User Tools

Site Tools


wiki:cleromancer

Cleromancer

[advent class]


Rules governing Advent Classes
Cleromancers use dice, gems, bone, yarrow, stones, shells, teeth and other tokens to determine their way forward in a chaotic galaxy. Binding their ki to their tokens and opening the Lotus chakra wide, they let their tokens free, casting them into the swirling chaos of the galaxy. Where others see chance, a Cleromancer sees order, letting their actions be guided by the grain of the galaxy. Their tokens select one of their ancient verses and they interpret and apply the verse to the situation at hand, determining the course of action that best follows the galactic currents. By following this flow of energy, the Cleromancer avoids spending unecessary energy on struggling against nature

Cleromancers can be nomads drifting among the stars, advisers to great leaders, or seekers looking to uncover the grand mysteries held in the corners of the galaxy

Art by John Latta


Cleromancer Advent Class Level Table

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


Talent tree

Talent details

Aiki

Action: Standard
Requires: No requirements
Description: You train in the way of Aiki, a defensive martial discipline that focuses on mirroring and redirecting an enemies attack
Range: 10 feet
Speed: 6H
Effect: Defense against target attack
Defensive: 6d6
Damage: Strength x 3 + 8d6 [Bludgeoning]
Cooldown: 6 rounds
Special: The attacker must be within the range to use this defensive action. The attacker rolls only the dice portion of their offensive formula, dropping all other bonuses. For each successful hit, the defender must match the die face in order to successfully defend against the attack. A match can be made by rolling the same face, or by rolling the opposite face (1|6, 2|5, 3|4). If the attacker rolls no successful hits, the defender wins. When the defender successfully defends against the attack, apply the damage formula to the attacker
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 30 feet
□□□□□ □□□□□ Increase the dice bonus of the defensive formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Boon of action

Action: Swift
Requires: No requirements
Description: The Cleromancer casts a quick lot to determine where and when to strike
Range: 30 feet
Speed: Instant
Effect: Target creature within range gains advantage on their next attack
Cooldown: 12 rounds
Special: When using this ability, cast your lot. The result determines the classes you may grant the bonus to. You may grant yourself the bonus, if the lot allows. If the lot is not used by the recipient within 1 rounds, it is lost
Talent Point Improvements:
□ Extend the range by 10 feet. Maximum range is 120 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Boon of reaction

Action: Swift
Requires: No requirements
Description: The Cleromancer casts a quick lot to determine the correct defense against an attack
Range: 30 feet
Speed: Instant
Effect: Target creature within the range gains a +1 bonus to their next defensive action
Cooldown: 12 rounds
Special: When using this ability, cast your lot. The result determines the classes you may grant the bonus to. You may grant yourself the bonus, if the lot allows. If the lot is not used by the recipient within 1 round, it is lost
Talent Point Improvements:
□ Extend the range by 10 feet. Maximum range is 120 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
□□□ Increase the bonus to +2


Cloak of fate

Action: Swift
Requires: Aiki
Description: You place your fate in the hands of the universe
Range: Self
Speed: Instant
Effect: Attacks against you have a 2/6 chance to miss you for one segment
Cooldown: 12 rounds
Special: Roll 1d6. If the die comes up 1 or 2, the attack misses you
Talent Point Improvements:
□ Reduce the required action to Free
□ Increase the miss chance by 1/6. Maximum miss chance is 5/6
□ Extend the duration by 1 segment. Maximum duration is 4 segments
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Divination

Action: Full
Requires: No requirements
Description: The Cleromancer can seek deeper guidance from the universe, to determine their true path. Throwing a question out to the universe, they bind their ki to their tokens and cast their lots. The resulting hexagram's verse guides the Cleromancer, but it is open to interpretation
Effect: Bonus dice when pursuing actions related to the augury
Cooldown: Once per day
Special: The player poses a question about the right course of action, and then casts their lot. The lot generates a hexagram and the associated verse is read aloud. Once in the same day, when performing an action that fits the Cleromancer's interpretation of their hexagram, the player gains a 1d6 bonus on the action. The bonus can apply to any action that requires dice. Use of this ability must be declared before the dice are rolled
Talent Point Improvements:
□□□ Increase the dice bonus by 1d6. Maximum bonus is 4d6


Effortless action

Action: Passive
Requires: No requirements
Description: You feel the innate balance of the galaxy. Your actions follow the grain of the cosmos, instead of struggling against it
Effect: You gain penalties for repeated actions and bonuses for alternating actions
Special:

  • Whenever you make an offensive action, you receive a stacking 1d6 penalty on future offensive actions, and a stacking 2d6 bonus on your next defensive action
  • Conversely, whenever you make a defensive action, you receive a stacking 1d6 penalty on future defensive actions, and a stacking 2d6 bonus on your next offensive action
  • When a bonus is used, the penalty and bonus reset. The penalty caps at 3d6 and the bonus caps at 6d6. The penalty and bonus apply only to offensive or defensive formulas
  • When combat ends, unused penalties and bonuses expire


