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Floramancer

[advent class]


Rules governing Advent Classes

Floramancy is an extension of the fundamental principle of druidry, pulling power from an atua of a planet. A floramancer requests the power of an atua of earth and water, rather than directly providing the source of binding's power. Some floramancer's consider themselves druids specializing in and focusing on the plant domain. Other floramancers learn only what they need from druidry and consider themselves to be stewards or masters of the forests


Floramancer 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

Fey bauglin talents


Fey bauglin

Action: Full
Requires: Druid's Perch
Description: You request a sliver of an earth Atua's consciousness, creating a bauglin seed which will grow into a bauglin that will aid you
Effect: A fey bauglin seed roughly the size of an apple is created
Special:

  • The seed must be planted in at least 1 cubic foot of earth in order to grow into a fey bauglin. It takes 6 days to fully develop, and requires daily infusions of your ki energy. You can only keep one fey bauglin seed alive at a time
  • Once per day, bauglin may bury themselves into the earth, reabsorbing their body into the earth over 1 minute. A small flower grows at that location, allowing the bauglin seed to be recovered. If the seed is replanted in earth, the bauglin can rapidly regrow their body over 30 seconds
  • If a bauglin dies, their seed is destroyed
  • With a swift action, you may direct your bauglin's actions, granting it a standard and a move action. Fey bauglin may make a single attack with a standard action

Fey Bauglin Offensive: Attack Bonus + Dex + 6d6
Fey Bauglin Defensive: Defense Bonus + Dex + 6d6
Fey Bauglin Damage: Str x 2 + 6d6
Fey Bauglin Hit points: Res x 6 + 18d6
Fey Bauglin Range: 5 feet
Fey Bauglin Speed (attack): 4H (4 hexes per segment)
Fey Bauglin Speed (movement): 30 feet
Talent Point Improvements:
□□ Extend the range of your fey bauglin's attacks to 10 feet
□ Increase the speed of your fey bauglin's attacks by 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)
□□□□□ □□□□□ Increase the hit point formula by 2d6. (Cost increases)


Dream spore

Action: Swift
Requires: Dream Spore
Description: Your fey bauglin releases a cloud of spores that induce a deep sleep when inhaled
Range: 15 feet
Speed: 1H
Effect: Cone of spores 15 feet long, 60° wide. Sleep lasts 1 round
Cooldown: 12 rounds
Special: The target creature(s) must make a Resolve vs Resolve Ability Check. If the target creature fails its saving throw, they fall asleep. If a sleeping creature takes damage, they awaken
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 40 feet
□ Increase the speed by 1H. Maximum speed is 8H
□ Extend the sleep duration by 1 segment. Maximum duration is 3 rounds
□□□□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 3d6
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Motile

Action: Swift
Requires: Fey Bauglin
Description: Lashing out with vines, your Fey Bauglin latches on and pulls itself forward in a burst of speed
Effect: Your Fey Bauglin moves 20 feet in any direction
Cooldown 6 rounds
Talent Improvement Points:
□□□ Increase the movement by 5 feet. Maximum movement is 40 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Nettle

Action: Swift, Move
Requires: Fey Bauglin
Description: Your fey bauglin releases stinging nettles, damaging its target from a distance
Range: 30 feet
Speed: 4H
Effect: Target creature
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Damage: Str x 2 + 6d6
Cooldown: 6 rounds
Special: Attacking with a swift action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which can be used in the same segment or separate segments. Using Nettle as a Move action invokes the cooldown, which only prohibits using it as a move action
Talent Improvement Points:
□ Extend the range by 5 feet. Maximum range is 120 feet
□ Increase the speed by 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 1 round


Sundew

Action: Swift
Requires: Motile
Description: Your fey bauglin lashes out with its vines, applying its poison from a distance
Range: 15 feet
Speed: 4H
Effect: Target creature gains selected condition for one round
Offensive: Attack Bonus + Dex + 6d6
Cooldown: 12 rounds
Special: Select one of the following poisons to apply:

  • Necrotic Poison: 3d6 damage per segment
  • Occular Poison: Blinds the target
  • Numbing Poison: Target loses its next two swift actions

Talent Improvement Points:
□ Extend the range by 5 feet. Maximum range is 40 feet
□ Increase the speed by 1H. Maximum speed is 8H
□□□ Extend the duration by 1 segment. Maximum duration is three rounds
□□□ When using Numbing poison, the target also loses a movement action
□□□□□ □□□□□ Increase the dice bonus of the offensive formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Oaken bauglin talents


