and Standard action ​which may be used immediately,​ but not in the same segment. ​+  * 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   * Talent improvements that change the base elemental stat block do not stack with other sources
-  * You may only have two bound elementals at any given time+  * 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**:​\\
 □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\ □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\
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 □□□□□ □□□□□ 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]])\\
  
 +\\
 +==== 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\\
  
  
 \\ \\
-==== Disperse ​====+==== 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\\
  
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 **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\\
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 **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 elementals. Additionally, ​the range of your earth elemental's attacks increases by 5 feet\\ +**Effect**: ​You gain the ability to summon a clay golem, in place of an earth or water elemental\\ 
-**Special**: You may not control more than three elementals at one time. You may dismiss ​currently controlled elemental in order to create the desired number of water elementals\\ +**Cooldown**: 12 rounds, once day\\ 
-**Talent Point Improvements**:\\ +**Special**:  
-□□□ Increase ​the bonus range of your water elementals' ​attacks to 10 feet\\+  * When you create a clay 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) 
 +  * 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
  
  
 \\ \\
-===== Clay talents ​=====+==== 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**:​\\ 
 +□□ Extend the duration of the deconstitution 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\\ 
 + 
  
 \\ \\
 ===== Cloud talents ===== ===== Cloud talents =====
 +
 +\\
 +==== Cloud spirit ====
 +**Action**: Passive\\
 +**Requires**:​ [[animancer#​Bind Air]], [[animancer#​Bind Water]], [[abilities#​Intelligence]] score of 4\\
 +**Description**:​ You can create a fusion of elementals, a spirit that is both air and water\\
 +**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
 +
  
 \\ \\
 ===== Lava talents ===== ===== Lava talents =====
 +
 +\\
 +==== Lava golem ====
 +**Action**: Passive\\
 +**Requires**:​ [[animancer#​Bind Fire]], [[animancer#​Bind Earth]], [[abilities#​Intelligence]] score of 4\\
 +**Description**:​ You can create a fusion of elementals, a golem that is both fire and earth\\
 +**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
 +
 +
  
 \\ \\
 ===== Storm talents ===== ===== 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
 +
  
  
wiki/animancer.1570922996.txt.gz · Last modified: 2019/10/12 16:29 by caleymccready