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Earth adept

[advent class]


Rules governing Advent Classes

Earth Adepts are master Petramancers that further dedicate themselves to the element of earth, learning advanced techniques that bring them ever closer to becoming one with earth


Earth Adept 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

Anchor

Action: Swift
Requires: Level 12 Petramancer
Description: You bind your ki to the ground and pull yourself towards the target location
Range: 15 feet
Speed: 2H
Effect: You are pulled toward the target location
Cooldown: 12 rounds
Special: The target location must be earth that is a part of a planet, moon, or asteroid. Alternatively, earth or stone that is physically connected to a gravity well can be used. This movement can extend into subsequent segments, and can be performed at less than your maximum speed
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 60 feet
□□ Increase the speed by 1H. Maximum speed is 6H
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Cleave

Action: Standard
Requires: Level 12 Petramancer
Description: You bind your ki to stone, and with a violent twist you cause the stone to split
Range: Touch
Speed: 2H
Effect: A rift 15 feet long and 10 feet deep appears in target earth or stone
Cooldown: 12 rounds
Special: The rift extends from the touched location in one direction, or in two opposite directions. From there it extends in a series of direct lines to each subsequent hex in any path desired. Splitting the rift into branches causes each branch to count towards the total length
Talent Point Improvements:
□□ Increase the length of the rift by 5 feet
□□ Increase the depth by 5 feet
□□ Increase the speed of the rift by 1H
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
□□□ You may split the rift into multiple branches


Counter

Action: Swift
Requires: Level 12 Petramancer, Stone Shield
Description: Unflinching as stone itself, you shrug off attacks, steeling your mind in order to turn the flow of the battle back on your opponent
Effect: You improve your initative standing one rank
Cooldown: 12 rounds
Special: Your initiative ranking improves by one rank at the beginning of the next segment. You may enact this ability when attacked, even if you have already enacted an action this segment
Talent Point Improvements:
□□□ Increase the rank improvement to two ranks
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Cudgel

Action: Full, Standard
Requires: Level 12 Petramancer, Cleave
Description: You lift a large amount of earth and form it into a great cudgel, which you wield as a weapon
Range: 15 feet
Speed: 6H
Effect: You create or wield a large cudgel of earth
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Damage: Strength x 3 + 8d6 [Bludgeoning]
Hit points: Resolve x 3 + 6d6
Cooldown: 12 rounds
Special: Creating the cudgel is a full action which also grants you an attack in the following segment. The cooldown only applies to creating the cudgel. As a Standard action, you may use the cudgel in a sweeping attack that hits all targets within a 60° cone. The weapon can be used to block multiple attacks in a sweeping motion as with its attack. Each attack that is blocked deals its damage to the weapon. If the hit points are reduced to zero, the weapon is destroyed
Talent Point Improvements:
□ Reduce the required action to create a cudgel from Full to Standard
□□ Increase the speed by 3H
□□ Increase the sweep of the cone by 60°. Maximum sweep is 300°
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage and hit point formulas by 1d6. (Cost increases)
□□□ Increase the dice bonus of the hit point formula by 3d6
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
□ Gain the option to create the weapon as a scythe, changing the damage type to [Slashing]


Detonate earth

Action: Standard
Requires: Level 12 Petramancer
Description: You bind your ki to the earth, and use the resonation to shatter the target earth
Range: 30 feet
Speed: 6H
Effect: Target earth explodes in a bloom
Element: 1 unit of earth per target
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Damage: Strength x 2 + 6d6 [Bludgeoning or Piercing]
Cooldown: 12 rounds
Special: As a part of this action, you may hurl a single chunk of earth to a location within the range, if earth does not exist at your desired target location
Talent Point Improvements:
□ Extend the range by 5 feet. Maxiumum range is 60 feet
□□□ Extend the radius of the bloom to 10 feet
□□□ You may explode an additional target with your attack. Maximum number of targets is 3
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Disc

Action: Full
Requires: Level 12 Petramancer
Description: You extract earth from the ground in the shape of a disc, hurling it toward your target so that it bounces to a second target
Range: 30 feet
Speed: 8H
Effect: Target, hex, object
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Damage: Strength x 2 + 6d6 [Bludgeoning] or Slashing
Cooldown: 12 rounds
Special: The disc jumps to a second target of your choosing that is within 20 feet of the first target. The angle of the jump may not exceed 120°
Talent Point Improvements:
□ Reduce the required action to Standard
□ Increase the speed by 1H. Maximum speed is 18H
□ Increase the number of bounces to 2
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Earth tap