Oaken bauglin

Action: Full
Requires: Druid's Perch
Description: You request a sliver of an earth Atua's consciousness, creating a bauglin seed which will grow into a bauglin that will aid you
Effect: An oak bauglin seed roughly the size of an apple is created
Special:

  • The seed must be planted in at least 1 cubic foot of earth in order to grow into an oaken bauglin. It takes 8 days to fully develop, and requires daily infusions of your ki energy. You can only keep one oaken bauglin seed alive at a time
  • Once per day, bauglin may bury themselves into the earth, reabsorbing their body into the earth over 1 minute. A small flower grows at that location, allowing the bauglin seed to be recovered. If the seed is replanted in earth, the bauglin can rapidly regrow their body over 30 seconds
  • If a bauglin dies, their seed is destroyed
  • With a swift action, you may direct your bauglin's actions, granting it a standard and a move action. Fey bauglin may make a single attack with a standard action

Oaken Bauglin Offensive: Attack Bonus + Dex + 6d6
Oaken Bauglin Defensive: Defense Bonus + Dex + 6d6
Oaken Bauglin Damage: Str x 2 + 6d6
Oaken Bauglin Hit points: Res x 8 + 30d6
Oaken Bauglin Range: 5 feet
Oaken Bauglin Speed (attack): 4H (4 hexes per segment)
Oaken Bauglin Speed (movement): 30 feet
Talent Point Improvements:
□□ Extend the range of your oaken bauglin's attacks to 10 feet
□ Increase the speed of your oaken bauglin's attacks by 1H. Maximum speed is 12H
□□□□□ □□□□□ 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)
□□□□□ □□□□□ Increase the hit point formula by 4d6. (Cost increases)


Hurling throw

Action: Swift
Requires: Turgor
Description: Your Oaken Bauglin picks up a creature, tossing them like a ball
Range: 5 feet
Effect: Target creature is thrown 20 feet
Offensive: Attack Bonus + Dex + 6d6
Damage: Str x 2 + 6d6
Cooldown: 12 rounds
Talent Improvement Points:
□ Extend the range to 10 feet
□□ Extend the distance the target is hurled by 5 feet. Maximum distance is 60 feet
□□□□□ □□□□□ Increase the dice bonus of the offensive formula 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


Leaping thicket

Action: Swift
Requires: Rooted
Description: Your bauglin causes a surge of undergrowth to rise up and block an incoming attack
Range: 5 feet
Speed 4H
Effect: A wall of plants 10 feet tall and 10 feet wide rises up
Cooldown: 12 rounds
Special: The wall automatically blocks the attack, but is destroyed if it takes any damage. If an attack does not materialize, the thicket remains in place for 6 rounds
Talent Point Improvements:
□ Increase the range by 5 feet. Maximum range is 120 feet
□ Reduce the cooldown. Minimum cooldown is 3 rounds


Rooted

Action: Swift
Requires: Oaken Bauglin
Description: Your Oaken Bauglin sinks its feet into the ground, rooting itself and giving it a defensive advantage
Effect: Your bauglin becomes immune to maneuvers, and gains a 1d6 bonus to offensive maneuvers and defensive actions
Cooldown: 6 rounds
Special: You may un-root your bauglin as a free action at any time
Talent Improvement Points:
□□ Increase the defensive bonus by 1d6. Maximum bonus is 6d6
□ Reduce the cooldown by 1 round


Turgor

Action: Move
Requires: Oaken Bauglin
Description: Your Oaken Bauglin surges with strength, leveraging the power of the water within its body to perform great feats of strength
Effect: Your Oaken Bauglin's strength score is increased by 6 for 10 minutes
Cooldown: 12 rounds, and once per day
Talent Improvement Points:
□□ Increase the strength bonus by 2. Maximum strength bonus is 30
□□ Extend the duration by 10 minutes
□□ Increase the uses per day by 1. Maximum uses per day is 3


Ursal bauglin talents


Ursal bauglin

Action: Full
Requires: Druid's Perch
Description: You request a sliver of an earth Atua's consciousness, creating a bauglin seed which will grow into a bauglin that will aid you
Effect: An ursal bauglin seed roughly the size of an apple is created
Special:

  • The seed must be planted in at least 1 cubic foot of earth in order to grow into an ursal bauglin. It takes 6 days to fully develop, and requires daily infusions of your ki energy. You can only keep one fey bauglin seed alive at a time
  • Once per day, bauglin may bury themselves into the earth, reabsorbing their body into the earth over 1 minute. A small flower grows at that location, allowing the bauglin seed to be recovered. If the seed is replanted in earth, the bauglin can rapidly regrow their body over 30 seconds
  • If a bauglin dies, their seed is destroyed
  • With a swift action, you may direct your bauglin's actions, granting it a standard and a move action. Fey bauglin may make a single attack with a standard action

