User Tools

Site Tools


wiki:floramancer

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

wiki:floramancer [2019/11/06 12:43]
caleymccready [Ursal bauglin]
wiki:floramancer [2020/04/29 20:22] (current)
caleymccready
Line 1: Line 1:
 ======= Floramancer ======= ======= Floramancer =======
 +<​html>​
 + <a href="​https://​elementald6.com/​lib/​exe/​fetch.php?​media=wiki:​manitari.png">​
 +  <img src='/​lib/​exe/​fetch.php?​media=wiki:​manitari.png'​ style='​max-width:​ 60%' align="​right"​ alt="​Manitari Floramancer"/>​
 + </​a>​
 +</​html>​
 ===[advent class]=== ===[advent class]===
  
Line 5: Line 10:
 //Rules governing [[Advent Classes]]//​\\ //Rules governing [[Advent Classes]]//​\\
  
-Floramancy is based on the principles ​of druidry+Floramancy is an extension of the fundamental principle ​of druidry, pulling power from an [[ki spirits#​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 
 + 
 +Floramancers are able to summon Bauglins, powerful spirits of nature that grow up out of a large seed to become helpful companions to the floramancer. Each Bauglin has different strengths which can be used as needed. Floramancers can also manipulate plant matter, which brings a myriad of creative uses, including the ability to draw on the healing power of plants 
  
 \\ \\
Line 26: Line 34:
 {{map>:​wiki:​floramancer_talents.png?​nolink |The floramancer talent tree}} {{map>:​wiki:​floramancer_talents.png?​nolink |The floramancer talent tree}}
  
-[[floramancer#​talent details|jump to Bind Air 245220, 286, 260]]+[[floramancer#​constrictor vine|jump to Constrictor Vine 454570, 504, 620]] 
 +[[floramancer#​dream spore|jump to Dream Spore @ 521, 82, 571, 132]] 
 +[[floramancer#​entangling roots|jump to Entangling Roots @ 184, 570, 234, 620]] 
 +[[floramancer#​field disruption|jump to Field Disruption @ 184, 379, 234, 429]] 
 +[[floramancer#​fey bauglin|jump to Fey Bauglin @ 417, 287, 467, 337]] 
 +[[floramancer#​grasping vine|jump to Grasping Vine @ 179, 161, 329, 211]] 
 +[[floramancer#​hurling throw|jump to Hurling Throw @ 395, 30, 445, 80]] 
 +[[floramancer#​lash|jump to Lash @ 119, 81, 169, 131]] 
 +[[floramancer#​leaping thicket|jump to Leaping Thicket @ 241, 30, 291, 80]] 
 +[[floramancer#​lotus|jump to Lotus @ 319, 517, 369, 567]] 
 +[[floramancer#​motile|jump to Motile @ 531, 231, 581, 281]] 
 +[[floramancer#​nettle|jump to Nettle @ 460, 162, 510, 212]] 
 +[[floramancer#​oaken bauglin|jump to Oaken Bauglin @ 319, 249, 369, 299]] 
 +[[floramancer#​plant hands|jump to Plant Hands @ 417, 476, 467, 526]] 
 +[[floramancer#​rolling stone|jump to Rolling Stone @ 25, 186, 75, 236]] 
 +[[floramancer#​rapid growth|jump to Rapid Growth @ 222, 477, 272, 527]] 
 +[[floramancer#​rooted|jump to Rooted @ 264, 111, 314, 161]] 
 +[[floramancer#​stalker|jump to Stalker @ 109, 228, 159, 278]] 
 +[[floramancer#​sundew|jump to Sundew @ 614, 186, 664, 236]] 
 +[[floramancer#​tree of life|jump to Tree of Life @ 454, 380, 504, 430]] 
 +[[floramancer#​turgor|jump to Turgor @ 374, 112, 424, 162]] 
 +[[floramancer#​ursal bauglin|jump to Ursal Bauglin @ 222, 286, 272, 336]]
  
 {{<map}} {{<map}}
Line 64: Line 93:
  
  
 +\\
 +==== Dream spore ====
 +**Action**: Swift\\
 +**Requires**:​ [[floramancer#​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** [[abilities#​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**:​ [[floramancer#​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**:​ [[floramancer#​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. ([[dice bonus#​Advent Classes|Cost increases]])\\
 +□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\
 +
 +
 +\\
 +==== Sundew ====
 +**Action**: Swift\\
 +**Requires**:​ [[floramancer#​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. ([[dice bonus#​Advent Classes|Cost increases]])\\
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
  
  
Line 95: Line 196:
 □□□□□ □□□□□ Increase the hit point formula by 4d6. ([[dice bonus#​Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the hit point formula by 4d6. ([[dice bonus#​Advent Classes|Cost increases]])\\
  