Action: Full, Free
Requires: Level 12 Petramancer
Description: You tap into the planet's ki, storing your ki energy for later use
Effect: You store one Standard action
Cooldown: 12 rounds
Special: You store one Standard action useable in subsequent rounds. The action can be used in addition to the normal actions possible in a turn. The action can be substituted for move or swift action. The action expires after 6 rounds. You cannot store more than action at a time. You must be touching the earth to store or retrieve your action. Retrieving the action is a free action
Talent Point Improvements:
□ Reduce the required action to Standard
□ Extend the storage duration by 1 round
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Foxhole

Action: Standard
Requires: Level 12 Petramancer
Description: You create an impromptu shelter for an ally
Range: 15 feet
Speed: 12H
Effect: Target hex is burrowed down 10 feet
Cooldown: 12 rounds
Special: Requires that the target hex be earth, surrounded by earth such that a hole in the earth can be carved out. This move works as with Burrow. Creatures standing on the hex have now been moved into the hole. The surrounding earth blocks line of sight for any creature that is not adjacent to the hole
Talent Point Improvements:
□ Reduce the required action to Move
□ Extend the range by 5 feet. Maximum range is 30 feet
□ Increase the speed by 1H. Maximum speed is 18H
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Rock garden

Action: Standard
Requires: Level 12 Petramancer
Description: You kick the ground, causing a thousand spikes to shoot out of the earth in the target area, dealing damage and creating treacherous terrain
Range: 10 feet
Speed: Instant
Effect: Target circle with a diameter of 15 feet
Offensive: Attack Bonus + Res + 6d6
Defensive: Defense Bonus + Res + 6d6
Damage: Strength x 2 + 6d6 [Piercing]
Cooldown: 12 rounds
Special: If you are standing in the target area, you may exclude your own hex from the target area. Rock garden may only be used to defend against attacks that move along the ground or just below the surface. Creatures that willingly move across the spikes take damage once per turn
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 30 feet
□□ Increase the diameter of the target area by 5 feet. Maximum diameter is 35 feet
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Spear

Action: Standard
Requires: Level 12 Petramancer, Detonate Earth
Description: You create a hefty spike of earth, hurling it toward your target, dealing massive damage. The wound and the blow combine to cause the target to become staggered
Range: 30 feet
Speed: 10H
Effect: Target, hex, or object
Element: Half a unit of earth
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Damage: Strength x 3 + 8d6 [Piercing]
Cooldown: 12 rounds
Special: A successful hit applies the Staggered condition until the target recieves healing
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 60 feet
□ Increase the speed bh 1H. Maximum speed is 18H
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Stone grip

Action: Standard
Requires: Level 12 Petramancer, Anchor
Description: You crouch low, thrusting your hand down into the earth. As you do, a large stone hand reaches up from the ground to grasp and squeeze your target
Range: 20 feet
Speed: 4H
Effect: Target creature is Rooted for two rounds
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Damage: Strength x 2 + 6d6
Hit Points: Resolve x 2 + 6d6
Cooldown: 12 rounds
Special: The hand can affect targets size Large or smaller. If the hand's hit points are reduced to zero, it is destroyed and its effects end. Otherwise, on a successful hit, the hand immediately roots the target. In the following segment, it deals damage. Damage is dealt again after six segments
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 60 feet
□ Increase the speed by 1H. Maximum speed is 8H
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage and hit point formulas by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Stone shield

Action: Move, Full
Requires: Level 12 Petramancer
Description: You create discs of earth which orbit you, which you can use to defend against incoming attacks
Range: The orbs can defend against attacks that pass within 5 feet of your character
Speed: 4H
Effect: Three discs of earth orbit you
Element: 1 unit of earth
Defensive: Defense Bonus + Dex + 6d6
Cooldown: 12 rounds
Special: Creating the discs and setting them into their orbit around you is a full action. In subsequent rounds, you may spend a move action to defend as many incoming attacks as you have discs. As a swift action, you may use a single disc to defend against an attack. When a disc defends against an attack, it is shattered. The discs shatter after 6 rounds
Talent Point Improvements:
□□ Extend the range to 10 feet
□□□ Increase the number of discs to 4
□□□□□ □□□□□ Increase the dice bonus of the defensive formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

wiki/earth adept.txt · Last modified: 2019/10/30 21:12 by caleymccready