Folding ki

Action: Passive
Requires: No requirements
Description: In the swirling eddies of the galactic ki pool, intelligent creatures are like ships in the ocean, leaving a wake in their path. Your Cleromancer training develops a sensitivity to these wakes, allowing you insight others lack
Range: 10 feet
Effect: You are able to detect the presence of living creatures within the range
Special: You can detect the presence and location of any living creature within the range. Additionally, you gain a 1d6 bonus to Sense Motive checks made to determine if a creature is lying about something happening by chance and Wilderness Survival checks made against intelligent creatures
Talent Point Improvements:
□□ Extend the range by 5 feet. Maximum range is 30 feet
□ Increase the bonus to Sense Motive and Wilderness Survival by 1d6. Maximum bonus is 6d6


Foresight

Action: Swift, Passive
Requires: No requirements
Description: Your dedication to mindfulness and intentional actions makes you quick to act
Effect: As a swift action, you increase your Initiative by one rank
Cooldown: 6 rounds
Special: You also gain the ability to temporarily delay your initiative by one rank without losing your initiative rank. This is a free action. In the following segment, your initiative returns to normal
Talent Point Improvements:
□□□ □□□ Increase the initiative bonus to two ranks
□□□ Increase the number of rank's you can delay by one
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Golden augury

Action: Full
Requires: Divination, Cleromancer level 4
Description: Your mastery of Divination grants you keen insights when interpreting your hexagrams
Effect: You gain an additional trigram when using divination
Cooldown: Once per day
Special: When using Divination, you may roll an additional trigram using a d6. Set this die aside and note the result. When you, your allies, or your enemies roll any other dice formula, you may replace one of the dice rolled with the die you set aside. The Cleromancer should use this ability in keeping with their interpretation of Divination. In order to use dice on an ally's roll, you must have read the day's divination aloud. At the end of the day the die expires. If you gain multiple dice, they can be used separately or on the same roll
Talent Point Improvements:
□□□ Increase the number of additional trigrams by one. Maximum number of trigrams is 4


Kairos

Action: Swift
Requires: Foresight, Cleromancer Level 4
Description: Immersed in the flow of the galaxy, you can catch the glimmer of opportunity when it arises, allowing you to take action when it matters the most
Effect: As a swift action, you make a Standard action
Cooldown: Once per day and once per round
Special: This action counts as a Swift action in the action economy
Talent Point Improvements:
□□□ □□□ Increase the uses per day to 2


Open mind

Action: Free
Requires: Cleromancer level 4
Description: You are experienced enough to know that the hexagrams always have another interpretation
Effect: You may reroll a cast lot
Cooldown: Once per day
Special: By spending talent improvement points you may unlock Critical Insight. This allows you to spend one of your rerolls to reset the cooldown on Boon of Action or Boon of Reaction
Talent Point Improvements:
□□□ Increase the uses per day by 1. Maximum uses per day is 3
□□□ Unlock Critical Insight


Rally

Action: Swift
Requires: Effortless Action
Description: When attacked from all sides, you flow like water through the gaps of your enemies' attacks
Range: Self
Effect: When attacked by two separate attacks in the same segment, you may defend against both attacks with a single defensive action
Cooldown: 12 rounds
Special: You use an action with a defensive formula as your defensive action
Talent Point Improvements:
□ Reduce the required action to Free
□□□ You gain advantage on your defensive action
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds



Casting lots

Several Cleromancer abilities require the player to cast a lot. In the game world, the character will accomplish by throwing their tokens and determining the result. In combat or in a time sensitive moment, this is often achieved by throwing the tokens from one hand to the other and quickly observing the result, possibly even while performing another action

The player must roll 2d6 in the real world to determine the result of the lot. Each die yields one of the trigrams from the table below

Die Face Trigram Name Class Action Type
1 Water Hydromancer Yen
2 NatureDesimancer, Any class Strong Yin
3 Earth Petromancer Yin
4 Fire Pyromancer Yan
5 Self Martial, Self Strong Yan
6 Air Aeromancer Yen

When using a lot to generate a hexagram, roll two dice to generate two trigrams, and use the table below to determine the resulting hexagram


Hexagrams

When casting lots, you generate a hexagram. This can be used to determine the classes to which the bonus applies, or it can be used to find the verse that the player needs to interpret. Below you can find the verses and information associated with each hexagram