Ursal Bauglin Offensive: Attack Bonus + Dex + 6d6
Ursal Bauglin Defensive: Defense Bonus + Dex + 6d6
Ursal Bauglin Damage: Str x 2 + 8d6
Ursal Bauglin Hit points: Res x 6 + 24d6
Ursal Bauglin Range: 5 feet
Ursal Bauglin Speed (attack): 4H (4 hexes per segment)
Ursal Bauglin Speed (movement): 30 feet
Talent Point Improvements:
□□ Extend the range of your fey bauglin's attacks to 10 feet
□ Increase the speed of your fey bauglin's attacks by 1H. Maximum speed is 24H
□□□□□ □□□□□ 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)
□□□□□ □□□□□ Increase the hit point formula by 3d6. (Cost increases)


Grasping vine

Action: Swift
Requires: Ursal Bauglin
Description: Your Ursal Bauglin shoots out vines, pulling itself forward or pulling a target creature in
Range: 20 feet
Speed 4H
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Cooldown: 6 rounds
Special:

  • When used for movement, the bauglin moves forward at the speed to the target location. There must be something physical at the target (or between the target and the bauglin) for the vines to latch onto
  • When used to pull a creature in (medium or smaller), roll the offensive formula. If successful, the creature is pulled toward the bauglin at the speed and deposited adjacent to the bauglin
  • You may release the creature before the pull is complete
  • You may use the offensive or defensive formula to grab moving objects, up to size Small

Talent Point Improvements:
□□ Extend the range by 5 feet. Maximum range is 40 feet
□ Increase the speed by 1H
□□ Increase the offensive and defensive formula by 1d6. Maximum dice is 9d6
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Lash

Action: Swift
Requires: Grasping Vine
Description: Your ursal bauglin lashes out with their vines, knocking opponents off balance
Range: 20 feet
Speed: 4H
Effect: Target creature is knocked back or to the side 5 feet
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Cooldown: 6 rounds
Talent Improvement Points:
□ Extend the range by 5 feet. Maximum range is 60 feet
□ Increase the speed by 1H
□ Increase the knockback by 5 feet. Maximum knockback is 15 feet
□□□ Lash strikes an additional target. Maximum number of targets is 2
□□ Increase the offensive and defensive formula by 1d6. Maximum dice is 9d6
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Rolling stone

Action: Swift
Requires: Stalker
Description: Your oaken bauglin releases a massive surge of ki, catapulting them into a rolling tumble that knocks back enemies and deals damage
Effect: Oaken bauglin rolls 40 feet, knocking targets back or to the side
Offensive: Attack Bonus + Dex + 6d6
Damage: Str x 2 + 6d6
Cooldown: 12 rounds
Special: If Rolling Stone hits your Stalker target, they are pulled into the tumble and dragged to the final destination, taking double damage. You may select the path of the roll, but must always move in a forward direction, as with flying and turning rules
Talent Improvement Points:
□□ Extend the roll 5 feet. Maximum roll is 90 feet
□□□□□ □□□□□ Increase the dice bonus of the offensive formula 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


Stalker

Action: Swift
Requires: Ursal Bauglin
Description: Your ursal bauglin aligns its ki field with its prey, stalking its movement step for step
Range: 30 feet
Speed: Instant
Effect: Every time the target creature moves, the ursal bauglin matches their movement exactly and immediately, up to the bauglin's movement speed
Cooldown: 12 rounds
Special: The cooldown refers to setting a new target. The target must be in range to align the ki field. This ability grants one movement action per round to be used in stalking the target when it is not the bauglin's turn. Unused movement at the end of a round may be used to move closer to the target
Talent Improvement Points:
□ Extend the range 10 feet
□□□ Increase the movement speed for stalking by 10 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


General floramancy talents


Constrictor vine

Action: Standard
Requires: Plant Hands
Description: You lash out with vines, latching on to your opponent and restricting their ability to move
Range: 15 feet
Speed: 6H
Effect: Target creature cannot move or use its limbs for binding for 1 segment
Offensive: Attack Bonus + Dex + 6d6
Cooldown: 12 rounds
Talent Point Improvements:
□ Increase the range. Maximum range is 60 feet
□ Increase the speed by 1H. Maximum speed is 12H
□□ Extend the duration by 1 segment. Maximum duration is 4 segments
□□□□□ □□□□□ Increase the dice bonus of the offensive formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Entangling roots