 +
 +\\
 +==== Hurling throw ==== 
 +**Action**: Swift\\
 +**Requires**:​ [[floramancer#​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. ([[dice bonus#​Advent Classes|Cost increases]])\\
 +□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
 +
 +
 +\\
 +==== Leaping thicket ====
 +**Action**: Swift\\
 +**Requires**:​ [[floramancer#​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**:​ [[floramancer#​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**:​ [[floramancer#​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 talents =====
 +
  
 \\ \\
Line 126: Line 286:
 □□□□□ □□□□□ Increase the hit point formula by 3d6. ([[dice bonus#​Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the hit point formula by 3d6. ([[dice bonus#​Advent Classes|Cost increases]])\\
  
 +
 +\\
 +==== Grasping vine ====
 +**Action**: Swift\\
 +**Requires**:​ [[floramancer#​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 ([[sizes#​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 [[sizes#​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**:​ [[floramancer#​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**:​ [[floramancer#​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 [[floramancer#​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#​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. ([[dice bonus#​Advent Classes|Cost increases]])\\
 +□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
 +
 +
 +\\
 +==== Stalker ====
 +**Action**: Swift\\
 +**Requires**:​ [[floramancer#​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\\
  
 \\ \\
Line 132: Line 366:
 \\ \\
 ==== Constrictor vine ==== ==== Constrictor vine ====
 +**Action**: Standard\\
 +**Requires**:​ [[floramancer#​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. ([[dice bonus#​Advent Classes|Cost increases]])\\
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
 +
  
 \\ \\
 ==== Entangling roots ==== ==== Entangling roots ====
 +**Action**: Standard\\
 +**Requires**:​ [[floramancer#​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 [[conditions#​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. ([[dice bonus#​Advent Classes|Cost increases]])\\
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\
  
  
Line 140: Line 404:
 ==== Field disruption ==== ==== Field disruption ====
 **Action**: Full\\ **Action**: Full\\
-**Requires**:​ [[Aeromancer]] Level 1, [[abilities#Intelligence]] score of 2\\ +**Requires**:​ [[Druid#Druid'​s Perch]]\\ 
-**Description**: ​You bind a portion ​of your consciousness to air, creating ​an elemental directly under your control\\ +**Description**: ​Tapping into the gravitational power of an [[ki spirits#​atua|atua of earth]], you disrupt the anti-gravity field of a plant organism\\ 
-**Range**: ​feet\\+**Range**: ​30 feet\\
 **Speed**: Instant\\ **Speed**: Instant\\
-**Effect**: ​Using a portion ​of your ki, you create one medium sized air elemental\\+**Effect**: ​Target organism'​s anti-gravity field loses 20% of its efficacy\\
 **Cooldown**:​ 12 rounds, once a day\\ **Cooldown**:​ 12 rounds, once a day\\
-**Special**: ​ +**Special**: ​You must be within ​the gravitational field of a planet for this ability to work\\
-  * 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 segment. These 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**:​\\
-□ Extend the range by feet (binding). Maximum ​range is 120 feet\\ +□ Extend the range by 10 feet\\ 
-□□ ​Extend ​the range of your elemental'​s ​attacks ​to 10 feet\\ +□□□□ Increase the field reduction by 10 percentage points. Maximum ​field reduction ​is 60%\\ 
-□ Increase the speed of your elemental'​s attacks ​by 1H. Maximum speed is 12H\\ +□□□□ Increase ​the uses per day by 1\\ 
-□□□□□ □□□□□ 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 hit point formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\+\\  
 +==== Lotus ==== 
 +**Action**: Full\\ 
 +**Requires**:​ [[druid#​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#​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 [[wiki:​the_grid|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 [[combat#​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. ([[dice bonus#​Advent Classes|Cost increases]])\\  
 +□□□□□ □□□□□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus#​Advent Classes|Cost increases]])\\  
 +□□ ​Increase the Stealth bonus by 1d6. Maximum bonus is 6d6\\ 
 + 
 + 
 +\\ 
 +==== Rapid growth ====  
 +**Action**: Passive\\ 
 +**Requires**:​ [[Druid#​Druid'​s Perch]], [[Druid#​Rampant Growth]]\\ 
 +**Description**:​ Enhances your rampant growth ability, making it faster and more effective\\ 
 +**Special**:​  
 +  * Reduces the required action of [[Druid#​Rampant Growth]] to a Move action 
 +  * Increases the range and maximum range of [[Druid#​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#​Druid'​s Perch]]\\ 
 +**Description**:​ Evoking the energy of the planet'​s [[ki spirits#​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. ([[dice bonus#​Advent Classes|Cost increases]])\\ ​ 
 +□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
  
  
wiki/floramancer.1573073011.txt.gz · Last modified: 2019/11/06 12:43 by caleymccready