1 Water ☲ 2 Nature ☰ 3 Earth ☱ 4 Fire ☵ 5 Self ☷ 6 Air ☳
6
Air

Contemplating
8

Sacrificing
16

Metamorphosis
9

Uniting
4

Permeating
20

Sojourning
19
5
Self

Leading
3

Centering
21

Sprouting
1

Influencing
13

Flowering
7
4
Fire

Polarising
15

Obstruction
6

Dawn
14

Shocking
18
3
Earth

The Well
17

Harmony
5

Critical Mass
11
2
Nature

Returning
10

Waiting
2
1
Water

Danger
12



1. Sprouting ☱☷

Trigrams: Earth, Self
Action: Persevere, Ascend, Adapt


The rising sun cries, the setting sun laughs, allies are found between
Terror strikes, the mule breaks loose of the wagon, decisions become impossible
Actions shout, words whisper, perseverance advances step by step


2. Waiting ☰☰

Trigrams: Nature, Nature
Action: Meditate


Sleeping in the garden, keeping their head still
Waiting in the river, keeping their feet still
Eating in the hall, keeping their hand still


3. Leading ☲☷

Trigrams: Water, Self
Action: Organize, Exemplify


Following the child you lose the adult
Following the adult you lose the child
Fortune follows sincere action
A superior person follows the path


4. Uniting ☵☳

Trigrams: Fire, Air
Action: Unite, Support


Honesty is a leaf collecting dew in the morning
Conviction is a flower blooming in the evening
A wall keeps out enemies and allies, weapons hidden in the bush gather rust
The wolf feeds the cub, when it is grown it fights off the bear


5. Harmony ☱☰

Trigrams: Earth, Nature
Action: Rest, Prepare


A sapling grows upward without thought or regret
The oak sheds its beauty as winter approaches
When pulling weeds, the roots come up


6. Obstruction ☵☰

Trigrams: Fire, Nature
Action: Release, Innovate


Water floods from the north, from the east
When the way forward is blocked returning is commendable
A superior mind looks within, a superior eye searches the horizon


7. Flowering ☷☷

Trigrams: Self, Self
Action: Bloom


Illness lingers, yet you still live
Three walk, leaving three sets of footprints
A full pack sits at the door, go while the sun still rises


8. Contemplating ☲☳

Trigrams: Water, Air
Action: Open


A child peers through the crack in an unlocked door
Do not break a law to punish a criminal
Abstain from medicine for an illness you did not incur


9. Metamorphosis ☱☳

Trigrams: Earth, Air
Action: Transform


The oak sheds its leaves as winter approaches
Schooling fish contract as a predator approaches
After transformation, all see beauty in the butterfly


10. Returning ☲☰

Trigrams: Water, Nature
Action: Correct, Retreat


Clouds return to rivers, rivers return to seas, seas return to the sky
A commander knows when to retreat
A superior person knows how to retreat


11. Critical mass ☱☱

Trigrams: Earth, Earth
Action: Reallocate, Relocate


A careful beginning is a strong foundation
The tent is expanded and the ridgepole sags to the breaking point
Movement in any direction brings success


12. Danger ☲☲

Trigrams: Water, Water
Action: Relinquish, Discern


Caught in the storm, vision becomes limited
Water stops at the proper time, moves at the proper time
Climbing to the mountain peak, one drinks from the spring


13. Influencing ☵☷

Trigrams: Fire, Self
Action: Pursue, Accept


Charm and wit stand behind discernment
A mutual solution wins allies
Masks seep into the skin until they cannot be removed


14. Dawn ☱☵

Trigrams: Earth, Fire
Action: Focus, Shine


Radiant light scatters at dawn
Discipline brings control
Tranquil acceptance channels great power, small sadness


15. Polarising ☲☵

Trigrams: Water, Fire
Action: Accommodate, Release


Small agreement is the foundation of a long bridge
A straying horse returns under its own will
There is always more before the conflict


16. Sacrificing ☳☰

Trigrams: Air, Nature
Action: Restrict


A superior person sets boundaries, strong growth
When restriction inflicts pain, rebellion ignites
A sincerely offered sacrifice brings equilibrium


17. The well ☲☱

Trigrams: Water, Earth
Action: Draw


The source can never run dry
The city is moved but the well remains
An unused well invites fish, animals avoid a muddy well
The superior person draws strength and insight from their source


18. Shocking ☵☵

Trigrams: Fire, Fire
Action: Ignite


Thunderous power radiates, transforming the landscape
Many treasures are lost, after seven days you will regain them
Lost deep in thought, sitting on the edge of the precipice


19. Sojourning ☳☳

Trigrams: Air, Air
Action: Explore, Untangle


The bear wanders in search of food, following no path
The crane migrates south on a chill wind
A travelling stranger visits, sharing stories by the fire


20. Permeating ☳☷

Trigrams: Air, Self
Action: Delve


Gently wears down stone
Moving through every corner
Difficult to grasp


21. Centering ☷☰

Trigrams: Self, Nature
Action: Trust, Center


A hidden crane calls out, its children call back
The oak sinks its roots into the earth, its branches into the sky
The intuition of the wise is tempered steel

wiki/cleromancer.txt · Last modified: 2019/07/22 14:38 by caleymccready