Action: Standard
Requires: Rapid Growth
Description: Roots rapidly grow out of the earth, trapping creatures in the area and restricting movement
Range: 15 feet
Speed: Instant
Effect: Target circle with radius of 5 feet
Offensive: Attack Bonus + Res + 6d6
Cooldown: 12 rounds
Special: All creatures within the area may make separate defensive rolls, or gain the rooted condition for 1 round
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 120 feet
□□ Extend the radius by 5 feet. Maximum radius is 20 feet
□ Extend the duration by 1 segment. Maximum duration is 6 rounds
□□□□□ □□□□□ Increase the dice bonus of the offensive formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Field disruption

Action: Full
Requires: Druid's Perch
Description: Tapping into the gravitational power of an atua of earth, you disrupt the anti-gravity field of a plant organism
Range: 30 feet
Speed: Instant
Effect: Target organism's anti-gravity field loses 20% of its efficacy
Cooldown: 12 rounds, once a day
Special: You must be within the gravitational field of a planet for this ability to work
Talent Point Improvements:
□ Extend the range by 10 feet
□□□□ Increase the field reduction by 10 percentage points. Maximum field reduction is 60%
□□□□ Increase the uses per day by 1


Lotus

Action: Full
Requires: Druid's Perch
Description: You infuse a flowering plant with with, allowing it to serve as a reservoir
Effect: Ki is stored and can be used to gain swift actions and reset cooldowns
Cooldown: 12 rounds
Special: Use a full action to store the ki in the plant. It must be a flowering plant and it must be kept on the body while storing ki. The ki can be used in two ways:

  • Grant a swift action for use on a floramancer ability
  • Reset a floramancer ability's cooldown

Talent Point Improvements:
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Plant hands

Action: Swift, Standard, Full
Requires: Druid's Perch
Description: You use existing plants, binding your ki to the water within them to manipulate them, using them as an extension of your self
Range: 30 feet
Speed: 4H
Effect: You control target plants in a circle with a 10 foot diameter
Element: Pre-existing plants
Offensive: Attack Bonus + Dex + 2d6
Defensive: Defense Bonus + Res + 2d6
Damage: Strength x 2 + 1d6 [Slashing]
Special: Controlling the plants you use them as an extension of your own self. The plants can grow rapidly to provide the necessary amount of material needed to accomplish your task. You may use the plants in the following ways:

  • Attack: (Standard) Perform a basic melee attack, using the offensive formula
  • Maneuver: (Standard) Attempt a combat maneuver, using the offensive formula
  • Defensive action: (Standard, Full) Attempt to block an attack that is within range of the plants. A successful block destroys a hex of plants. The plants may block more than one attack in a round if you spend a full action
  • Forest walker: (Swift) You cause the plants to move subtly to conceal your movements, gain a 3d6 bonus to Stealth. Also grants concealment
  • Plant hands: (Varies) The plants under your control have dexterity similar to human hands and can be used to perform tasks that would require hands. They cannot be used in bindings

Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 60 feet
□ Increase the speed by 1H. Maximum speed is 12H
□□ Increase the diameter of control area by 5 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)
□□ Increase the Stealth bonus by 1d6. Maximum bonus is 6d6


Rapid growth

Action: Passive
Requires: Druid's Perch, Rampant Growth
Description: Enhances your rampant growth ability, making it faster and more effective
Special:

  • Reduces the required action of Rampant Growth to a Move action
  • Increases the range and maximum range of Rampant Growth by 30 feet
  • Allies may move through the plants unhindered
  • Adds 3 additional hexes of plant growth

Talent Improvement Points:
□□□ Increase the range and maximum range an additional 10 feet. Maximum additional range is 30 feet
□□ Increase the number of hexes affected by 3


Tree of life

Action: Full
Requires: Druid's Perch
Description: Evoking the energy of the planet's atua, you grow a tall, thin plant with beautiful flowers and berries which provide healing when consumed
Range: 30 feet
Speed: Instant
Effect: Healing plant provides 3 healing berries
Healing: Res x 2 + 12d6
Cooldown: 12 rounds
Special: Once picked, the berries must be consumed within 1 round in order to be effective. A berry can only be consumed once a day by the same person
Talent Improvement Points:
□ Extend the range by 5 feet
□□□ Increase the number of berries by 1. Maximum number of berries is 12
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

wiki/floramancer.txt · Last modified: 2019/12/04 18:26 by caleymccready